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Muru

Vintarian
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  1. Hello all, I've opened a new survival server using default world settings. No password and no whitelist. Please be sure to join the discord server, the link is given upon joining the server (you don't need to, but it's better to be in touch with other members). Server is hosted in Dallas TX, language is English. Please let me know if there are any issues regarding the server. IP: 144.126.154.193:34600
  2. I'd disagree. No map/coords is just the thing that affects gameplay the most. There's plenty of other configs that are changed with wilderness survival. If it was just no map/coords, it wouldn't really be wilderness survival, would it? Yeah, I think the relative compass in that mod should just be changed to point to where your spawn is currently set to, rather than where the compass was crafted. Not like you can label the compasses anyway, so it'd be easy to lose track of which is which. I don't really think the origin compass is needed either. Just a normal NESW compass would be a lot better, honestly
  3. Somehow the game makes unnecessary stuff like fruit trees and alcohol pretty appealing without going full RP. Could just be that I like being rich with my 200L of apple cider and vodka, though I think the main pull for me was rare items. Finding the good shit like brown hardened clay and basalt/chalk cobble skull feels great, and feels even greater once you have a lot of them. The survival stuff and progression is cool as well, but I definitely like exploring for ruins and stuff the most
  4. One of my main gripes with Wilderness Survival is the lack of a map or coordinates. Without it prospecting becomes a lot more tedious, traveling can make you repeatedly lose your way without leaving breadcrumbs or having good sense of direction, and generally the game is just slower. I usually just turn on coordinates because I don't want to bother with placing signs whenever I prospect for something or having to place packed dirt behind me whenever I want to go somewhere kinda far from my house. If there was some sort of compass like this in vanilla I think it'd be a lot better of an experience. Yeah, it's more of a challenge to not know where the hell you are, to a certain extent though, it just becomes boring running around like an idiot for 2 hours after getting lost I'd like to hear others solutions, like a map that players have to make themselves, or what you personally do to account for not having a map/coords in wilderness survival
  5. There's probably something weird with resin and climate or something. From experience some areas don't have any at all, so I just wander around until I randomly find a tree that has it and then I look around at other trees
  6. I feel that Tyron should have kept the announcement on the discord, anywhere except a big banner at the top of the page. Even when the intention to help those who are suffering from the conflicts of war, it sends a mixed message to anyone who is just hearing about VS, slapping a political message in their faces. I think some people, despite the good intention, will dislike that.
  7. My biggest issue with the combat update is the shields and sword changes. Why does it need to be RNG? It just seems dumb you can automatically win a pvp match because you got lucky and the other guy didn't. At least at a certain point with throwing weapons it's basically guaranteed to hit. For me, I'm just always gonna use ranged weapons because melees are awful now. Swords pre-1.16 used to attack once every 0.5s, and now they attack once every second. They're obsolete now, just use spears because they have more range and the same exact attack speed. I tested it in creative. At most you'll do 8.4 damage with a recurve bow and steel arrows. After the changes, you can fully charge up in around 0.5s. This is 16.8 DPS for the bow. Now look at a steel sword, which is the highest DPS melee weapon in the game. 4.3 flat DPS would need blackguard to have a full 390% increase in melee damage to even match hunter. And as a side note, with plate armor, It takes about 1.4s to fully charge with bow. Which means 8.4/1.4 = 6DPS. So still higher than a sword. But then again, no ranged fighter uses plate armor because of how slow it is. As well as the attack speed being slower, this makes missed hits more punishing, which encourages a faster walkspeed (which hunter gets) and lighter armor to evade attacks. Overall, I think hunter has been buffed an absurd amount and blackguards are now left to suffer because of their largely inferior attack power. Ranged PVP is the meta now. Drop your swords.
  8. Yeah, this can be done as well with similar efficiency. I just left it out for the sake of simplicity. Plus, I don't usually farm stuff like veggies or grain using this method, so it's not really on my mind most of the time.
  9. Composting isn't viable in VS unless you dedicate a certain amount of farmed crops to compost (Google "60 30 10 agriculture" for more info on how it's done in the real world). I'd think that the least labor intensive way of getting rot is through egg farming, like others in this thread have said. Though the best method in my opinion is farming pigs. Sows give birth to like 4 piglets at a time and multiply very, very, quickly. If you need a quick way of killing them, you can just aggro a few of your highest generation pigs to a secluded area, box them in, and then use pit kilns to kill the rest of your animals. After that just destroy the pit kilns and let in your high gen piggies back in. From experience I've gotten over 30 stacks of redmeat with gen 5 pigs giving birth, which is around 480 compost (240 high fertility soil) after 20d of sealing.
  10. Yeah, in the photo I made it in lanes because it's easier to tell which lane is being used. I once made a farm with 1600+ farmland that were separated by plots rather than lanes, was pretty wild
  11. Hey, this is my first post here. Wanted to share this strat with others. The fallow method is one that I picked up recently and saw it's very, very good for producing a lot of up to 3 (1 per nutrient type) different crops. I mainly use it to mass-produce flax on the servers I play on, and allows me a harvest every in-game week throughout spring and summer (~25 harvests, medium fertility) without having to use crop rotation or re-till soil. The way it's done is by creating a farm with minimum 4 (suggested 5 to be safe) and planting all of your seeds in a single bed. The beds can be made however you want (3x15, 3x15 with a hole in the middle, large plots), just be sure you're able to distinguish each bed from another easily. After you harvest from the next bed, you plant on the next one. Repeat this til' you're at the last bed, and then go back to the first bed. You don't really have to water them. Fertilizer is unnecessary as long as you're doing it correctly. This should work for all crops, since flax takes 50 K nutrient and I've been fine. I advise against using it for plants that take a long time to grow (pineapple, bell pepper, cassava, ect.), since nutrients restore quite a bit as the crop is growing (2.3% per day I think, but 1% if something is growing). For me, I prefer to put water on all sides and use 3x3 farmland with a hole in the middle so all the farmland is at 75% moisture. I usually use medium fertility soil due to it's availability, and I reserve terra preta for my garden where I grow crops I don't have a lot of, or crops that take a long time to grow. If anyone has any interesting farming methods, please reply with them. I'd like to read up on some other potential methods I could use. Hope you find this useful
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