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About G0dsend

  1. You want bees to be close enough that you can often see them out of the corner of your eye, but still on the outskirts of your base. In my case my bee farm is separated from my kitchen and campfire by my culinary gardens and pig farm. If they are not close enough, they will not produce any honey and too close they will attack during the Spring. Additionally, I have found that if you build a wall between the rest of your base and your bee farm they generally won't bother you. If you employ this strategy, the bees must have a way out of the wall that leads away from your base, if they have no way out they will ignore the wall and fly right over it. Edit: Ah sorry, Rellimarual. Didn't see that you said that already.
  2. As someone who is all for difficult games, (I put all of my rpgs on the hardest difficulty setting when I first start playing them, and I have sunk quite a few hours into the Dark Souls series...) I see no reason to make this change. For the following reasons... I would say the assumption that meatballs are the meta for inexperienced players is probably quite accurate. You yourself (Curator) have admitted to not playing Wolfgang and believing that Wigfrid is overpowered... That preference to Wigfrid naturally leads to a preference for meatballs.... (A character that can only eat meat and can restore health and sanity by fighting rather than through food) For the record, I mean no offense in all this I am just offering a logical explanation for the perception that meatballs need a fix. But in my own experience, (Have in fact played every character with the exception of Willow, who is banned in my playgroup due to troll shenanigans) Meatballs are mostly used in the early stages of the game or when resources are scarce. Once we have a base set up our food supply mostly consists of Bacon and Eggs, Honey Ham, Jerky, and Dragon Pie, and I would say I am moderately experienced. Meatballs just happens to be the easiest and fastest way to sanitize monster meat, so naturally you would see it frequently in short lived games or games with even one inexperienced player. But there are other more efficient ways... For example the previously mentioned bird cage, and I personally have a pig farm in my base where I specifically use my monster meat to either make manure through Werepigs or start a civil war among my Pigs to produce meat for my drying racks. As such, I can only imagine a change like this would deter new players while only making the early stages of the game more difficult, which is already where most of the difficulty is. As a result, I would not expect this to be a good design choice for the game at all.
  3. So the lack of response or answers here leads me to believe we simply do not know why these plants might disease before the advertised 50 day timer. I guess I can offer my best guess based on my experience, but i still do not know if the 50 day timer is a confirmed part of the coding or not... Based on my experience, if this is in fact a bug my best guess would be that any days that I roll back on might be counted towards the timer. I frequently roll back when I am playing by myself and messing around with the placement and organization of my base, simply so I can make it look nice and organized.
  4. "Umm i have a world with over 400 days and i have only ever lost about 5 plants (grass and saplings) to disease. I am the only one playing and its on default settings. Doesn't the portal spawn new berries grass and saplings when there are none around it? Also you can get grass and twigs from tumbleweeds grass gekkos and twiggy trees." True, but this does not apply to berries. Not to mention some might have a preference towards saplings or tufts for aesthetic reasons. For the record I have only lost like 6 plants to this myself and I am 450 days in myself. My concern is more along the lines of the this... I like the idea of the mechanic, but it is not working as advertised and because it is not working as advertised it puts a lifespan on the server's resources. I would like to know why it is not working as advertised, whether it be due the information we have is incorrect or a bug.
  5. I agree it is a boring task, but I am willing to put up with it if it was actually fixed at 50 or more days. As I've said, I have had disease set in after less than 50 days, so I am looking for confirmation that is in fact 50 days in the code. I am trying to understand the implemented mechanics, and find the possible problem, so that we as a community can come up with a suitable suggestion for this mechanic... Because based on my experience I see no reason to leave it on, even though I would like to be able to say I could leave it on.
  6. So I mentioned this on another thread, but the way I understand disease is supposed to work is when you transplant grass tufts, berry bushes, or saplings a timer starts. When the timer reaches its designated endpoint somewhere 50-70 days it has a chance to become diseased. (Warning period blah blah blah) On a failed check, the timer restarts. The way to avoid this is supposed to be every <50 days you should dig up and replant your crops. I am fine with this as it adds some difficulty to the game, but it is predictable and avoidable provided you are aware of it. However.... on multiple occasions I have had my crops become disease in far less than 50 days after my last "turn the crops" session. When the mechanic is unpredictable or can happen in so short a time period that I feel the need to turn the crops every season it gets a little frustrating. I find it frustrating because this results in one of two things: One, the server's lifespan is artificially restricted because eventually, no matter how hard you try, the non-renewable resources will die off from disease and you will be left with a desolate world that cannot sustain you. Two, I have to get obsessive compulsive on this and constantly turn my crops leaving me little time to go out explore, expand, and experience the other content of the game. Note: Most of the time I run this server by myself, my friends occasionally coming in on weekends.... So here are my questions. Has anyone gone into the code and confirmed the 50 day timer? If so, then my experience indicates either false information, or some kind of bug or glitch that circumvents the 50 day timer, which do we think this might be? (As I said, this has happened to me multiple times, and I would not bring it up if I was not certain it was less than 50 days... most recent incident was 35 days)
  7. Apologies for reviving an old thread, but I just had a server where i dug up and replanted all my crops (small crops of 30 berry bushes, 50 grass tufts, and 50 saplings) on day 320 (conservative estimation) and on day 355 a grass tuft diseased.... so the day 50 mark is misinformation, and if you cannot reliably predict a window of time where you need to dig up your crops and replant them to prevent disease, and the resources that disease destroys is not renewable than I see absolutely no reason to leave on a mechanic that essentially puts a timer on a server.... Especially when I run this server pretty much by myself. (My friends occasionally log on and eat my food....)