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Bumber

Vintarian
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Everything posted by Bumber

  1. The problem isn't so much finding food, as it is that only meals are filling. Cooking a bunch of red meat is bad. Cooking it into an all-meat stew is great, granting a multiplier on satiation and keeping you full for a short eternity. Cattail roots and bush meat aren't allowed to be used in meals, and thus can't benefit. And the hunger pause mechanic. What was the point of having a meter if it just mysteriously stops for an indeterminate amount of time after you eat a large meal? You have to eat your berries one at a time to take advantage of it, because it's not cumulative and resets the protection period.
  2. It could be a place you don't want to end up, but are sent to if your stability is too low. Add a special armor that protects you from stability damage, but you face such risks for remaining in that state. Next thing you know, you're facing Dave and need a rift to exit.
  3. You affirmed that you keep your base lit with torches. The intention was to demonstrate the impracticality of doing so at scale. But you're obviously arguing in bad faith, and I'm done with you.
  4. VS torches don't even burn out while holding them, so no. VS torches are meant for temporary lighting, and are therefore extremely cheap. Before charcoal, TOBG torches required you to mine for coal. Non-renewable. Now imagine replacing hundreds of torches every few days. How much time would you have time to do anything else? Seems like you're dodging the question. What's the largest base you've lit in such a way? If there's no limit, is replacing 1000 torches every 48 hours doable for you? You say they're upgraded light sources, but candles and lanterns aren't particularly harder to get in TOBG. Iron is the first ore available, easily doable before your first night. You'd just use torches for exploring caves, then pick them back up once you reached a dead end.
  5. MC TOBG torches don't provide light when held. You have to have them placed everywhere to prevent mob spawns. This easily amounts to hundreds of torches. Edit: Yes, you can carry torches for the purpose of replacing them, but the ones you're replacing are all over your livestock pens, etc. Edit II: It would be particularly bad if you lit up the entire underground to force mobs to spawn elsewhere. Really? How many torches do you light your base with? Why wouldn't candles and lanterns burn out all the same? You'd need glowstone or something.
  6. To be fair, the great torch debate happened before enchantments existed.
  7. The obvious difference is that you aren't carrying the torches with you, and they'd be losing durability while you aren't even around. So you'd have to walk around replacing each and every single one when they burn out. Worse, there's a creeper waiting for you, and the next thing you know there's a hole in the side of your house, your chest contents spilled about. (Hope there isn't a second one to blast those items into non-existence.) TOBG is actually less forgiving in this respect. Do you keep your base lit with basic torches in VS? I doubt it. Torch holders and lanterns exist.
  8. Is the story of a good vintage?
  9. Is that you speaking, or the brain worms?
  10. It should only skip over when doing so would extinguish the torch. I guess I forgot to make that clear. Muscle memory isn't a conscious choice. That's literally in the definition of the term.
  11. Why do you want to select a torch when doing so would cause it to be extinguished? Only reason I can think of is just to dispose of it to pick up another item. Doing so should be as deliberate as tossing an item from your bags. That means selecting the specific slot or using your mouse cursor. What if you forget whether scrolling up sends you right or left? Games are inconsistent about this, so muscle memory can be unreliable. The UI shouldn't be antagonistic.
  12. Getting the correct Jonas components is RNG dependent, on the other hand.
  13. Torches should just be skipped over if scrolling inventory. Deliberately selecting a slot should allow you to extinguish. (I question why we're allowed to store burning torches with our belongings to begin with, however.)
  14. You can just buy those from traders. Only around 50 gears, IIRC.
  15. Should both be in the save folder, IIRC? %appdata%/VintageStoryData/Save or something like that.
  16. Probably nobody died that way pre-apocalypse. It would've had to be a Jonas experiment, and only his automatons are noted as having killed people as a result. Miners died from caveins, mostly. I forget if the Rot was a major issue, but that would affect farmers and hunters more.
  17. It takes 1-2 days to despawn.
  18. I'm pretty sure seraphs are brought back from the dead, though?
  19. IIRC, the breaking was broken for a while, but they fixed it so it breaks again.
  20. The hotsprings reduce drops now. Pit kilns still work well, I think.
  21. Spike damage is affected by player momentum. Oddly, they can also save you from being killed by fall damage sometimes.
  22. I think there's a caveat that it's only in certain growth phases.
  23. You have to swap directly from axe to axe for it to work. Switching to another item type resets it.
  24. But then you've got a bunch of tool racks you don't need.
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