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Everything posted by Zane Mordien
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Well, I was impatently waiting for my anvil mold to cook. There was nothing left to form, organize or cook until I got that sweet saw blade to make chests.
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More like Tyron and Saraty were sitting around thinking of new ways to make the player stand still longer so a ninja bear could sneak up behind and eat them! The whole eldrich horror thing is just a cover for Saraty's secret desire to make a bear mauling simulation.
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Amen, I spam torches when mining. I can always make more later. Probably, but I prefer to have direct access to my iron mine to avoid such problems. I would have probably mined back up to the surface from the ore vein and closed off the tunnel. I try to mine everything out in 3-4 days, replacing torches everyday, and abandon the mine after that. I might have to skip a day becuase of a temporal storm so I always make sure to refresh the torches before I go.
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I understand, but as you mention they have it locked behind copper. I think that is just what they intend for progression. So if they let us make leather easier, then they would add something else needed to make a backpack that you can only get after you have bronze. Some new resource that would gatekeep backpacks. To be honest, I'm surprised they haven't done something else like this already, because who makes the hunter backpack or linen sacks? My first playthrough I did, but after I realized the importance of linen and hides I never did it again. I find the occasional linen sack but I'm not wasting linen on it.
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Be careful of those videos they will lead you down a primrose path. You don't need to hunt down "Very High" readings for most ore. A decent reading is often good enough and even poor if it is really close to base and you don't want to look further. Iron for example has very large ore veins that are hard to miss. Sometimes the RNG makes a massive difference. Save your old world and when you want a challenge after you understand the mechanics of the game better go back and finish the playthrough. I did that with my first world and it was a lot of fun for me to go back and see just how much easy stuff I was missing before.
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No, The lighting rules are the same for all rift activity levels. The odds are much higher though of drifters and friends spawning at that rift activity so if one little area isn't perfectly lit up you are more likely to get a spawn. How did they pop on you as you climbed the ladder? Did you have multiple side shafts? If so I recommend always closing off your side shafts when not in use. A saw blade locust can spawn in a 1x1x1 area. This has happened to me before when I was in a mine shaft and I had small side shafts mined out for prospecting.
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The fishing crops are sort of poinless since it takes an entire growing season to grow them. At least the Fennel. Other than that, Fishing always bores me to death in every game I've ever played. I guess if I need food that bad I'll do it. The next time I do a snowball earth playthrough for example, I will use it since food is pretty hard at first in that scenario.
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It's just RNG. Don't forget that limestone or chalk rock layers can be under the sandstone rock layer. If I don't have limestone or chalk to start with I usually pick a direction and travel until the stone changes. If that didn't work then I pick a new direction the next time and try again. It's usually closer than you think.
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That's exactly what I did.
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Biggest issue I have is they are hard to spot. I had a real issue getting enough to eat for a few days, so I had to resort to eating roots until I was able to spot them better. New players might find it a lot harder to feed themsevles which would suck. Your posts remind me of how much I hated Bowtorns when they were added. If you read back that far in the posts/discord there used to be about 50 of them hanging around outside your base after a temporal storm or a high activity night. They are still here, although they have been tweaked so you have some hope, but I wouldn't get my hopes up they will be what you want in the end.
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Postponed is what Tyron said in the update post.
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I can't help myself personally. I also test out every new release in the same seed so I can see what sneaky things in the world generation got changed. They have tweaked the world generation a few times and never mentioned it in the patch notes. Nothing crazy, but I just like seeing how things slightly change.
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All I know is Tyron recommended against it. I'm assuming some things won't generate properly or they abandoned some assets and they don't get automatically fixed in the rc.1 From the release notes: And if you tried out our earlier pre-releases, continuing a 1.22.0-pre world is not recommended.
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2k blocks away is pretty hard for me to believe. I'm not saying your lying but I've never seen it that hard to find except when I do snowball earth and then that sounds pretty normal. I've had many worlds where I went 2-5K to find something only to figure out later it was much closer than that and I just missed it. Typically it's not that hard to find medium fertility soil in a standard world even with a bad start. In my current world I have to import my medium fertility soil.
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Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
God there are some really bad RNG starts sometimes. I was lucky and my first playthrough had a good start and my 2nd playthrough had a awesome start. -
I just wanted to see other people's thoughts. Berry Bushes: As long as they don't take away the ability to eat berries for new players in when they first start playing, I think it is a cool change. I thought it was sort of stupid before that you could just break the plant and move it. I'm not a big berry bush farmer so my opinion may be biased. I do hope they can finally make fruit trees bloom in the first year though. I rarely play more than 1 year in a playthrough so I miss out on fruit trees. Smithing: I went in thinking it was cool idea, but I was sure I was going to find it too tedious with the extra pumping of the bellows. At first it was a little annoying, but then I got into a rythm and I can't say I notice much of a difference. I just made my first chainmail piece of armor and it wasn't bad. I feel like the changes to how fast metal heats up and cools down sort of makes up for it. Fishing: umm well I never fish in any game I play. I did make a rod and get worm and tried it for .1 seconds and gave up. Has anyone really tested this out? How well does it work? Spears: I don't love it but I'm not ready to get my pitchfork and torch out. Someone said the Devs commented that it was overdone so I hope they back off the nerf a little bit. Windmills: I haven't built mine yet, but I'm glad they added a new windmill since they nerfed the old one. Are you even building a old style windmill? I am skipping right to the new one in my playthrough. Waterwheel: I haven't built one and I guess I'm not going too until there are rivers. I don't really like having to build my base near a random water spawn near a mountain. It's a cool add though. I'll probably use it if I end up with a world that it makes sense to me. Quenching, Tempering and Grinding wheel: I like the concept. I think it will get nerfed some because the damage is probably more than they will want to add, but overall a good add. New Trader Posts: I give it an A. The new designs are awesome. It's a nitpick, but I would have rather seen trader settlements with 2-3 traders together instead of single traders. I want traders to be easier to find as well, becuase well they are supose to be traders and not hidden. I think the game should generate path blocks that lead to them about 50 blocks out or so that highlight them. Traders could be more rare if they were easier to find even. The treasure hunter trader could be a lone guy because he is an odd duck. Glacier Ice: I'm 100% behind this change if they also made it so lake ice melts in the middle of summer. I haven't gotten that far yet. Firepit heat changes: I like this change. I was trying to cook some flint and it was driving me crazy at first but then I realized now you can use peat or wood to heat the entire stack up to 900C before you use coal or charcoal. Nibblers: I thought the change to animals not eating crops was to nerf people who created rabbit traps. I had no idea it was not intentional, because I say a lot of content creators that were exploiting rabbits trying to get crops to farm red meat. Cabinets and storage: I haven't done anything with this yet and I probably won't. It's cool but I'm not into pretty designs of my own. I do love other's peoples designs they post so I'm excited to see them. Fat rework: I'm not sure why, but okay why not. It is a little more work now to render the fat, but overall it's not a big deal. Fennel and licorice: Fennel takes to long to grow for only 50 sat. It's not worth growing unless they change it. Mushrooms: trippy man Lamps: cool I like that it just isn't a bowl now Ladders: I'm not a fan. I just want generic ladders that mix together, but I can see how people would want cool specific ladders. If there is a mod that changes all ladders that are player built back to generic I will download it. Ceramic: I don't care, but why is it every release they make the default ceramic uglier? Tongs: I kind of like that tongs down wear out. It's not a major issue to get new tongs. BEARS!: What is up with the bear spawns? I hope this is not intentional because so far in 1.22 all bears come at a minimum of 2 and up to 5 at a time in one location. That is way way way to many.
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Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
@LadyWYT You've really just got to quit taking the bait. It's and endless arguement with him that will never stop. I know I can be bad sometimes, but at some point I let it go. Don't read into my reaction. I just like using the wolf bait when I can tell them person I'm doing it for fun. -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
@MKMoose It would be pretty cool to have "ghosts" running around the storm to make it freaky. What I'm imagining is you could see glimpses of lore events in the past that play out near you. That mixed in with some random meaningless ones. That would be a different way to show some lore and it would be completely open to interpretation. -
@MrAlygator You should check out the "builds" area of the fourms. See what other people have done. https://www.vintagestory.at/forums/forum/18-builds/
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Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
Well I don't know if rust beast is the right term, but I have always considered the rust realm and the rot to be separate. Maybe related in that Jonas' playing around with the rust realm created the rot, but the creatures that come from the rust realm I have never considered to be "rot beasts". I've always thought they were warped versions of people who were transformed at the end when Jonas "threw the switch" at the end. -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
Wait, does the game say drifters are rot beasts or is that typo for rust beasts? I've never thought of a drifter as a rot beast. The rot as I remember in the lore turns animals feral for lack of a better word, and then they try to kill everything sort of like a zombie. Then in the end the rot kills all living things leaving nothing behind. -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
I love when you/me/anyone has to clarify that, wait I was agreeing with you for a change. Well, heres hoping they do something more fun with them in the future and you can come back and try them out again.