Comments (1)
Agree. Sound effects are always a good idea, they give that little bit of extra info in a non-intrusive way/
Project history:
The reason for preventing adze from cutting hard wood was because historically people typically wouldn't fell a whole tree with one. They'd use burning or ring barking.
It was the same issue with pick ax vs granite. Sure you could dig/cut that if you really wanted, but it would take so long no one would bother. My design choice was just to make it impossible, which does create this confusion unfortunately.
(For hard stones adding explosives or fire-cracking was something in the back of my mind. Was always too much trouble though).
from exile.
Related Issues (20)
- Fire requiring blocks being dry around it is not communicated very well HOT 2
- Resting mechanics are not communicated very well HOT 1
- Climbing blocks when holding Shift when too tired to jump a full block is not communicated well HOT 3
- Kiln/pottery mechanics are not communicated very well HOT 1
- Hints/tips on death to help aid new players
- Some way to label bags to distinguish them HOT 2
- Downed state - 0% health is not the end! HOT 4
- Crafting returns oversized stacks which can end up losing items HOT 1
- Idea: move player-wise settings into a unified menu HOT 2
- error in 5.3 branch for colinfo in moblkit
- HUD text breaks with global HUD scale. HOT 1
- Further refining HUD HOT 10
- Tang is not a liquid HOT 1
- Mystery instant soup bug
- Resting mechanics become an annoyance HOT 4
- Bronach plant sprite has too low contrast
- Agricultural soil with a plant on it erodes and leaves the plant in midair
- Replace earth moon texture
- Ruins of former exiles (spawning random structures)
- Backpacks eat node metadata HOT 1
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from exile.