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Everything posted by Echo Weaver
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You and I are of a mind . I think I said earlier in the thread that I haven't had nearly the kind of luck caving Thorfinn describes. I find stuff caving, but finding a specific ore I'm looking for this way just seems like an exercise in frustration. Moreover, iirc chromite is down near the mantle. Firstly, one has to find caves that go down that far. Secondly, caves have a lot of vertical drop and other navigation nonsense that makes me less likely to want to charge in at speed. Thirdly, it's nightmare rotbeast territory. I haven't done the chromite search. I've never even seen a positive chromite reading of any kind yet. But I'll attack it the way you do. So good luck. I'm learning from you.
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OK, now I'm confused. If locust nests are modded out, no new nests will spawn. If they spawned in a cave system already generated that you have not explored, you could run into them. If you move into an area that generated AFTER the mod was installed, the caves will not generate locust nests. Is this not how it works?
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Voices in my head are making me crazy
Echo Weaver replied to Veronica Hohenheim's topic in Discussion
My first thought about the breathing noise is shivers. They have a sort of high exhale hiss that creeps me out. -
I carry around a stack of flint and make new tools as the old ones break. It's not the reason I like the stone age, but it doesn't bug me. I do have some mods to make stuff craftable in the Stone Age that should be. You can't feed domesticated animals without feeding troughs, for example. Gating animal husbandry behind metal is kind of absurd. I can't make chests, so when I upgrade from reed chests, I use storage vessels. They take up more space, but that seems reasonable. I'm exploring the surface, looting ruins, getting my farm started, tracking and capturing livestock. I mark copper when I find it, so it should be quick when the restriction is lifted.
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I always read criticism threads and come away perplexed. I'm so fascinated by the stone age play that I have a game right now where I am not allowing myself to pursue copper until after the first winter. The heavily constrained survival play really interests me. Then again, I see the must-have mods from long-term forum denizens and am often just as baffled. There are clearly a LOT of ways to play the game. It's impressively versatile.
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I'm pretty sure they're European Aurochs. I was all set up with my pit, ready to lure the bull. I headed out to where I last saw him, heard him bellow, and ran away. I turned around, and he wasn't there. I can't find him. There are several sinkhole caves there, and I fear he fell into one and is gone. The cow is still around and has evaded me again. If the bull is gone, I am highly tempted to cheat him back into existence to keep trying to catch him.
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That's a very good point. I can't imagine these bovines would fit through a 1-block opening. Tentharchitect, author of Fauna of the Stone Age, is very good.
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Use of /time commands to pause a server to set up a surprise...
Echo Weaver replied to StCatharines's topic in Questions
I don't know what the difference is. I always use /time stop and /time resume, and it works smoothly. -
Is it safe to update my 1.21.0 world (100+ HOURS) TO 1.21.1
Echo Weaver replied to breeze108's topic in Questions
True for major release upgrades, but the point-releases are usually bugfixes. Mods generally work unless they were interacting with a vanilla feature that was bugged. -
I tried this with about 70 fences, but it's hard to stay unnoticed. They have a pretty decent detection range. The cow runs away and the bull charges. I didn't try putting a trough out as bait, though. That's worth a try. My next thought is the violent approach. I can probably did a 3-deep pit trap with some ladders for jump escape. Getting the bull to chase me is trivial. Surviving until it chases me into a pit is more challenging. The cow is harder this way because I can't direct where she runs, but maybe I can put up some fence to funnel her toward the pit.
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OK, more appropriately, I want to domesticate them, THEN eat them. I'm just obsessed with the idea of catching and breeding something that dangerous. I've tried several approaches so far and failed, and they might have migrated out of my valley, but I have a new plan if I see them again. I'm getting more practical mileage out of the Critters pack. Crabs are a great addition to hunting. It looks like my eggs are going to come from mallards this time.
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I want to domesticate those bastards. I don't want to eat them.
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Why would they update to make that impossible?
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Update: I do not seem to be able to catch prehistoric bovines with pit traps. I'm pretty sure I made it large enough, but both cow and bull individually walked right up to the edge and grazed on the block beside the trap. I don't know much about how the traps work or how the animal AI works -- i.e. whether it would be reasonable to expect a mod animal to fall in or not. Still, a bummer. As a consolation prize, I happened upon a vanilla sow napping and fenced her in. In addition to no mate for her, I also don't have anything to feed her yet, but she'll keep. I WANT those bovines, though.
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Huh, I don't have the bola mod. That sounds really useful. I'd like to see if I can stick it out and get these guys in a pit trap, but I may return to that. Yeah, I was innocently foraging and that bull gored me. I never saw it coming. Seems like it could moo more than half a second before killing me. Oh, I forgot to mention that my new spawn area is a swiss cheese of instability. So it's a verdant paradise that will suck you into the rust world if you don't pay attention to your gear at all times.
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Huh. I don't recall seeing this so far. Are there specific conditions?
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Is it possible to use a chisel to break a wasted work product back into iron bits? But it is true that I once got an iron bloom that was missing a single voxel so I couldn't turn it into an ingot by hand. Helve hammers do fix ones like that. by magically adding the missing voxel.
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That sounds right. OK, mechanicals spawn in caves as part of worldgen. So, if you keep the game you have, you run the risk of finding locust nests in any of the caves that have already generated. If you cave on land that generates after installing the mod, you won't get them. This is also true of bells, though a bell won't do much other than being loud if it doesn't have rotbeasts to summon. (Bells are literally mechanical bells that ring when they detect you to summon the monsters in the area -- I don't know if they summon locusts too.) If you really like your game, that seems like a reasonable tradeoff to me. And if you happen to see a locust, run the other way and go cave someplace farther out. ETA: And honestly, you could switch to creative mode, destroy them, and switch back if you wanted. They're not supposed to be here, so it's a world fix.
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I was introduced to the game by a friend at 1.18 and played for quite a while on a server he ran. Then we both drifted on to other things, and I eventually came back and started a game on 1.19 that I still play. That game's the one where I really learned the ropes, since my experienced friend took us to the iron age while I mostly tagged along. I tried a couple of game generations and stuck with one that spawned in a lovely valley covered in heather. I have some emotional attachment to heather, so it seemed fitting. The spawn turned out to be incredibly arid. I didn't know anything about soil quality, and all I saw anywhere was low quality, so I started my first farm on that. I figured higher quality soil was part of advancement. I had a decent farm, but my harvest still ran out in January, and I nearly starved. I spent a lot of February digging for cattail roots and racing to my little base to cook them before I froze to death. By the end of winter, I had a milkable gen 0 ewe and would spend a long time just out of her reach, trying to milk her and waiting until she calmed down to try again. Now, a bit older and arguably wiser, I've started a new more heavily-modded game with FotSA and Primitive Survival (pared down to just the survival content) and a self-imposed rule that I can't advance into copper until after the first winter. My spawn point was in a lush grassland rimmed by mountains. Rainfall is very frequent and all the soil is medium. 5-ish blocks from spawn was a patch of high-quality soil. I have found a good 3 enormous deposits of red clay without looking. Fields of mushrooms are scattered all over. OTOH, SEEDS. I was falling over wild crops in my first game. This time I'm running everywhere looking for something to plant. It's been hard to actually use all my high quality soil. My luck with meat and/or livestock acquisition has also been bad enough that I wonder if I should just play this game vegetarian . A lot of that is FotSA, though. I've seen vanilla pigs, but a lot of the animals around are from those mods, and even the domesticatable ones can be pretty deadly when they're wild. There's a male and female of a particularly large bovine species wandering around, and I'm scheming some pit traps from Primitive Survival to try to nab them. Don't think I can just build a fence around them. The bull has already gored me once. This is just musing on how incredibly different gameplay is in each world, even setting aside the mod bits. Even though I immediately grabbed my first world generated, I did generate another one to check out. In that one, I literally spawned inside a herd of trumpeting elephants that stomped me. I kept the save, though. It seems really worth coming back to check out the elephants.
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This is a popular one that covers supernatural monsters: https://mods.vintagestory.at/show/mod/5603 ETA: I'm not sure if it will work for story locations. It doesn't patch mobextraspawns, but it patches a file called lorecontent.json -- I'll have to look at what that is. But, whatever the case, It's absurdly unlikely you'll find a story location accidentally, so there's plenty of time to figure that out.
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Oh, but that would be the point of having a tooltip -- to tell you the thing is put together correctly.
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1-block thick walls are the way I build 'em, so that should be fine. If you watched a video, then you saw how you light them with a firepit. That had me hung up for a while because dropping a block of dirt on top of a burning firepit seemed like it would just put the firepit out. It seems like @LadyWYT's thought it most likely correct -- there must have been an incomplete pile. And that can be tricksy, since one "log" of firewood in a visual stack actually represents two log items. So if you put down 31 logs, I don't think you'd be able to see that the stack was incomplete. LadyWYT seems smart to put down firewood 32 logs at a time. I just start stacking vertically and go until my stack hits the ceiling and won't take any more logs before I start a new one. (Also, I have to max out my screen brightness to see anything in that pic. Maybe hold a torch in future pics?) ETA: Newer stuff like the beehive kiln has a tooltip to say it's ready. I wonder if they'll do something like that for charcoal pits.