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
Detailed description will be added into ingame help in any future update - now we are not able to describe everything here - but you basically almost everything you say right - thanks!
The figure above -0.5 meaning that if it's current decay is 2%, but the used material reduces decay by 0.5% = resulting decay is 1.5% instead of 2%.
A guide I read said that a higher Negative number causes MORE decay with each use (thus materials offering better bonuses actually decay faster).
Can someone confirm/deny this?
Since McMagic is a developer, you should trust his answer, at least he did those stats ;)
Exactly, that is why it has a bonus on value, since it's a more valuable material. I havent tried to make a golden sword yet, just to see what it looks like.
Saying this, I am going to do that tonight :-)
The wood has its hardness and hardness affects the decay tool.
Oak has the best hardness and is therefore the best wooden handles for tools.
-0.5 Indicator indicates how much damage is reduced compared to a conventional damage (i.e. the greater the hardness of the wood, the pointer is increased from -0.1 to -0.5 example)
Thus, a common tool gets damaged 1% (default value, for example), but if I have a handle made of oak the damage is reduced by 0.5% (which it is the indicator -0.5) and the resulting decay for tool is therefore 0.5% instead of 1%
If they were pointer -0.2 damage in use will not be 1%, but 0.8%
How are they "knitted" together?
You have at least:
- Skills of your character (like fine carpentry, cloth making etc.)
- Quality/stats of tools
- Quality/stats of workbenches
- Quality/stats of materials
- maybe even such things like quality of the wood you use to enlight the forge etc.
I'm not the best in mathematics, but maybe theres a short explain about the formula that lies underneath.
F.e. I'm also curious why I get t0 fiber out of T2 materials. But when I cut t0 wood into planks I get t2-t3. I'm using a pickaxe with high foraging stats but I only get t2 rarely.
Then it will be possible to prepare the entire logic of behavior statistics for the players out for a better understanding.
Building parts - yes formerly houses and outdoor facilities fell into disrepair, but it brought more harm than good - so this feature has been disabled.
And I'm glad you turned it off, if you build larger complexes or several houses it would be a bit ridiculus to take care (repair) every single part of it.