Subquake
Well-known member
Most likely, the introduction of ores is part of my attempt in reducing stack sizes in the game, lowering the granularization of things, because I was never a fan of resource gathering and having stacks and stacks of tenths of thousands of things. A good contrast game would be Subnautica and alike.I noticed something about mining that I thought I'll note here. Mining potassium gives a lot of xp (as in vanilla) but mining iron or lead gives very little. I guess xp from mining is linked to how many items you actually get and as you changed scrap iron/lead from mining, to ore it still gives xp according to quantity. I wonder if you'll be changing this?
2021.04.01 - 2.3.12 Experimental ready!
- Added Plastic Bottle Coffee variant
- Added Glass Jar Mineral Water variant
- Added Iron Table for crafting some tier 2 workstations or by itself as deco block
- Added Tier 2 Artisans Table and moved some recipes like concrete block there
- Adjusted Quest Quality Templates
- Rebalanced Recipe for Advanced Repair Kit and it's economic value
- Reduced cost of Wood Frames, Wood Block, Reinforced Wood Block, Metal Reinforced Wood Block
- Removed duplicate shape from Cobblestone Block Variant Helper
- Removed Cobblestone Block recipe
- Reduced amount of small stones gained when scrapping Cobblestone
- Reduced craft time of Flagstone, Cobblestone, Brick, Hay and other Artisan Table blocks
- Reduced brick, clay, sand, cement and concrete consumption and gain by a factor of 5
- Reduced max stack size for most resources from 5000 to 1000
- Reduced required Large Stones for Mortar and Pestle Recipe
- Fixed harvest exploit on workstations
Patch note archive: https://ul.subquake.com/wiki/Patch_Notes with all the previous patch notes in as well
As to when Experimental will go to Stable branch is unclear yet, probably not this week, if all things go well, maybe sometime next week.