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🌼👋 Dev Discussion: Gatherable Spawning System

24

Comments

  • caryjohnson777caryjohnson777 Member, Alpha Two
    edited March 13
    Let me tell you a story... I found a Braidwood tree, finally after running around aimlessly, then a Nova Ordem group stunned me as I chopped it, kept me stunned and took the tree. Nothing I could do. If everyone was PVP, fine, no problem, but we aren't. You have to flag and if you kill someone, you lose all your good shit. So I have no recourse. I can't even camp the node because I get stunned and the node is taken. Whats more is that if you find one Legendary Braidwood Tree you can sell those 5 wood for 20-30g and buy the best shit in the game right now... while nobody else can mine those resources and level their crafts. This is by far the dumbest shit ever and is ruining my alpha testing experience.
  • LudulluLudullu Member, Alpha Two
    edited March 13
    kept me stunned and took the tree.
    You should've reported that as a bug. I'm sure Intrepid already have countless such reports, but they should never stop. Green players are meant to NOT be CCable.
  • EPMANEPMAN Member, Alpha Two
    edited March 13
    Everything should be 100% random, both spawn, rarity and number(2-5), with only player skill lvl giving a % chance to get 1-2 more.

    The Idea about expecting ppl to fight over spawns is a joke. If they want ppl to small scale fight over rss, do it somehow else.

    Could be NPC caravans, random events like the already have etc. easy to figure out better ways, just dont ruin it for the gahteres with static nodes.
  • daveywaveydaveywavey Member, Alpha Two
    edited March 13
    They're pretty damn bad, aren't they. Presumably there just isn't enough PvP happening at the moment for them to get proper test data and they're wracking their brains as to how to get more.
    Even some of the legendary gatherers in my guild are saying they're not going to bother in P3 if the current system stays the same.
    This link may help you: https://ashesofcreation.wiki/


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  • XeegXeeg Member, Alpha Two
    edited March 13
    gforce99 wrote: »
    The entire idea is awful. And it's the one, biggest problem this game is now promoting. Please reconsider a better path that gives EVERYONE an opportunity at achieving better tools and items.

    It sucks... It is a quit point for many people. Gathering is supposed to be a core part of the game.

    Where is @Dygz?!?!?! Ashes is supposed to be dynamic, not static!

    More systems where the rich get exponentially richer and poor fall futher behind. Great for player retention, really...

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited March 13
    LMAO
    No one - including I - ever claimed that Ashes would be dynamic during Alpha. ALPHA
    We don't even have Stage 4 Nodes yet or Node Sieges - and you are complaining about the lack of dynamic content.

    Alpha isn't about player retention. Alpha is about testing.
    If you are bored testing Alpha Phase II - take a break.
  • HiddenDaggerInnHiddenDaggerInn Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 13
    I can't stand this system and I will continue to fight against it as long as it's in. It's a system that in a game of risk/reward gives you instant finance for being lucky and coming back every few hours and hitting something no one even new about. There is no conflict if no one knows a tree was there. Ashes has had plenty of great idea's but this one is dogshit and only contributes to the influx of gold farmers we have seen lately and takes away from players working hard to increase their artisan gear to have a better chance.
  • daveywaveydaveywavey Member, Alpha Two
    edited March 13
    Feels like the kind of thing that could use an official Poll...
    This link may help you: https://ashesofcreation.wiki/


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  • TaiisienTaiisien Member, Alpha Two
    edited March 13
    Vaknar wrote: »
    Hey friends!

    Going to be making an official thread on this topic very soon. I'll merge this thread into the official one when it's posted :)

    Hey @Vaknar it's been a week, when should we expect the official thread to be created?
  • VolgarisVolgaris Member, Alpha Two
    edited March 13
    bump
  • VolgarisVolgaris Member, Alpha Two
    edited March 13
    Dygz wrote: »
    LMAO
    No one - including I - ever claimed that Ashes would be dynamic during Alpha. ALPHA
    We don't even have Stage 4 Nodes yet or Node Sieges - and you are complaining about the lack of dynamic content.

    Alpha isn't about player retention. Alpha is about testing.
    If you are bored testing Alpha Phase II - take a break.

    Alpha alpha alpha, blah blah blah, no one cares... gathering is a core part of the game loop on which node stages and sieges rely on, if gathering is broke or unbalanced the nodes and sieges will be too. So why was it built like it's 2006? Is this static location/time spawn intended, an oversite, a bug? We don't know for sure @Vaknar said they're going to make an official thread for it, but we're still waiting. If they did a poll for it than the only people polled will be those still following, which would alienate others that have walked away or holding out for the next phase, beta, or release. And could potentially tilt the poll towards those that are benefitting from the static asshattery, since they're still playing. Many people care more about 'winning' than playing a good game.
  • VaknarVaknar Member, Staff
    edited March 13
    Volgaris wrote: »
    We don't know for sure @Vaknar said they're going to make an official thread for it, but we're still waiting.

    Correct! We'll be posting a Dev Discussion on this very soon. I just finalized all of the work for it, so putting it onto the calendar is the next step :)

    I'll merge threads like this one into the official one once it's posted!
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  • BigBadAardwolfBigBadAardwolf Member, Warrior of Old, Kickstarter, Alpha Two, Early Alpha Two
    edited March 13
    Dygz wrote: »
    LMAO
    No one - including I - ever claimed that Ashes would be dynamic during Alpha. ALPHA
    We don't even have Stage 4 Nodes yet or Node Sieges - and you are complaining about the lack of dynamic content.

    Alpha isn't about player retention. Alpha is about testing.
    If you are bored testing Alpha Phase II - take a break.

    If you guys really wanted us to test things, you'd give us the resources necessary to test them.
  • VaknarVaknar Member, Staff
    I merged the existing conversations on the Gatherable Spawning System into this official Dev Discussion.
    Thanks for getting the conversation started everyone :)
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  • LudulluLudullu Member, Alpha Two
    edited March 13
    I'll just copy my pylon suggestion here, cause it includes everything that I want to say on the topic.


    Resources should be respawning within their general regions (i.e. willows by the rivers, minerals closer to mountains, etc) with a 2+-1h timer (could be faster, if testing shows that's better). Their rarity should be completely randomized on each respawn.

    We should have 3 types of pylons. One is a research pylon, the other is quality and the third is quantity.

    Research pylon should have a fairly big radius, fairly cheap cost, some reusability (either limited uses or fix requirements) and tell you how many resources will spawn in that radius within the next 3h. Could potentially show their rarity, if the pylon was of a high-enough quality.

    The other 2 pylons would become "artisan events". Once a player places one of them down, other players in the vicinity would see it as an artisan event circle on their map for the duration of the pylon.

    The quality pylon should immediately make the respawn of the resources longer (so they'd be rolling the +1h rng window, up to the max of 3h from their initial respawn start time), but their quality would be a step above whatever they would've been normally (could be more steps, depending on the quality of the pylon).

    The quantity pylon would give the -1h roll and would obviously increase the quantity of gatherables. If a respawn was about to happen in, say, 2 minutes and the rng roll for the -1h hit that respawn with 58+min - the resource should immediately respawn.

    The pylon durations themselves should be determined by their own crafting materials and they should also be their own things, rather than linked to the player's character (cause I fucking hated that my pylon would go away on relog/crash).

    I think this could be a good way to not only let players control their gameplay more, but would also create a caravan-like artisan-based guild/group event, where you can get a high return on investment as long as you can defend it or use it at an opportune moment. And the research pylons would allow solo players to try and hunt down a good gatherable respawn w/o activating the event.

    Imo this would be a much better approach to creating pvp around gatherables, rather than letting bots relogin next to a staticly-spawning resource. And to just clarify, imo this should not be a pvp zone, cause otherwise you'd completely cut off any and all solo players and even small groups of gatherers.

    The gameplay would go down smth like this
    1. a gatherer comes up to a mountain
    2. uses a research pylon
    3. sees that there's gonna be a few rare minerals respawning within the next 3h
    4. gatherer asks their guild/friends how soon they can come to that spot to defend it from competition
    5. if they are close and/or if the research showed that the spawns will have high rarity - the gatherer uses the quantity pylon
    6. otherwise they could use quality, to get the best return on investment or if they just have enough time to wait
    7. everyone in the vicinity now knows that there's a potentially juicy gathering spot nearby and can react to that in an according manner
    8. Ashes gameplay ensues
    Pylons could be specialized (i.e. for trees, flowers, mining) and craftable either with items from a different specialization or from the same one, depending on how cross-profession Intrepid want this activity to be.
  • RAZZAH92RAZZAH92 Member, Alpha Two
    The current static rarity node system is 100% the wrong way to go, what we have now is that you have a very limited pool of nodes with static rarity spawning every 2 or 4 hours, the nodes will be found withing a short time of server comming online and will 95% of the time be camped by that group until exhausted. there is no way for other groups to know there is a static spawn in the location unless the 1st person accidentally forgets to set his timer, or is late for some reason. if the person plans accordingly you will have one person or group that might be able to get something like 25 legendary braidwood without anyone else being able to even know to contest it. on the other hand. if there was events where you had a grove of lets say Braidwood spawn, it has a timer where you protect the grove, and in the end the party or group that wins the event gets to harvest it, maybe with a few higher rarity trees in the mix. any fighting in this area will not corrupt you, and trees chopped before timer ends will all be forced looted as common 2x wood for example.
  • EddybEddyb Member, Alpha Two
    edited March 13
    One thing that has not been mentioned much is the reason for gathering. Recipes for craftable items need to be developed for the gatherables and some changes need to be made. Desert gatherables are poorly served by available recipes - another example is Bluebell is way over-represented in BIS craftables. The Saguaro Cactus seems to be an interesting gatherable given its rarity and having lumber and herb characteristics - pity we don't have at least some recipes to know what it can be used for.
  • SansysSansys Member, Alpha Two
    Absolutely love these changes! 🚀

    The updates to the Gatherable Spawning System sound like a huge step forward in making Ashes of Creation feel like a living, breathing world where exploration truly matters.

    No more predictable farming loops—just dynamic, immersive gathering that rewards skill, strategy, and adaptability. The Surveying System also adds an exciting layer of competition, making resource discovery feel more engaging rather than just a passive grind.

    The Artisanship and Processing updates are also fantastic! Being able to mix and match rarity levels in recipes and adjust batch sizes for Processing Stations will make crafting much more flexible. Plus, equippable gathering tools? Yes, please! I want to be able to buy/sell gathering tools. Finally, a way to specialize and gear up as a gatherer beyond just carrying an axe in my inventory.

    Some additional suggestions:
    🔹 Seasonal Resource Shifts – Certain resources could become more common or rare based on in-game seasons or events, encouraging long-term strategy and market fluctuations.
    🔹 Regional Resource Scarcity – If one region gets overfarmed, resources could deplete temporarily, nudging players toward new locations and making the economy more dynamic.
    🔹 Skill-Based Gathering Enhancements – Maybe introduce special techniques that unlock at higher gathering levels, like the ability to harvest more efficiently or detect hidden resources.
    🔹 Rare “Event” Spawns – Occasionally, special high-value resources could spawn in unique, temporary locations, creating mini “gold rush” moments for gatherers.

    Thank you for prioritizing feedback and making Alpha Two such an exciting experience. Can’t wait to test these changes in the upcoming builds! 🎉
  • SpyMaskSpyMask Member, Alpha Two
    Holy shit this is fixing most of the crafting system in one go let's go
  • BarerunBarerun Member, Alpha Two
    I gotta say... I really hope this "new" Gatherable system doesn't go through and sees some major tweaks. Static spawning is just plain bad, no matter how it's implemented. Please get away from this angle, it makes gathering just so incredibly unrewarding and boring if you know for sure where a specific high rarity gatherable is going to spawn. It also fully encourages no-lifers and botting efforts to automate and hoard the rare resources when they statically spawn. PLEASE do not go through with static spawning gatherables.

    IMO the ideal gathering system is you gather something, roll RNG on table to determine rarity, roll again on rarity table based on your rarity+ stat to determine a rarity upgrade. I get that the pre-set rarity spawning is supposed to be driving pvp into gathering, but I don't see this as being an objectively good idea, or good for the game. PvE people need a space to thrive in an MMO, and this is just going to cause them to be camped by PvPers who don't gather but can easily find and camp their gathering spots. This is not a balanced system.

    Also... using surveying to find the exact location of a legendary spawn and then waiting 30 minutes or whatever for it to spawn while a zerg guild starts stacking max lvl pvpers next to you sounds like a Great idea... :smile:

    Instead, how about making surveying point you to a high density area of gatherables that you are looking for, and then when you arrive it makes an area of a rarity+ stat to anyone in the area. This makes it more event based and randomized, and prevents the ability for PvE'ers to be camped at pre-determined spots.
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  • ImanekImanek Member, Alpha Two
    Developer Discussion - Gatherable Spawning System

    What aspects of the current gathering system do you like or dislike?
    âś… What I like:
    I absolutely love the rarity system, which works like a lottery. You click with hope, and when an epic or legendary item appears, it brings a huge wave of satisfaction!
    The balance of resources on the map seems well thought out—there is enough without it being excessive. I particularly like that ores are placed in mountainous areas or near rivers, which makes sense and adds to immersion.
    Similarly, animals are well positioned, making the world feel consistent and realistic.

    ❌ What I don’t like:
    • Respawn timers are way too long: 4 hours for trees and 2 hours for rocks is just not viable. Right now, it creates a resource war, which doesn’t lead to a great experience for most players. The respawn time should be shorter and randomized to prevent certain players or bots from monopolizing farming spots. This is one of the most important fixes needed to improve the experience in P3.
    • The predictable respawn of high-quality resources is an issue: A single player can easily secure a legendary resource by knowing its timer and returning every 4 hours. This system is unfair to the rest of the player base and prevents a more even distribution of resources.
    • Hunting loot rates are too low compared to other professions: This might be intentional, but leather gatherers feel significantly weaker than other gatherers, making hunting less appealing in its current state.

    What makes a gathering system fun for you?
    The system is already very diverse in terms of resources and node types. Every player can choose a specialization, which is great.

    But what I enjoy the most is hunting for the rarest ores and woods, which keeps me farming for hours. The feeling of discovery and rarity makes gathering much more engaging.

    What kind of scenarios would you like to see encouraged through the system?

    🔹 Mines and resource-rich caves with dynamic events
    I would love to see resource dungeons, meaning caves filled with rare minerals, but guarded by hostile creatures.

    A dynamic event system could make gathering even more immersive:
    • Goblins or other creatures could take over a mine, preventing players from gathering resources until they are defeated.
    • Once the area is cleared, it becomes temporarily accessible, offering rare materials before a new invasion occurs.
    • It’s essential that these mines cannot be monopolized by a single guild or elite group. The game already has plenty of PvP-focused systems, so these mines should be a community-driven objective, where players from the same node must work together to reclaim and use these areas.

    🔹 Lawless zones and high-risk gathering spots
    Another interesting feature would be high-risk gathering areas in open waters, where players could find large resource deposits (e.g., 50 to 100 stacks at once).

    To prevent these spots from being constantly controlled by organized groups, they should not be visible on the map. Instead, players should have to explore and discover these gathering points, where a large carcass or massive tree might spawn within the hour.

    These areas could create real PvP conflicts:
    • Players must fight to secure their resources and safely transport them back.
    • Inspired by Albion Online, this system could reward those who take risks by offering large amounts of valuable materials to the most daring players.
    This would add strategy and danger to gathering, while offering a unique gameplay loop for those who enjoy exploration and spontaneous PvP encounters.

    Are there gathering systems in other games that you enjoy?
    I really enjoyed New World’s gathering system, but I believe your game has the potential to be even better, especially with the rarity mechanics in place.

    Overall, you are already among my favorites, and the system isn’t even finished yet!

    Which upcoming gathering-related changes excite or intrigue you the most, and why?
    • Hunting system overhaul: It currently lacks excitement, so I hope to see improvements.
    • Respawn timer adjustments and randomization: This would make gathering fairer and prevent monopolization.
    • Guild buffs affecting gathering: I’m curious to see if these buffs will have a meaningful impact and whether they will encourage specialized farming guilds.
    In conclusion, you already have a solid foundation. By carefully balancing PvE and PvP, while ensuring a fair and rewarding system for everyone, you could create a unique and engaging gathering experience.


    Looking forward to your feedback!

    Imanech
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  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    edited March 13
    Going to have to see how the new surveying concept plays out but generally the changes look good. No more logging in every 2-4 hours to monopolize a resource each reset.

    Now we need hunting and fishing updates!

    Now all that needs done is a gear/stat overhaul to properly adjust TTK, and a proper adjustment for disparity between different rarities of the same gear. Do that and then a server wipe will allow for much more accurate data of class balancing in PvP.
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  • CimarbCimarb Member, Alpha Two
    My proposal is to make ALL gatherable nodes AND mobs spawn as common, small, and low level. Then, the longer they go without being killed, the bigger and better they get.

    Gathering nodes start as small (2) and common rarity. After X amount time, they increase to large (5) common, then grow to small uncommon, then large uncommon, etc. If they are there long enough, they would be large legendary gathering nodes.

    NPC spawns could be the same way. Everything spawns initially as the lowest spawnable version of that mob type, then levels as they kill players, or just survive over time without being killed. At certain thresholds, they could then gain a star, until they are eventually around long enough to become a named mob at the “max” level for that type of spawn.

    You could even incorporate larger and larger groups of lower spawns that build up around these higher level spawns, similar to how the Alpha Wolf currently gets packs of wolves around it. Let the population get too out of control, and it could then spawn a world event that causes an actual overpopulation of mobs around a meta boss spawn that starts roaming around the POI until stopped, with the other mobs following it around protecting it.

    Gatherables could also spawn NPC protectors at some stage, as it gets to certain stages of development, requiring the players guarding it to fight off successively larger NPC forces (think zombie style shooter modes) that will gather(destroy) the gatherables if the players lose.

    Doing this would make protecting areas of land important, forcing land management both for gatherables as well as named mob farming, and prevent “legendary farming” that is currently done by planting alts and logging in for ten seconds every two hours to grab a legendary spawn before anyone else even knows it is there.

    This would encourage PvP “friction” in a positive way, as you could gather a group to protect certain areas, or even encourage “node patrols” to protect your nodes territory so it can develop the higher rarity spawns as needed.
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  • XoetikXoetik Member, Alpha Two
    I love all of these concepts and can't wait to help test them out.

    I will suggest having some higher rarity nodes be guarded by some kind of raid mob. like when a raid mob respawns in lets say 4 hours the nodes also respawn. Giving players a spot to fight over and a massive mob to give it more risk.

    if the mob is dead you can then have a timer to spawn in another set of mobs that will clear out any left over nodes and kill players still hitting the node. once the nodes are cleared out these mobs will not respawn.

    could also have the second wave of mobs clear out the nodes making it something you have to show up for on time. This would also give more meaning to having a speed stat

    Another idea is to have wilderness zone be lawless zones with higher base rarity nodes to fight over. this will add to the risk vs reward concept creating more PvP interactions. also another reason to siege a node for higher rewards from the land

    some raid and boss mobs should also flag players as combatants to encourage more PvP

    could also give a higher luck stat to combatant flagged players on boss drops and node gathers.

    some kind of fan fair when you roll a node up would also be helpful and rewarding. this fan fair could also help make someone be a target for attack
  • yianni_LoDyianni_LoD Member, Alpha Two
    New changes look promising but for the love of god allow us to wear ALL gathering equipment. Switching between them while gathering is very very tedious.

    At this point I only wear hunting clothes no matter what i gather
  • ChastiefolChastiefol Member, Alpha Two
    edited March 13
    I personally like new system
    Previous was kinda boring and 80% of players didn't even knew about most of resources spawn points

    I really like system where we have like 200 spawn points but only 50 resources spawning on them and they spawn always on different spot

    Thank you for cheking out our feedback :3
  • OtrOtr Member, Alpha Two
    Vaknar wrote: »
    [*] What aspects of the current gathering system do you like and dislike?
    [*] What makes a gatherable system fun for you? What kind of scenarios would you like to see encouraged through the system? An example could be finding a high-level Surveyor to party up with, or a party to lock down a nearby cave full of gatherables.
    [*] Are there gatherable systems in other games that you enjoy? What about those mechanics do you find fun?
    [*] Which of the upcoming gathering-related changes excites or intrigues you the most, and why?

    I don't like to just click onto the environment to get resources. But is too late, you made is so, like in a survival game. Would have been better all resources to drop from NPCs.
    And fishing I avoid the most in all gathering activities in all games.

    Also I hate getting quests or tasks or commissions and be sent to do such activities. I would do them if it is a more natural, subtle step toward a goal which I choose rather than issued in such an explicit way.
    https://ashesofcreation.wiki/Grinding <-- I never believed this but hoped you have a better vision

    Then resources should spawn in an unpredictable way. The information where the resources are located should be on server side to prevent players behaving like bots and to reward natural exploration.

    Be sure you offer as much information about how you care about balancing and how you will solve issues... as we got when reading the wiki which showed deep thought about the final game mechanics.
    At least do a good balancing for the 3rd (proper) alpha 2 start.
  • LeonerdoLeonerdo Member, Alpha Two
    I think y'all are on the right track already. Just follow through on everything mentioned in the dev article, and we're good!
  • DiagonalliDiagonalli Member, Alpha Two
    The resource bags you can purchase for apprentice and journeyman level gatherable skills are really small and make gathering for any extended period quite discouraging. For journeyman herbalism, the bags only have 9 slots for herbs - each herb has 6 possible rarity types, and a JM herbalist can farm 9+ herbs. That's upwards of 54 possible herbs one can gather. Even if we take away epic and legendary because of their rarity, that's still 36 different herbs. If I go out and gather only herbs and collect nothing else, my 2 JM herb bags and my regular bag are filled within 30-45 minutes. Considering a gathering xp bonus scroll last 180 minutes, it feel particularly bad having to stop to go back to town and empty my bag. I think for the amount of time and effort that goes into getting JM level, bags should have more slots available to account for the number of rarity types there are in this game.
  • NeurotoxinNeurotoxin Member, Alpha One, Alpha Two, Early Alpha Two
    I'm glad to see that condition-based resource pockets will be replacing the current system. When P1 and P2 started, there was always a struggle over access to basic materials to level up some trades (particularly with metal and gems) while others could easily get far ahead due to the lack of scarcity (stone, wood, poop, flowers) so I'm hoping the "know where to look for what you need" aspect changes that a bit and makes it a bit easier to manage early on. Off the bat I'd usually end up making medium or light gear because the metal needed for heavy would be too exclusive to worry about.

    I greatly dislike Coal in its current form. It should be readily available as a fuel source that we can mine, and while the conditions where it appears can be more limited (low valleys, deep underground) it should not be tied to the "maybe you get a bonus gem or coal as as a reward for mining enough stone" like we have right now. I appreciate gems among stone as a relief for the early days of a server, but beyond that I don't think coal should be tied exclusively to that system.

    I dunno what the announced updates will bring but I'd like to see more tools and their expression in the field. A low yield high rarity mining tool, heart shots in hunting, animal musks and creature-specific foods for the taming side of hunting, herbalism being able to extract a root ball instead of the herbs, etc. There's a whole lot more the gathering system can do.

    Oh and more tool and artisan clothes variants. Give players more room to target the specificity they desire, where I might want XP and speed at Apprentice because I'm rushing to Journeyman, or getting a high rarity novice tool so I can start catching heroics before anything apprentice is even up and running. Likewise I want to see a LOT more bag options. A Sanctus Bag that we can craft to hold stacks of up to 50 would be gigantic. An herbalism bag with half the stack size but twice the slots will better accommodate my tendency to have 5 different herbs at 3 different rarity ratings on any given stroll between two nodes, which makes the extra slots of a journeyman mining bag more ideal than a journeyman herbalism bag.

    And it isn't gathering but for the love of Verra we have to get processed material stacking. I got an alt to journeyman lumbermilling and he can't pull a full upcrafted order of ~270 timber with the sanctus bag and two novice LJ bags. ORrrrrrrrr.... maybe Timber should be 1x1 like logs, woodchips, beams, boards, and planks? That's your call, I'm just highlighting the issue.

    I'm excited for the upcoming system changes!
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