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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. 20 seeds on day one, mind you. I still think 100 is crazy talk, but 20 is super doable. I will certainly acquire more later-on, usually around a full stack. Harvesting 20 flax crops gives you about 160 fibres on average in 1.18, or 10 linen sheets. That's half of a full-size windmill already, so a single harvest of 40 flax crops will check that box. If you can plant 40-60 and get two harvests in your first year, which is perfectly doable even if you only start planting after an ingame month has already passed, then you'll be set for pretty much anything. If you have the ability to start early with leatherworking - for example if you have borax or limestone or chalk in your area - then it helps if you only make like 2 linen sacks and upgrade the other slots directly to leather backpacks.
  2. I don't think Drifters are actually meant to be your main source of gears. It's nice when one drops, sure, but it is so easy to just go to a nearby trader and give them stuff. I had an artisan trader near me in my 1.18 world. They sell like 4 or 5 sets of tapestries, each with 3 or 4 individual pieces, and completing them unlocks a lore entry; so I bought them all, over time. It's over 100 gears in total cost. But it wasn't a problem. Each time I went to check for new inventory, I carried some gems (from sifting bony soil), some beeswax, and some blue clay and fire clay, and sold whatever the trader wanted at the time. By the time I acquired the final tapestry piece, I had not only bought them all, but made an extra 150 gears on top just from selling easily-acquirable stuff. So much easier than grinding Drifters
  3. Honestly, that's not a normal amount of seeds by any definition. Just reading "100+ seeds in one ingame day" makes me go "I'd rather have a conversation with Clippy the MS Word Mascot than play this way". It sounds genuinely unpleasant. Like someone telling me to run full speed to the grocery store, screaming the entire way, when calmly walking will do just fine. I collect like... 20-ish flax seeds, maybe 30 if I'm really lucky (or playing malefactor instead of blackguard) before picking a place to spend the night. I don't usually pick up any seeds other than flax either before settling down, except maybe for onions. Gotta have onions.
  4. I've gotten rusty gears from drifters in 1.18. Not many - like two or three - but they do drop. Small chances have a tendency to streak. I think you're just having bad luck.
  5. According to the crashlog, you have one third party mod loaded, called "onebedsleeping", version 2.2.0. This is not "ironman" something. Please verify that you have the mod the server requires, and also remove any mods the server doesn't require. Especially when testing for stability, remove all third party mods first.
  6. For the lower tier enemies, using a shield and just taking the blow is great. Neither surface drifters nor deep drifters nor bronze locusts deal enough damage to overcome a raised shield, so you just watch them flail ineffectually and laugh as you murder them. Even tainted drifters only deal minor damage. For stronger enemies - sawblade locusts, bears, nightmare drifters - you want to dodge and kite. They have too much HP to kill them quickly, deal a lot of damage even past a shield, and can often shred armor at accelerated rates. In that case, you have to time your strikes just right, so that the moment where the hit happens you are in range and then immediately retreat. You can use a bronze spear in melee to make this easier, because the spear has a longer range, so you have more safety margin; but it also does a lot less damage than a high-tier falx, so it's not ideal either. Ideally you'd bring a good bow, or even a sling with several stacks of stones.
  7. There is a custom setting you can enter: /worldconfigcreate float cropGrowthRateMul 1.0 to set it initially /worldconfig cropGrowthRateMul 1.0 to change it afterwards /worldconfig cropGrowthRateMul to poll the current value Not sure if you need to go larger than 1.0 or smaller to accelerate crop growth, but you should be able to test it quickly enough given that seeds show the actual growth time in their tooltip. Remember that if nothing changes right away, you may need to exit to menu and reload the world. Do keep in mind however that you will introduce a massive imbalance, as crop yields are tuned for the long growth times. They drop 9-10 pieces of produce per harvest instead of 3-4 like in the past. And there is no setting to change that - you would have to write yourself a mod. My recommendation: get used to the default growth times. There is plenty of food out there to hunt and forage, especially in singleplayer, and plenty of things to do other than sitting on the fence of your garden watching it grow.
  8. The Firestarter was not changed in any way. You were just unlucky.
  9. Hostile creature spawning in VS works a lot like in Minecraft: wherever the light level is low enough, drifters can spawn. When rifts were introduced, VS added an additional rule on top: drifter spawning is forbidden under the open sky. Only places that have a solid block above them qualify for spawning (given appropriately low light level). Rifts break this rule, allowing drifters to spawn under the open sky in a small radius around them. When you turn off rifts, you simply turn off this extra rule and revert the game to Minecraft behavior: drifters can spawn anywhere the light level is low enough, even under the open sky. There is no setting that turns off hostile creature spawning. However, with creatureHostility=off, these creatures should not attack you. Additionally, there may be mods available that remove hostile creatures entirely. Click the "Mods" button in the navigation bar at the top of the forums to go to the official mod database.
  10. Hmmm. That actually works? I was under the impression that --addModPath would write the provided path into clientsettings.json and then it would stay there. Which would mean that mods would always be loaded from that location afterwards, even when the switch is removed. Guess I was wrong about that?
  11. Path blocks, absolutely. I never have enough dirt for all the paths I want to build.
  12. This happens when the game saves just as you exit the bed. That stops the time acceleration from smoothly winding down. To fix this, get back into bed (so that time starts accelerating faster again) and then exit it (so it stops accelerating).
  13. In the past, Drifters required a fully unoccupied, 2-tall blockspace to spawn. Thus the solution was to put something on the ground and have a ceiling, so there are no fully unoccupied 2-tall blockspaces anywhere. But now we have crawling drifters, which can spawn in 1-tall, 2-wide blockspaces instead. And during temporal storms they can and will spawn in midair to get to you if need be. Do with this information what you will...
  14. It's probably a specific landform, because I've seen that particular "pimpled rubber surface" terrain before in some areas, but not in others. Similarly, I think the "shattered rock pieces reaching up to the world height limit" is another specific landform that offends a lot of people's sensibilities. After playing on 1.18 and ruminating about it, I'm more and more convinced that it's not so much "the terrain generation" that people object to, but rather a subset of the new landforms that produce particularly not-believable-looking and/or hard-to-traverse-on-foot areas. This is corrobated by the fact that the couple of mods that exist with the aim to "fix" terrain generation are all simply replacers for the landform definition file, and reduce/remove some vanilla ones while adding some new ones of their own. Ergo, perhaps we should be identifying these specific, objectionable landforms, and request their removal (or at least the reduction of their relative weighting).
  15. Have you considered adjusting your monitor#s brightness, or perhaps checking if there's an auto-brightness mode? I certainly perceive white backgrounds as much brighter at night, with just interior lighting, than during the day when there's sunlight coming through the windows. So I started adjusting my monitor's brightness whenever I felt that it was too bright (or not bright enough), and it's been much more comfortable that way.
  16. Erm... the moon is the same size in all three of these images...?
  17. Oh yeah, that can't be right Fingers crossed for 1.18.6 then!
  18. From the 1.18.2 patch notes: "Tweak: Improved in-game guidance on understanding prospecting results" I've not played since 1.18.1, so I couldn't tell you how that change looked, and if anything changed post-1.18.2. But the per-mille (not percent) absolute density numbers have always been grossly misleading and the single largest reason why new players struggled understanding how to correctly use the prospecting pick. They did not mean what you think they meant, and were closer to debug output than useful information. If they finally got removed, that'll probably reduce the daily volume of questions in the #gameplay-help Discord channel by a noticeable amount
  19. For the time being, you can type /autosavenow into chat to force a manual save.
  20. Oh dear, I hope your roof can bear the load...
  21. The glider used to be faster while 1.18 was in development, but it was slowed down for the live build because people kept getting killed when trying to land.
  22. Seconding this, I did not find any such special machines in the Resonance Archive.
  23. Huh, weird! Makes total sense in hindsight, that it would aim for specific calendar dates, but it never occured to me either.
  24. What's the outside temperature? Fruit tree cuttings won't progress if it's too cold. It doesn't outright kill them, but they'll go dormant. Your greenhouse won't help with it either. The greenhouse bonus only broadens the tree's vernalization temperature range; it does not apply to anything else.
  25. It refers to the background climate data of the location, which you can read out with /wgen pos climate.
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