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Everything posted by Echo Weaver
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I've been looking up commands on the wiki. I never noticed that option. SOB.
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I think exploration mode does not have temporal stability. If you want the adventure parts of VS, you probably need to play in Survival. I believe Wilderness Exploration also does not have temporal stability -- it's an entirely different story scenario where you are the first human(s). I believe there is a server command to switch the play mode if you want to, though I don't think the story locations will generate. If you haven't played very far, I would recommend starting a new world with the same seed (if you like the world). You can still set predators to passive to make difficulty closer to exploration mode. There are dozens of other customization settings that can probably help.
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Is soil quality part of the seed? Wild crops look like they're spawning later.
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Mine either. Also, being that my base has a view of a floating island beside a nearby mountain peak, it doesn't seem terribly shocking. The whole landscape is built on physics violations.
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Huh. I stand corrected. I thought carrots propagated like potatoes. It's a good thing I am not a farmer IRL.
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This is also very useful. I may have been skipping the dirt blocks I want because they looked like forest floor. It's really quite likely that I'm the problem. OTOH, I haven't really found a swamp. I've found a decent amount of land bordering water with high rainfall.
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At this point, I think my plan is to use that x-ray mod to find some of the stuff. Then I'll get some objective info on whether the problem is me or the seed. If it's me, I'll see the stuff in game for comparison. If it's the seed, then it's just bad luck, and I will feel zero guilt about digging up whatever the x-ray finds.
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I just picked my seed because it was lovely at spawn point, and I don't think I should have to be more discerning in order to survive. I don't know how far in 1000s of block radius I have searched, but it's been quite a bit. I also don't particularly care for being killed by wolves/bear a day's run from spawn point. I think it's quite possible that I'm not seeing the color difference between low and medium. I think the need to search for medium soil in Year 0 is a bad mechanic.
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I already have it, but I haven't found any.
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So this x-ray mod came up on another thread: https://mods.vintagestory.at/xray It seems like this could be my soil-seeker. Has anyone played with it? I ONLY want help finding soil.
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Carrots too. I have noticed that there are several crops where the harvestable IS the seed. It seems a bit silly to get a bag of seeds when I harvest those. Handling all varieties of plantables correctly would be a big hassle. I've played other games that go the opposite direction -- the harvestable is always the seed. That gets just as absurd. My base is near a forest filled with walnut trees. I will go test whether I can eat the seeds sometime soon.
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There's a particular spot in my game that I hear wolf growls every time I get near but am never attacked. I got near it today and realized that there's a hole there -- I think it's actually one I started to dig as a mine and abandoned due to wolves. It's quite possible I accidentally built a pit trap and caught them. I'll have to go back and check when I'm done with my current project.
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So you can use potash to essentially do what I was thinking about doing with a compost recipe? Huh. OK, so not exactly what I was thinking. Here's what the wiki says: "Potash's only use as of version 1.16 is as fertilizer. Uniquely, it permanently raises the maximum K capacity of a farmland block by 15%, in addition to adding 60% K to the block. This results of converting farmland soil to it's high quality variant (Barren -> Low Fertility -> Medium Fertility -> High Fertility -> Terra Petra)." Potash is the hardest to find of the two obscure fertilizers, but since I'll be looking for Halite anyway, it's no problem to keep looking for it.
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I have the HFS mod. I don't know why it didn't occur to me to look at how that was done. Great idea. I'll try that. ETA: Oh, it looks like that's a code mod. I'll look at the modding tutorial to see how easy it is to make a mod like that. I've done some Minecraft minor Minecraft modding and some more serious modding of other games. Setting up a development environment for code mods can be a real hassle.
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Having to explore for soil is exactly what I don't want to do. I enjoy exploring, but I want to be able to do it at my pace. Medium fertility soil is something you really want to find in Year 1, which means it's high pressure right out of the gate. I'm more comfortable with the idea of exploring to find high fertility soil, which is something I can do in Year 2 when I have more resources. It's quite possible that I just don't see the color difference in medium fertility soil, but I certainly think I've looked closely. I was trying to figure out if there was a server command that would locate some for me so that I could determine whether the problem is with me or with this seed. I thought I found one in the wiki, but when I attempted it, I was told I needed to be in creative mode. I haven't experimented further yet. I think gating soil improvement with compost makes it a bigger pain to craft soil than find it out of the gate. Crafting would be more of a last resort, but it would give some kind of path forward when searching the landscape doesn't seem to work.
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Roasting nuts rather than drying them would give them a long shelf life, yes? I think the game balance could be achieved just with controlling the density of nuts on a tree. So walnut trees drop nuts, but only if you cut them down?
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I'm in year 1 and still eating tule roots as backup food. I have dug up almost all the tule in the pond by my base and come back after an uncounted amount of time to find more. I think some plants must spread.
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Hoe the side of the dirt block that contains the crop? Or hoe the side of the dirt block below the block that contains the crop? I actually want the winter. I really like the pressure it puts on survival. I'm so irritated about my failure to find higher quality soils that I'm making a custom recipe to make it from compost. I don't like the soil quality mechanic at all at the moment. (Not the nutrients and crop rotation, but the base quality.) I can, by grinding huge amounts of compost, go straight to terra preta. Otherwise I have to run around the world looking, which I don't find immersive or fun. I did locate a temperate high-rainfall area with huge hills of exposed dirt, and I STILL didn't find anything but low quality. Meanwhile, once you've found high quality soil, the recipe for making terra preta from it is trivial. Just grind and grind and grind compost. We have these difficult-to-find fertilizer materials that are completely ignored. I personally think there should be a crafting path to soil improvement -- something like low + compost = medium, medium + compost + bonemeal + ? = high, high + charcoal + bonemeal + obscure fertilizers = terra preta. In the "real world", bonemeal and wood ash would be well-rounded soil improvements, but we don't currently have a way to burn down wood and keep the ash.
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So how does this exploit work? Considering the absurd problem I've been having with soil quality, I don't feel terribly bad about using it. I just don't want to wipe out the crop instead of harvesting. As I've griped in other threads, I'm finishing out my first growing season with low quality soil because I have not been able to find anything else. After reading all the advice about how easy this is, I have to guess I just have a bad seed, but I'm committed to it now. When I found the carrots, I wasn't going to be able to get a harvest in from the carrots before winter if I planted in my own garden.
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It makes sense that they'd want to up the frequency of the new mobs for testing purposes. Sounds like the pre release would not be my cup of tea. I like having danger so I can mitigate it and learn how to avoid it. In the current state, drifters and rift activity are present but don't overwhelm the gritty danger of keeping yourself fed and preparing for winter. I think the supernatural danger on the surface would be fun if it were somewhat more dangerous than it is now, but not a lot more dangerous, everywhere all the time. I like the really intense otherworldly danger to be something I seek out. And I will seek it out when I'm comfortably civilized.
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I am not thrilled with the impression I'm getting for 1.20 from these vague references. I don't actually want to be unable to go outside in the dark without armor, at least on days of calm rift activity. I'm not really in this for constant combat.
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I marked a bunch of wild crops when I established my base and have been checking them regularly. Several did mature, and I harvested them. However, I have some carrots I've been visiting all summer, and I could swear they've been at stage 5/6 for multiple months. I didn't write anything down, I'm afraid, but it seems like it's been a very long time. Does the chunk need to be loaded for a wild crop to advance? Is there something else I'm not getting?
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Google tells me that while bighorn sheep do not need to be sheared, they naturally shed wool that has been historically used for weaving.
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I realize this is a necro'ing a thread from March, but it seemed more useful than creating a new one. Wool is a big deal for the game's theme of advancing technology, and we do have woolen clothes. It seems like there should be a mechanic for wool. Sheep have been domesticated to produce usable wool. So while generation 0 wild bighorn sheep might not be shearable, it seems like they should become so at some generation along the domestication path. ETA: I know there's a wool mod, though it's aimed just at Tailors, and I'm a Commoner.