Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Simply put, "steel" is a generic (finite, mined, abundant) resource that is used to avoid excessively complicated production chains (e.g. sandbag should be cloth bag + gravel, concrete tiles should be using water + rock + cement, wires should be using copper + plastics, batteries should be lead + copper + acid, etc).
Yeah, i suppose that makes sense, really. But even if it was just dirt. No cloth or whatever. I would be okay with it.
But i guess its less work for the devs. Which is a good thing.
Thanks for your replies
It adds tibal versions of all your bassics instead of horesoes its lawn darts tribal style, instead of chess it some kind of cinese checkers with rocks game board they play with on the ground, then you get cloth beds basicly sleeping bags you can make out of dried gras, cloth, or leather. New clothes that work fro heat but suck for armor like a dried grass coat to keep the sun off you that breathes great has almost no armor value at all, same with woven hats. Basiccly the only thing I use when not tribal start is the earthen walls and the pitfall traps, allthough wooden helmets are not bad till I make metal ones, but its broken they are suppose to be made on smithing tables and are made on machining tables so now its kind of moot unless your straped for metal then you use them although they do full head coverage but meh armor compared to real helmets so kind iffy if op or not its like .3 sharp restaince but has 40 hp so not hard to break at all in combat if it does get hit but offers face protection...
Also I inhale chunks early game and I pick biomes based on what chunks I get always granit as wone then only only one other walls granite floors the other stone type, so I quickly eat up the chunks in my dumps for defense in peace time as the crafters cut them all to peices...
If this was gnomoria or dwarf fortress sure, I could just dig for like 12 floors and get all the mats i need even on a small map.
True... But what if it was just a small amout that you could dig. If you want to simplify it, they use dirt from where they build the sandbags. the only thing requied is the cloth. I agree that we shouldnt need a complicated combination of resources to make something so simple.
I agree, we dont need a Z-axis. The charm of this game is its simplicity when it comes to things like that.
Oh, and thank you for the mod recommendation, TOG Zalzany.
It's fun but holy crap is it difficult
I remember my first arctic game with that.
Died horribly because there were no trees and the entire first 2 tech levels before stone and metal were entirely wood based, AND the only early heater was burning wood.
You couldn't waste ANYTHING and just barely squeeze by.
Had to rush stone and then build a house around a Geo-thermal hole until the rest of the tech tree had advanced enough to get access to traders to get some more wood.
I've been playing around with the Fertile Fields mod lately and it's been great. The ability to dig resources such as dirt, sand, crushed rocks and then turn them into various terrains has been a lot of fun. The mod also changes how sandbags work to be more realistic and it definitely makes it harder to build large structures with them.
I just installed the Quarry mod and that looks like it could be cool as well.
So if these two mods alone can add resources such as dirt and sand while requiring that sandbags actually use sand and cloth AND potentially resolve the x-axis need for digging more resources I'm not convinced that it couldn't be added to the game. If limitations aren't an issue them playability must be the main concern at hand. Personally, I'd like to see both resources and x-axis limitations addressed but I'd also like a million dollars so mods it is.