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Allen

Vintarian
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Allen last won the day on October 31 2020

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Stone Age Settler

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  1. So uh, crazy thing. I was starting to run low, so I started digging a mineshaft near the very high copper reading near my base and... I found hematite. Well, to be exact, my prospecting pick's node search mode turned up a reading for hematite. I haven't actually found the vein yet, and considering the hematite reading for the area was really low, I don't expect there to be much ores anyways, but uh... that should help a lot when looking for that ultra-high iron chunk. But also, because it occurred to me while I was digging. Once I get a reading, do I just... dig down until I hit something? Because that's what I did, but as I'm currently expanding the mineshaft, I realize I very easily could have just missed various ore veins I found if I'd dug in a slightly different position. Like 3~4 blocks to the the side or up and I would have missed the giant copper vein I've currently stopped on. If I hadn't tried out my prospecting pick at the exact moment, or I dug like a few blocks to the other side, I would have missed the hematite reading. I mean, it does look like the ores I get will more than cover for all costs of me digging this stupid deep hole, but like, I can't be that lucky all the time, can I?
  2. Well I did find a very high copper reading nearby, so worst comes to worst I guess I can tap into that for more tools. More prospecting it is then!
  3. Finally trying to step into the iron age, poking around with the prospecting pick to find some iron. So apparently the poor/decent/etc next to the ore the prospecting pick shows is the chance for ore to be there, and not like, the actual ore. So the question is, does say 'decent' actually give a decent chance of finding ore, or should I just skip all but very/ultra high readings? Second, is digging around in quartz veins I find for possible gold/silver worth it or no?
  4. Fucking bees. I spent days without finding a single one, and now that I've found one and am in the long process of waiting for a skep to fill, I immediately find like 4 other beehives.
  5. Allen

    Finding bees?

    Mostly a half a day to a day's walk/sprint away from spawn. Figured I'd use it to find nearby copper/etc to enter the metal age proper while I'm at it, so I was searching nearby forests one at a time. I did check the temperature/rain every now and then to make sure I'm not looking in the wrong place entirely, but otherwise, it was go to the forest, walk around all over until I'm fairly certain I've searched everywhere, move the the next forest, rinse and repeat. Though, now that I've found enough metal for an anvil, I'm considering moving further south by maybe a day or two to search, after some base renovations for proper storage and such. I might try the mod if I get too frustrated. Haven't been using any mods so far but I've only heard good things so. edit: I think I found my problem. Made a creative world and spawned in a beehive so I know what it sounds like. It took like 8 blocks for the sound to lower to a point where I could barely hear it and would probably just write it off as background noise if I heard it in my survival world amidst all the other sounds like water/footsteps/etc. Guess I'm getting that mod to find my bees.
  6. Allen

    Finding bees?

    Found a forest with like 50% maple trees so wandering there with music set to 0, weather sounds to 10%, and ambient and master volumes at 100%. Just walking all around the woods to check out every corner I can. No bees so far. But hey, I did find 2 ingots worth of copper nuggets, so can't complain I suppose. But at this point, I might end up getting my first candle from all this bony soil I'm picking up before I find a single bee.
  7. Allen

    Finding bees?

    Is there some latitude they spawn more frequently or something? Do I need to head more south so it becomes warmer? Because I've been searching for days and haven't found a single hive. Doesn't help that forests are extremely annoying to explore both due to heavily limited visibility and being home to wolves and bears.
  8. These are my personal thoughts, but considering what temporal storms do(reduce stability, spawn drifters), and how the game is being made with the lovecraftian mythos in mind, a temporal storm seems to be something like a sudden sharp decrease in temporal stability. 'Temporal' means 'relating to time or worldly things'. As a temporal storm doesn't seem to effect time, we can assume 'temporal' in temporal storm/temporal stability means 'worldly'. So when a temporal storm happens or when you're in low stability areas in general, the very world is becoming unstable. This fits the lovecraftian themes the game is said to be going for, and explains why drifters during temporal storms flicker. They're dimensionally unstable. Considering the broken translocators in ruins use temporal gear, I think it's plausible that the current state of the world in vintage story is that some advanced civilization messed with some lovecraft horror dimension and got wiped out. Temporal storms happen because whatever said civilization did made the world unstable, causing crap to leak over from the horror dimension place causing instabilities. Drifters would then be things from said horror dimension, or maybe things that 'drift' between dimensions, that are finding their way into the world thanks to it being unstable. So temporal storms and drifters would be an alien 'intruder' to an otherwise natural world. Or not. I don't know what the devs are thinking or what they're plans are any more than anyone else. Anyways, my point is, not everything has to be 'natural thing that happens here and the world grew up/was shaped around/with it' for something to be a part of a story or lore. Lots of stories have some outside influence or other dimensional corruption that, depending on how far it's progressed, don't feel like they belong because that's the entire point. Of course we don't know what the devs are planning since the game, and especially the lore/fantasy stuff, are really early in development and the things are pretty bare bones, but I don't think calling it an afterthought because it's not fully fleshed out yet is a fair assessment. That said, I don't like temporal storms very much because the screen wavy effect gives me motion sickness really easy. You also can't really protect yourself against the effects which kinda sucks.
  9. It should seal as long as you have the necessary amount of limewater. I never use exact amounts for my leatherworking and haven't had any problems.
  10. Have to agree. I prefer literally anything else to the combat update because you know new stuff, but the unrefined combat frustrates me way more than say, the lack of fish or fruit trees.
  11. Agreed. Actually trying to gather enough seashells to do any reasonable lime stuff is super annoying as the amount of type and color combinations means you're probably going to have one seashell per slot when you're trying to gather them, so you can only gather very few at a time, and since each shell gives a pitiful amount of lime it takes way too many trips to get enough lime to do.. well, anything worthwhile really. Personally, I think it'll be very nice of all seashells drop a genetric seashell item that gives a random shell when you place it(you can choose the color/type when placing it like knapping recipies or something), so you can keep all the shells in one slot.
  12. Hmm, better save the chicken farming for 1.15 and go for the sheep then.
  13. I was trying to heard a nearby group of chickens into my farm, but ran into some wolves on the way and well, long story short, I no longer have chickens near my base. Do farm animals respawn over time, or do I have to track down a chicken from further away and lead that into my base? Because if so, I might just get rid of the chicken coops I'm working on altogether and just raise some sheep instead. Chickens are way too annoying to chase around to try and farm for me to try getting them from that far away.
  14. Having played with some mods/games with cave-ins, cave-in's in games generally aren't a threat unless a player is being really careless. It makes you use up more resources during caving to make the supports, but that's generally it, since well used supports will negate the dangers of a cave-in. It's also generally not a danger for exploring generated caves, so without some sort of threat, it's easy for someone to just walk down a cave, mark all the ores, them come back with some supports for easy mining. Underground fire/smoke can be resolved by not placing too many dangerous light sources, not a problem since you're no longer trying to stop spawns, just light the place enough to see. Also, unless there's going to be some complex thing to make it only work in caves or only have them set supports on fire, you'll probably need a 'safe' light source for using in buildings as well, which could be used to negate the fire/smoke dangers. Basically, the problem I see with environmental threats is that once you know what they are, they can generally be easily bypassed, especially in games like this when things are generated randomly and the player can easily shape the world around them.
  15. It doesn't need monsters and mysterious magic weather sure, but I don't think that necessarily means we shouldn't have them. For one, having fantasy monsters means the game devs have much more freedom in where they place a threat and how dangerous it is. Like caves, for example. Not a lot of animals live in caves, and the few who do are usually small and only live close to the entrance. If we only used real life creatures in the game, deep caves would be essentially risk free to explore.
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