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Zane Mordien

Vintarian
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Everything posted by Zane Mordien

  1. LOL, it happens. Glad you figured it out without pulling out all your hair.
  2. Open a support ticket.
  3. I feel like there are more large lakes now, but no seas in default 100% landcover. At least not in my trip to the new story points. I only hit large lakes that I could still ride around pretty easily compared to a 70% landcover where I need a raft or boat.
  4. You already filled the coffin with iron?
  5. I was commenting on that you don't have to use charcoal for the fire below the coffin. When I created my first furnace I thought I had to use charcoal or coke because that is what you have to use inside the coffin.
  6. You are 100% wasting charcoal unless you don't have brown coal. It should show you the same as below.
  7. So I am forgetting that I used 0% Upheaval rate on that map and VanillaPlus WorldGen. This is my artic world hot start so I was making it easier on myself. I used landform scale 120% on my last artic world in 1.19 and it had good oceans. My current 1.20 world I did not use it and I haven't travelled far enough to know how good the oceans are. This is the same place without the mod. 70% landform, 0% Upheaval, -50 Forest. Sorry I forgot that upheaval the first time. It still looks pretty good with lakes and sort of flat.
  8. They probably did somewhere, I just never notice piles of bunnies.
  9. I've had places like that before, but this map for example.. which is an older map in 1.19. I had to kill wolves almost every day for 15-20 days. There was plenty of forest around so I never understood why this spot was the spawn spot. I would go in my little house at night to pan sand and bony soil and start hearing the howls. There are 2 places just a little further south in the gravel desert that always spawn a bear. I used to nerd pole and kill them, which is why I know the bears were always in the same spot. They would be right next to my old nerd pole every time.
  10. I do a 70% landcover and - 50% forest and it has worked pretty well for me, BUT I am not playing primative survival. I know you don't have a map, but my world actually has lots of good places for a farm that isn't salt water.
  11. I hear you. I push hard for lanterns day 1. I pan bony soil, collect quartz on the ground and keep an eye out for lead on the ground. Making lanterns out of Moly-whatever is pretty cheap since lead is worthless and usually you can find it on the ground (surface deposits). If you can't find copper or lead on the ground then, it's a miserable time trying to create enough light.
  12. I think normal mob spawning and temporal storms are different animals. The temporal storm as I understand (correct me if I'm wrong), you are not supposed to be able to stop spawns at all in a perfectly coded world. Now there are still ways to stop spawns somewhat, but as I understand that is not the intent of the creative team. They want you to be fully exposed to the spawns with no way to hide. That tells me they want you to be forced to actively "fight" the storm without hiding, but then spawning 50 bowtorns that turn you into a pin cushion just doesn't make sense unless they want you to die over and over and be frustrated. I assume that isn't the case so maybe they want us to build a fighting arena as you have posted before since I don't think it makes sense otherwise. Now as far as running and throwing spears with no credible threat. For my playstyle: That is why I think it would have been a better idea to toss in a few bowtorns and shivers to make you have to deal with them while dodging the drifters. They would have been more like mini-bosses during a fight. You have to watch out and deal with them before they destroy you while still avoiding the nightmare drifters that can clean your temporal clock.
  13. Nice. I've yet to see someone explain how mobs spawn in the world. I've noticed that there is a high chance for wolves and bears to spawn in almost the exact same location over and over. Yes, people have posted the line of code that gives the % chance of a mob spawning, but that doesn't explain why the same spot over and over. The spots I've noticed aren't even forest.
  14. Also if you use docker Devidian has a docker container for it. https://hub.docker.com/repository/docker/devidian/vintagestory
  15. DISCLAIMER: I DO NOT HAVE A PROBLEM WITH STRATEGY FIGHTING (CHEESING) THE STORMS. WHATEVER MAKES THE GAME FUN TO YOU IS GREAT! I 100% agree, I feel like I have to learn how to cheese it. This is a bit of a broken record coming from me I understand, see my other cranky posts. In the 1.19 storms people either ran around and speared, hide, slept or cheesed (boiler room, firepits and fighting rooms). In 1.20 I feel like its Hide, sleep or cheese; so whatever the point of updated storms is a fail to me. At least when I ran around and speared them I took some kind of risk, which made it fun for me. Now that option is gone and I have to resort to going afk during the storm or try to find some cheesing method. As other's have stated the loot from the storms is worthless for the most part. I just found it fun. Someone is going to create a ultimate cheesing method and post it online and everyone is going to farm the storms to death again and the creative team is right back to trying to beat the new meta. I feel like the old storms were fine. If it gave too much loot that should have been adjusted. Maybe sprinkle in a few new mobs to cause havoc to your best laid plans, but instead the new mobs overrun the storms. I have not done a storm since the last 1.20.3 update so maybe that is different, but I highly doubt it. Another important thing. I LOVE THE GAME. Don't let my cranky self ruin if for you. If you love fighting the storms the way you are doing it, again that is great.
  16. I keep a stack of dirt on me and seal the entrance to the translocator room immediately after I teleport. Then I dig straight up and use ladders to get to the surface. Just remember to put a torch in the room or it will have nasties for you when you return.
  17. Man, that's annoying. You won the lottery of bad VS luck.
  18. Story locations for me fall into the reward category. I just want a reason to explore the depths. Maybe some new "unobtainum" ore or something spawns in randomly located dungeon at the bottom of caves that you can find by exploring only, just without the blue people and alien planet.
  19. Welcome, I hope you guys all love the game. 2. Don't forget you can make simple clothes from hides. Repairing clothes is only a thing if you want to look cool. IMO flax and linen are too valuable to waste on repairing clothes. 5. I would recommend 5,000 in each direction before you go 10,000. Unless you get really unlucky you should find lime or chalk in one direction. Also make note of bauxite if you see it. If you find a translocator it might be worth the 3 temporal gears to let it teleport you somewhere else to see if you have better luck on lime. Translocators generally go about 5k but it could be shorter. 7. Just mass kill surface drifters. On high activity nights there will be tons of them and if you use an improvised shield and armor with a copper falx only, you can kill them pretty easy by letting them through a door in a controlled manner. If you want to be creative you can make drifter killing pits and stuff to kill them, but I personally prefer to get my hands dirty.
  20. I love the concept of the new mobs, but I don't think they are balanced. In general I'm starting to think the nightmare damage tier is just too much unless they add some reward to offset the risk. Forgetting the storms, just day to day having nightmare shiver and bowtorns just make me ignore caves after a certain depth. There is nothing of value in caves that make it worth fighting a nightmare anything. I don't really want them dropping better loot either because people will just set up mob farms and make another problem. Maybe something in the future will make cave exploring necessary at those depths. Even then I wish the shiver and bowtorn were a little less common. I used to love the thrill of running into the saw blade locust in caves and having to figure out how to deal with it. I want the new mobs to be the same thrill and not just drudgery.
  21. Wow, is that a verified %? I don't understand the purpose of the storm since the loot from a storm is trash basically. The risk vs reward is out if balance. I guess from the early release candidates I was hoping the bowtorn were going to be sprinkled in to make you have to watch for ranged damage and the shiver to chase you down to keep you on your toes. Instead I feel like temporal storms are just bowtorn storms. Like all games someone is going to find the new Meta way to cheese the storm and then it's right back to where we started.
  22. I always keep my shears and axe in my hotbar when travelling with the elk. It's annoying but I just cut down whatever is in my way, unless of course it is a mountain then you have to go around. I made it to the story locations much faster than if I had to run there on foot.
  23. Maybe I'm crazy but I feel like when I increase the water cover to get oceans I get more concentrated animal spawns on the available land. How does the code handle the initial animal spawns? Does it just spawn animals in across the map and if the spawn point is unavailable, does it shove the animal to the nearest land? OR am I just imagining things?
  24. I want to update my response. I was creating some snowball earth maps with 70% land cover and I kept seeing multiple double spawning polar bears. Beyond that I was seeing way more bears than I'm used to seeing in these worlds.
  25. I still use the flint axes for firewood, but I long ago lost my love of making iron. It's fun, but it becomes tedious for me. I usually push hard to get the iron anvil and then switch over all my tools to meteoric iron because it's faster to process. I save my iron for armor and steel after that.
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