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Everything posted by Zane Mordien
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I Need More Data On Temporal Storm Spawns
Zane Mordien replied to Discipline Before Dishonor's topic in Discussion
That would require Jonas parts to be acquired at a reasonable rate. As we have discussed many times, they think Jonas parts are actually worth farming. Besides if you are geared enough to farm Jonas parts then the storms are more of a nuisance and not a large threat. I am close to just turning off the storms so I can just enjoy the game. They add nothing of value IMO. Once you have figured out how to survive they are just a gameplay time out. -
Rare is okay, but they should be easy to find. They are supposed to be selling stuff so they shouldn't be camouflaged. I would like to see short packed dirt roads leading to a cluster of traders. Maybe even a pointless village with a few NPCs that do nothing but add environment.
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I Need More Data On Temporal Storm Spawns
Zane Mordien replied to Discipline Before Dishonor's topic in Discussion
If I'm sitting out the storm i typically just do the 1x1x4 area with a door at ground level and a hatch in top with ladders inside. Does it stop spawns? I don't know, but the odds of spawning in that small area are pretty low. Looks like you had extremely bad luck. Just remember, Whatever the latest META way to handle a storm is will get patched out, so you just have to live with the small risk. The devs don't want you to ignore the storm or be 100% safe in the storm. -
More so in VS I feel. Now that they put in a treasure hunter that is a story location I bet they will do something similar with the rest of the traders in the future.
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The blackguard armor, cassiterite and sylvite are what I primarily buy in a standard world. If you do a snowball earth play through traders become much more helpful since they sell things you cant get otherwise.
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Yes It's rare. I think this is how traders should be. The lone trader is just weird.
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I do not own or use a Mac, but you should be able to install the full game again if you can't use the update. It doesn't hurt your game at all. The saves and your settings are not impacted if you reinstall the game. It sort of sounds like you tried this, but I don't know why it wouldn't work as normal. Even if it went to a new location that location should run the game.
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True the Hudclock Mod puts it on the screen. I thought it was in the C menu, which is where it gets everything else for the HUD. Instead type /weather and it will tell you the wind.
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That was my original thought, but then again I've also found iron where there was no iron hit when I was trying to find something else mining down. Maybe lead is just so common that it appears to not be correlated when it's just the spawn rate is so turned up it spawns anywhere. I'm not saying I'm right, just something I've never considered. I was talking about lead and not copper. I'm fully aware of how copper spawns. Although I rarely even bother looking for copper after I mine the surface deposits. I usually have more than what I need for the my first copper tools and enough to make some tin to get iron.
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I wonder, does lead have "surface " deposits or does it just spawn so close to the surface that it shows up on the surface as nuggets all the time? I've never paid any attention to the prospecting data. I've always assumed they coded in surface deposits to make it easier to get the copper-lead alloy to make lanterns. That was probably a bad assumption.
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Okay, that makes more sense. The ocean generation is still weird in Vanilla. Either you are right next to one or you travel around thousands of blocks and don't see one.
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ACHTUNG! Go into a test world and practice with the command before changing it in your favorite world. Save a backup copy of your world. After you change the setting, exit the game and hover your mouse cursor over the world and see if it lists the setting the way you wanted it. It should say the same thing from the world creation menu with all the text. If it is only a number without the "blah blah forest (x%)" then you did it wrong. If it does then go at it in your main world..after you back it up and change the setting. /worldconfig globalforestation <X> <X> = 0 default, the range is 1 to -1 -0.25 (somewhat less forested -25%) -0.50 (Significantly less forested -50% And so on: -0.75, -0.90, -1 To regenerate the terrain you use the /wgen regen command. BUT this completely resets the chunks. It will delete anything you built and restore it to the new world config settings. It will also remove and reset traders. So if you reset a chunk with a trader it will delete that trader. It will spawn a new trader around the same area but not in the exact same spot so be careful if you have a trader you want to keep. /wgen regen <radius> <radius> = number of chunks around you to be reset. I highly advise you do no more than 5. It gets very laggy and you loose control of what you are reseting. Good luck!
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The only world it would have made sense for me was a playthrough I did with 70% landmass. Did you set up a low landmass world? Even then I'd probably still do the windmill first myself and use the raft until the second growing season.
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The boat is definitely not high on my priority list. The windmill and helve are the first place my flax goes for making armor. Chain is woth it if you want to spend time manually beat it out. You can do that at night to not waste time.
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Confirmed, its stable inside the RA. One step outside is unstable though.