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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. I put down alcohol brewing as it's just a mechanic I've never really messed with more than one or two times. I love that it exists, but it isn't something I would really willingly go and tinker with all the time. For most used I put "mining decorative blocks" and "foraging". I'm an avid builder, so I interpreted "mining decorative blocks" as a catch-all for building. If it just means picking up clutter in ruins, that is usually not something I do unless the clutter is of the rarer sort and handy for decoration. Locust parts especially look good in workshops and studies, but I don't really need more rotten beds or chairs. You can texture flip a lot of clutter in creative mode which makes it all fantastic for building, but sadly it's all rotten or charred in survival. I put foraging as exploration wasn't listed, and foraging is close enough.
  2. Earlygame you are much better off finding surface deposits. Whenever you see copper bits on the surface, there is ore just below, no caving required. It kind of sounds like it just isn't the game for you, which is totally fine. Not every game is going to cater to every person. Not saying there aren't flaws because there definitely are some, but it just sounds like you really aren't enjoying any of it at all and might be better off seeking out other games you'd get more enjoyment out of. I'm pretty sure the VS devs let you get a refund if you are unhappy with the game.
  3. The usual recommended method is by getting 40 nuggets to make a pick and hammer, then mining copper for the rest. 1-2 surface deposits usually is enough for an anvil. This sounds like a bug, what is meant to happen is that you get to keep your new anvil, and the mold shatters. If you want, you could use cheats to grab a new anvil, since that isn't an intended part of the game's design.
  4. If you messed with the "story location distance" world setting, that's likely the cause.
  5. When 1.20 was first released I felt it was a bit of a left-field design choice to make one of the story locations a sudden difficulty spike of a platformer section in an otherwise (usually) not platforming-centric game, but now that it's been polished up a bit I don't mind that section. This is purely in terms of gameplay, the atmosphere is awesome. I still do think some kind of climb or ledge grab would help make the platforming feel more "realistic" than your classic Minecraft parkour, but the elevator is definitely a welcome change, and such moves would probably take a good amount of time to design and balance. My only real gripe with the location when it first came out was that it sort of broke my immersion of ch2's overall journey by being extremely video-gamey in its design, rather than gamey-but-grounded like chapter 1 was. Some way to preserve that feeling of grounded gamification might be an optional sidequest for an item that repairs the elevator early and lets you skip most of the platforming in exchange for some extra time and trouble, but from what I have seen it's already feeling better than its initial iteration. The new basement area was a very good addition imo, since it adds an element of puzzle solving that ties into a certain spoilery mechanic. I hope we see that mechanic used again in the future for some more advanced puzzle solving, there's a ton of potential there!
  6. This bunch are sold by a specific NPC in a chapter 2 story location. EDIT: Yeah, the ones in ruins are pre-determined.
  7. Ruin loot tables definitely do exist but none contain the vessels/pots/planters. Those would just be placed inside ruins directly, not within chests. Far as I remember, the only two that are truly ruins exclusive are "loam" and "chthonic". EDIT: As far as I know the lot that are in ruins are Loam, Chthonic, Undergrowth, Rain, Honeydew, Earthen, Oxblood, Copper, Harvest and Ash Forest. I may be forgetting some, but that is the group that can be found in ruins, though not all of those are necessarily ruins-exclusive.
  8. Oh sorry, I thought they were just getting a mod to disable normal monsters and not locusts. I was trying to say that if you still had locust nests generating, they'd only appear in new chunks.
  9. Other way around. Locusts could appear in new caves, but not ones you have already generated. I mean sawblade locusts might be able to appear in existing caves near the mantle, but they're very rare and are a one-off almost miniboss type enemy.
  10. If this was the case, you'd occasionally find locust nests in new, unexplored areas. If you've already explored somewhere they will not appear since they are fixed on chunk generation. They're not really a huge deal if you have some armour, and they won't visit your base or anything like that. They will always just hang around the small area underground where their nests are, until you break the nests and kill them all.
  11. Turn lore content on with the world config, but then get a mod that disables the monsters. That way you get ruins/traders/story and all the items that come with that, but you don't get monsters spawning. Theoretically mods like that should just work with existing saves, but make sure to back up your world beforehand just in case! EDIT: I don't think bosses are covered by the monster mods, so you'd probably still have both of those. However bosses themselves are only within two specific story locations, so you'd really have to go out of your way to seek them out in the first place.
  12. Imo depends how many gears you're carrying. The village is a bit of a trade hub with some exclusive goods - such as the warmest winter clothing set in the game and some unique paintings. If you've got less than 50 gears, I might think about going home and coming back with an emptier inventory, resupplied food and a lot of gears. EDIT: Do be wary sometimes the NPCs don't spawn in 1.21.1, so you might potentially have to downgrade to 1.21.0 and regenerate the village if that happens.
  13. Traders are being reworked presumedly in 1.22, and from what I've seen of the new houses they have firepits. So hopefully soon this won't be an issue!
  14. Yeah, exactly what Never said. Tapestries aren't meant to be found/read in any particular order, and the same ruin can generate with different tapestries. None of them follow a sequence - each is a standalone tidbit of lore.
  15. Clouds can cover the stars and appear dark, if you want to check if it is just cloudy, try looking at the sky through a glass block. Glass shaders are weird and the clouds will appear bright white.
  16. This is a known bug with 1.21, and it has already been reported on the github issue tracker. I think it might already be fixed in 1.21.1, maybe.
  17. I also think it would be awesome to have the option to toggle hoods up/down as well! Even if it's just putting your hooded item in the crafting grid, it'd be nice to toggle hoods down on stuff like the Malefactor cloak or the fur coat. That functionality already exists in the game, since hoods on cloaks turn invisible when wearing a helmet. (Or they're supposed to, pretty sure that might be bugged in 1.21 though).
  18. Nope, I think the Hunter hood is the only class item without warmth, aside from a couple of the belts iirc. Honestly I would like if all hoods got rain protection. The various hooded cloaks realistically should, but since they aren't "hats" they don't as of right now.
  19. I like the idea of soap cleaning dirty clothes, just because we already have the ingredients for medieval style soap in the game! Fat and potash could work for it, I am pretty sure.
  20. They are available. The "tailor" references a certain NPC in one of the story locations who sells them. The Malefactor shirt does still provide +2 warmth, but I think it was just being discussed how it still appears stained even when repaired multiple times, much like how various other stained/tattered clothes remain visually dirty/ragged when repaired.
  21. I don't know how many ruined settlements there would be, but I would enjoy rarely seeing ruined trader outposts and structures. That could be fun, I think.
  22. I've heard a couple other reports of this, seems to be a decently common bug with 1.21. It's already on the github bug tracker as 'high priority'. You could try regenerating the village with the /wgen regen number of chunks here command, though maybe you'll just have to wait until this bug gets fixed.
  23. There is one story location sort of like this, I'd love to see more overgrown normal underground ruins though. They are not out there, unless you like mould and cobwebs. There are some great decorative pristine bookshelves filled with clutter, but they're unobtainable in survival. In that same vein, some clutter furniture can be texture flipped in creative mode. This allows you to change it to a nice, normal wood type instead of being mouldy. Again impossible in survival, very sadly.
  24. I think there already is a ruined windmill in the game, but you'd really only be able to tell that from the file names. It's been a long time since the calamity, so any wooden structures aboveground are just stone foundations by now. I'd love more cave stuff though, really make caves fit the lore of humanity having to evacuate the surface and live underground. Not really ruins, but just things like piles of old crates or ruined torch holders on cave walls. Maybe make it so these things are more likely to occur in caves that already have ruins, so some would still be untouched. That way if you found a cave with these signs of old life, you knew it was probably worth looking into further.
  25. Making full quarter log blocks only to have to chisel them into single smaller logs when building is a great example of this wastefulness. But anyway yeah, I agree, I imagine this would be a nice feature.
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