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Everything posted by ifoz
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What the bloody heck is this ruin? (Maybe spoilers?)
ifoz replied to Echo Weaver's topic in Questions
I've seen all the ruins in the game (aside from three very rare surface ruins, two of which were added in 1.21). This is one of the ruins that really stands out in my memory purely because of the abundance of aged ashlar it is made of, I love using the stuff for builds. -
What the bloody heck is this ruin? (Maybe spoilers?)
ifoz replied to Echo Weaver's topic in Questions
All over the place. This one is pretty nice for gathering aged ashlar, iirc it contains 52 full blocks worth. Don't ask how I even still remember that. -
Aged stone would be great too, though currently stuff like cobblestone does not have any aged variant, so it'd be a bit of dev effort to make new textures. Aged wood already has base log/debarked textures for each wood type in the game files that they could just add the planks overlay on top of.
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The file name for this ruin is "holy burial", so do with that info what you will. Also try digging down, there's a little box of goodies hidden somewhere in there.
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I think having player-placed wood age over the course of 1-2 ingame years would be really cool, but you'd need a way to treat it somewhat easily so this doesn't impact player creativity. Maybe linseed oil, because all VS players have massive stockpiles of flax already.
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Watching the new dev stream that showcased a couple of the upcoming revamped trader dwellings, nearly every single one uses both 'very aged support beams' and some variant of 'roof beams'. Neither of these can be obtained in survival mode, which I can imagine is going to probably lead to player disappointment when they are unable to make builds that match the traders around them. I really think these need to be made obtainable in survival in some way. Roof beams could just be planks + hammer + axe or something of the sort, and very aged beams could maybe be purchased from building traders. --------- I just hope the devs either read this post or are already considering this idea. Showcasing a bunch of awesome builds that will be featured in the game just as much as trader wagons are right now, and then saying "actually, you cannot build like this in survival" is something that I can see being a problem within building communities. Again, the new structures themselves are absolutely awesome! It's just that players are unable to replicate some of the techniques used to make them so cool in the first place.
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Sadly support chains cannot be obtained in survival either. Best you could do would be chiselling your own thin blocks to look sort of like chains.
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Tips and ideas for building a home with Sandstone cobble
ifoz replied to Torvinoid's topic in Discussion
Something fun you can do with sandstone cobble is use golden daub, and then chisel areas of sandstone cobble into it so it looks like the daub has peeled off, revealing the stone layer underneath. -
You have to make a beehive kiln, you can check what colour certain clay items will fire into with the handbook. It depends on how many kiln doors you leave open during the firing process.
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The animation of your eyes opening from the black screen takes a while, and right as it begins you wake up and are placed standing. So your screen will still be black for a second or two but you will already have woken up.
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Honestly I think the hardest part of homo sapiens is the super high respawn radius, meaning one death and you're back to square zero. This is tough even in wilderness survival mode, though there you can set spawn - a feature usually locked behind lore content unless you use mods. I've played wilderness before, had to beeline to a treasure hunter and buy a temporal gear just so I wouldn't be getting thrown back to the stone age on every death. Standard mode has a respawn radius of 50, so if you die you aren't starting over from scratch.
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I really do not mean to be one of those "just git gud" people, but the game really does become easier as you get accustomed to it. However, VS is super customisable. If you want, you can change basically everything in world settings. Hunger rate, health, enemy damage, tool durability, etc. My best advice for starvation is to just run around. Not many animals can survive a hotbar full of stone spears, and if you have a cooking pot, one pig will probably be enough for two days of food, maybe three if you ration it. I'd also advise taking the Malefactor class (especially as a new player), they get foraging buffs and stealth buffs that could really help you out. They also gain a good amount of money early by selling cracked vessels, though since you're playing homo sapiens and have no ruins or traders, that doesn't really matter at all. EDIT: Also, I am pretty sure homo sapiens is more difficult by default, since it's mostly intended to be a challenge mode for players who know what they're getting into. You might want to mess with some settings to make it a bit less punishing, like enabling the world map. For the intended balancing and difficulty I'd recommend playing standard mode, though as you've said you don't enjoy lore content (this includes ruins and traders, both of which can benefit your survival), I think the best choice might be to play around with the homo sapiens world settings until you find a good balance of what you like.
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I had an old rc7 install lying around, and instead of uninstalling it, I decided to repurpose it into a time machine. I basically just went into the files and replaced all the commonly used aged/corroded/rotten textures with their pristine counterparts. Anyway, here's the RA engineering room, with the rubble removed and lanterns added so you can see better. Here's a hazmat suit, because I thought it looked cool. Interestingly it is plated with lead. I might add more images here later, I just thought this stuff was really interesting!
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If I had to make a list off the top of my head, I'd probably add it to; -Anything leather. Leather tunic, leather boots, leather gloves. -Survivor cloak, Malefactor cloak. Both are thick ponchos with hoods. -Hunter poncho, miner cape and stained leather poncho. -Just a few more hats. Minstrel, merchant, jailor probably.
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As far as I can see in the creative inventory, the merchant hat doesn't provide rain protection. The only ones that do are some Nadiyan ones, the bamboo ones, and a small handful of others like straw and rotwalker. Realistically I think the effect should probably be applied to a few more of the hats, and maybe a couple cloaks/ponchos.
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Iirc Tyron has said before that if the servers/game ever shut down, the last update would be removing the login restrictions to play.
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This specific book in this specific ruin is currently bugged and has no assigned lore tags.
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By the way, you can repair clothes by just clicking and dropping regular linen onto them. Considering 90% of this game's clothing catalogue is gated behind ruins loot, that's how you obtain a lot of it. (Also yeah, what Facethief said, there is rawhide clothes. Though I wish there was more primitive stuff too. Woven birch bark would be awesome for hats and sandals).
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Depends what it drops, the only thing I can see being problematic is metal bits, but in that case you could just make it metal scraps and not have that issue. [EDIT] or require a chisel to get metal bits.
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Also allowing it to clear snow from chiselled blocks without having to break the block would be fantastic.
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I think it'd be a good feature if clutter items were actually integrated into the resource gathering gameplay loop, via dropped stuff. Basically if you applied glue, clutter items would drop like normal. However if you broke them without applying glue, they would drop some scraps relevant to their type. -Wooden clutter would drop some sticks/firewood -Stone clutter would drop pebbles -Metal clutter would drop metal scraps/bits -Cloth clutter would drop flax fibres -Book clutter would drop parchment or flax fibres -Pottery clutter could drop potsherds, which you could grind down in a quern and mix with regular clay as an alternate method of making fireclay You could maybe even do something fun where rarer machine clutter (ruined locusts, ruined apparatuses, etc) could have a very small chance of dropping Jonas parts when broken. Nothing insane or gamebreaking, but I think this would make clutter have a bit more of a dynamic of "do I glue this for decoration, or do I break this for some resources". It would also make more sense than clutter just turning to dust when broken without being glued.
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I think these are wisps from the Primitive Survival mod.
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Yeah. Current 1.21 best setup is: Head: Nadiyan fur hat (bought) Shoulders: Prince fur (found in ruins) Coat: Nadiyan fur jacket or reindeer herder coat (bought | found in ruins or tailor crafted) Shirt: Nadiyan fur shirt or pastoral/chateau shirts (bought | tailor crafted) Pants: Nadiyan fur pants or woolen leggings/pants (bought | bought) Boots: Reindeer herder fur shoes (found in ruins or tailor crafted) Gloves: Nadiyan fur mittens or fur gloves (bought | crafted) Mask: Barber surgeon hood (found in ruins) Belt: Any belt that gives +0.3 warmth (Many different methods to obtain different belts, they all do the same thing. Malefactor's starting sash is what I use). Then polar bear armour in each armour slot for an extra +4.5
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You also need the tailor trait to make those items, too. However, most of those are just tailored gambeson variants, or some tailor-only clothes. The tailor only gets 11 true exclusive clothes, as others can be found in ruins or bought from traders. You also do not need to be a tailor to obtain the minmaxxed warmest setup (as of 1.21, this is +25.3 degrees iirc)
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Due to an oversight, BG sword swings slower than a falx, so it actually has worse DPS. BG stuff was also added before steel existed iirc, so that's why it has now kind of been outclassed.
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