Jump to content

sushieater

Vintarian
  • Posts

    35
  • Joined

  • Last visited

Posts posted by sushieater

  1. If you are playing on Standard settings, there are a lot of surface copper deposits. On Survival, it's pretty rare.

    Commodity traders often sell copper and tin bits. Panning bony soil and exploring ruins is a good way to get valuables for trading.

    You can find copper and bronze tools in loot vessels in ruins (including pickaxes). You can also buy pickaxes from traders. All you absolutely need for getting started with metal working is a hammer (isn't sold by traders or found as loot), which requires 20 copper bits.

    • Like 1
  2. 13 hours ago, Streetwind said:

    Pigs will not, in fact, eat dry grass. Not sure they ever did. If so, it was many versions ago.

    Pigs used to eat grass and hay for a long, long time. The newest 1.18 version (1.18.8) that I have, still has them eating grass/hay.

    In 1.18, it was specified in:

    assets/survival/blocktypes/wood/trough-large.json

  3. It costs 2 coal for bloomery + heating the bloom for processing into an ingot. I can smith most stuff just smithing the still hot ingot (which only gets to 900C with a single piece of coal), including processing 2 blooms back-to-back and turning them into a plate.

    Even, if you were to reheat the ingots, it's a single piece of coal for 4 = an additional 0.25 on top of the 2 that you need anyway. So coal savings aren't a valid argument for your feature.

  4. Yes and no. You can still get a cellar benefit, but incoming light reduces it a lot. You definitely don't want a glass roof. A glass wall to a dark room works just fine - you still have have a proper cellar.

    • Like 2
  5. While some areas can be very low on seeds, they are overall pretty abundant. In my first summer (in my current 1.19 game), I was growing 400 flax plants (3 x 128 plant fields with flax). I explored (as in revealed the map and checked interesting looking stuff) around a 5000x5000 area.

    Your animals won't die, if you don't feed them. They just don't breed.

  6. The animal feed code was reshuffled quite a bit for 1.19. Based on the .json files, pigs eat protein. Peanuts should count. Raw soy doesn't count as protein, but pickled soy might work (for pigs, not sheep), if you can place it in a trough.

    I do find pretty weird that you would grow soybeans as animal feed. It's a K-crop and competes with flax. I'm drowning in flax grain (given its low nutrition, it's just bad for Seraph consumption) and could feed a huge army of animals.

    • Like 1
  7. 49 minutes ago, Maelstrom said:

    If playing in a colder climate this can be a setup for a brutally difficult winter.   Two months of running around might give you a single harvest of crops for winter preservation.  Hopefully sufficient seeds were gathered during the 2 months of nomadic lifestyle.

    I don't find food to be an issue at all. In my first game, I didn't have enough stored food for the winter. However, there were enough animals around to survive by hunting.

    Traveling around in my current game, I collected 30 stacks of seeds, 20 stacks of high calorie grain, enough flax for linen bags, gambeson armor and a full set of windmill sails, various copper and bronce tools/weapons; I could buy 6 copper lanterns, ...

  8. 17 hours ago, lemonke said:

    Are forests delimited by anything you can visually identify?

    Trees. 🙂 Unless they are pretty widely spaced, the forest density is probably above 50% and there will be wolves and bears. There is a chat command:

    /wgen pos climate

    which will print the terrain info for the current chunk. Shrubs / bushes are not forest and don't spawn wolves / bears. I also like to customize the world generation settings and reduce forest by 25%.

    Quote

    I've come across a fair number of ruins (half dozen?) with their old pots, found a little coal, some seeds, mostly stole the cobblestone blocks for base-building aesthetic reasons. Have I been unlucky, or were you lucky, with the pickaxes?

    That's very, very little. I've probably searched (mostly surface only) several hundred ruins in the first 10 days, literally exploring/running the entire day. The explored area is something like 4000x5000.

    BTW, that's with 1.19. The ruins are quite different from 1.18 and there are a lot more villages. I think I found less tools in 1.18.

    1.19 also seems to have much more reasonable spawn rates for bears and wolves.

    • Thanks 1
  9. 16 hours ago, JD2v0 said:

    You were the lucky recipient of a stinky world gen.  Best thing to do when you spawn a world is immediately save after world creation and character creation, then make a copy of the save and use that to use dev mode fly around a bit to make sure you have a good variety of all three layers of stone in your area.

    You don't have to settle in place. You can spend a month or two exploring (peeking into caves to see what the rock layers look like), looking for a good spot to settle. You will find enough food to survive (e.g. berries and termites). If you explore a lot of ruins, you will likely find enough flax for some linen bags, some copper tools, torch holders and loot to be able to buy a lantern or two.

  10. 17 hours ago, lemonke said:

    Seemingly arbitrary combinations of ingredients do and don't work, ingredient quantities must match, and the cooking pot tells you whether your recipe is valid using italicized text or its absence.

    That's explained in the 'Meal Making' section of the handbook.

    17 hours ago, lemonke said:

    The Internet still thinks that surface copper is a thing, but I believe that was patched out.

    It is a thing, but surface copper isn't that common. I found something like 40 nuggets in the first 10 days (there is a copper deposit below), spending all day exploring and traveling. I also found 3 copper pickaxes in ruins.

    17 hours ago, lemonke said:

    Second question, are wolves supposed to be roughly impossible without armor?

    With the right strategy, they are not (but definitely not worth the effort and risk). Going melee toe-to-toe is the wrong strategy. Deep water is your friend. Shallow water is your enemy. Humans have been using traps forever. Melee is an option, once you have gambeson armor. Using early game armor that slows you down is a deadly mistake. It offers little protection and prevents you from getting away.

    Wolves and bears can re-spawn really quickly, so killing them is pretty much pointless (other animals are less risky and offer better rewards).

    Stay away from forest in the early game.

  11. 8 hours ago, Thorfinn said:

    I don't know. Travel? You can outrun drifters. The only guys you can't outrun that you have to worry about are the brown bears.

    When I travel at night, there is a constant barrage of rocks. Besides the extremely annoying visual / sound effects (which bother me enough to not travel at night), they hurt a lot when you don't have armor. Lower tier armor than gambeson is a death trap - you likely won't be able to get away from predators and protection is completely inadequate for fighting them.

    Once upon a time, when drifters didn't have ranged attacks, I would travel at night. Now it's too annoying.

    Once upon a time, cancelling sleep was somewhat working and you could wake up early. Now it's completely broken.

  12. You can change stepHeight in:

    assets/survival/entities/land/hooved/deer.json
    assets/survival/entities/land/hooved/goat.json

    You can use ModMaker (comes with the game) to turn that change into a mod.

    There was special code in 1.18 that animals (in particular bears) can't simply climb over fences. In 1.18, I've had glitches with bears getting over 1 high fences, but not with 2 high ones.

  13. 6 hours ago, Öyvind Lauritzen said:

    But it can't affect that much, I've played this game quite a lot most likely way over 1000 hours at this point, but I've never thought of avoiding water at wintertime when going outdoors gathering food or whatever. I have obviously seen the 'wet' notice, but can say that I ever noticed a difference.

    There is pretty massive wetness debuff. In 1.18, it's up to 9C. In 1.19, it's up to 13.5C.

    If you are interested in the mechanics:

    https://github.com/anegostudios/vssurvivalmod/blob/master/Entity/Behavior/BehaviorBodyTemperature.cs#L254

    • Like 1
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.