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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. If only it were that simple. Temporal stability varies; generally the deeper you go the more unstable it gets. However, there are occasionally stable chunks deep near the mantle, but it's very rare. For a tunnel, your best bet is to just tunnel through the mountain at the surface. Now that is entirely up to you. A tunnel will be quite a lot of effort, but will save you time once complete(though make sure you light it well to keep the spooks out). Running overland through the wilds is comparatively less effort up front, but isn't as short of a trip.
  2. I've never seen higher than Decent for Chromite. I would say dig a little deeper on the current shaft(like, close to the mantle deep), dig a few branches around just to make sure you didn't miss anything, and then look for another prospecting point if you still find no chromite vein in that shaft. Chances are that if you went through all the above and found nothing, then the ore didn't actually spawn. Chromite is also one of those minerals that's rare enough, that I'd say it's worth checking the Poor/Very Poor readings too, if you've got no other Decent reading spots to search.
  3. Not to mention you also need metal for the pounder caps and a windmill to power it.
  4. Typically what I do is try to make sure that each crock is completely full before sealing(each crock holds 4 servings) in order to get the most efficient use of crocks and storage space. When filling the crocks, I usually make meaty stew with a couple of vegetable options(two slots), or some berries(just one slot). Doing so allows me to make the most of a single crock by filling it with a meal of different nutrients rather than a single nutrient meal. Now exactly what you choose to put in your stews is entirely up to you, on whether you want specific ingredients(such as leaving out parsnips if you don't like parsnips) or whether you just use whatever is available. Likewise, you might also opt to seal a crock with fewer than 4 servings, if you have multiple crocks and just need to store the food before it goes to waste.
  5. From what I can tell, bowtorn are very good at aiming where you are currently, whereas drifters are very good at aiming where you will be. Both types of shots can be dodged if you time your movements correctly, there's just more wiggle-room in the timing when it's a bowtorn shooting at you. Not to really beat a dead horse in the conversation, but I would say that...it really depends on how their target moves. They can do a decent job of aiming, but they have trouble accounting for fast targets or split-second changes of direction.
  6. Welcome to the forums! Armor should cover most all clothing options, though there may be some clipping on occasion depending on the clothing item and armor in question. If you find a combination that looks particularly odd, best to head over to the bug tracker on Github and report it.
  7. Nope! It's a floating disk! There are some slightly larger hills about 50+ blocks behind it, but for the disk itself it's just a very odd piece of world generation.
  8. Elk stops before it falls in, but the player(and passenger, if applicable) keep going. Would be mildly frustrating, but also rather fitting if your elk throws you because you deliberately tried to ride it off a cliff.
  9. It's also fairly realistic, as not every plant will grow in every climate. The game is fairly lenient in that regard; it tends to be more of a problem for propagating fruit trees since the normal trees seem to survive just fine even when planted outside their ideal climates. Fruit trees and other crops you can still grow outside their ideal climates, but it takes some extra effort(greenhouses), and some might only have stunted harvests if they're able to survive at all. The general idea in Vintage Story is that you work with the resources available near where you choose to settle; if you want the more exotic stuff then it takes extra effort.
  10. They are not, though they weren't 100% accurate before. It's fairly easy to just move out of the way, step behind an obstacle, or otherwise just raise a shield in defense once you hear the warning screech. If you stand still, they will hit you 100% of the time, provided something isn't blocking line of fire...but that's really not saying much since a target that stands still is quite easy to hit compared to a moving one.
  11. https://wiki.vintagestory.at/Shears It is vanilla. You don't get a ridiculous amount of seeds, but it's a bit more than what you'd get breaking all the leaves by hand.
  12. Nah, they just go dormant when it gets too cold out.
  13. Just a small tip in regards to salt--if you're having troubles finding a salt deposit, you can always buy salt from commodities or survival goods traders. It'll cost you a few gears, of course, but it can help jumpstart your food preserving endeavors.
  14. Welcome to the forums! What version are you playing on, and are you using mods? In 1.21, the cookpot now tells you whether or not you have a valid recipe with the ingredients you added; since there's no such readout here, I'm guessing you are probably still on 1.20. In any case, I agree with @Arasine, the combination of berries and mushrooms is the most likely culprit. Removing one or the other should produce a viable porridge recipe. If you're still not getting a viable recipe after that, but are using mods, then I would suspect a mod issue.
  15. They don't have 100% accuracy though, unless you're standing still. Bowtorn are very easy to dodge if you start moving just after hearing the warning screech--duck behind cover or dart out of the way, doesn't matter as both are viable options. Drifters are a little better at aiming than bowtorns are, since drifters tend to lead their targets and bowtorn do not. That being said, you can still dodge incoming rocks, if you have good timing. I will also note that while the rock throwing can be irritating sometimes, there are situations where you want the drifters to be throwing rocks. A good example of this is what happened to me and my friend in a recent temporal storm; we didn't have armor or good weapons, so we hid inside where it was safe. Well, a double-headed drifter happened to spawn in the room we were hiding in. Since it chose to throw a rock as its first move, we were able to get a couple paces away from it and poke it to death with spears. If it had opted for a melee attack though, one(or both) of us would have most likely died.
  16. I think that's more just due to weather systems and chunk loading/updating being a bit rough around the edges. Yeah, that might work. I have seen wild elk a handful of times, but they do seem to be somewhat of a rare find.
  17. Shears greatly increase the drop rates of both sticks and tree seeds--you're supposed to use shears on the leaves first before cutting the tree in order to get the most resources. By doing so, you'll be getting tree seeds at a high enough drop rate to both sustain and slowly expand a forest. Seed drop rate also depends heavily on the type of tree in question. Common trees like pine and birch tend to drop more seeds than ebony or purpleheart. Ebony and purpleheart are much more rare since you can make the best crates out of them(more storage slots compared to other crate types). Likewise, the rarity is also to prevent players from doing like the other block game and just getting one seed for a tree like this, taking it home, and having an entire forest's worth of ebony/purpleheart with little effort. Walnuts are probably the only tree I'd agree needs a bit of tweaking. I think in this case, there ought to be a walnut seed and edible walnut items, so you can have a seed or two to plant new trees while having edible walnuts at the same time. And rather than needing to chop the trees to get your nuts, you could just look around underneath walnut trees come autumn and pick up all the ripe nuts that have fallen. Keep them in the shell for long term storage, and shell them when you're ready to cook/eat them. And of course, this idea could apply to any edible nut-bearing tree, not just walnuts.
  18. You can find them in colder regions and/or at higher altitudes. Think taigas and high mountain grasslands. If you're living in a warmer climate, you'll be wanting to look at higher altitudes, but it's possible you may need to trek a decent ways north before you begin to find wild elk.
  19. Caving can be lucrative, but is very risky, especially if you don't know what you're doing. The prospecting pick is generally the safer and more reliable way to figure out where to dig for ore. In regards to iron specifically...yes and no. Iron veins are very large, so the amount you're finding isn't really anything out of the ordinary. What's more unusual is the type of iron that you found. Hematite tends to be the most common variety to find. Magnetite tends to be quite elusive, even with high prospecting readings(a prospect readout is only what could have have spawned there, not what actually did), and limonite...I only recall seeing once. In any case, it's a very nice find!
  20. For the vanilla game, you need to either buy a tamed elk from a treasure hunter trader after completing the first story chapter, or find and trap a baby elk and feed it to maturity within a year to get a partially tamed elk. You can then saddle-break the partially-tamed elk over several days to get a fully tamed elk. Tame elk purchased from the treasure hunter are already fully tamed and do not need to be saddle-broken. For mods though...you might be interested in this mod: https://mods.vintagestory.at/cervinae It's not yet updated for 1.21, so I'm not sure how well it works, but it's one to watch, and it offers a different type of deer to tame as a mount.
  21. It could be that, yes. Is there any flavor text when you mouse over the book item? Generally, lore books/scrolls have a bit of flavor text to indicate the contents(ie, someone's diary, research notes, a story passed down for others to read, etc).
  22. That sounds about right. I think even in the best conditions(ie, stored in a cellar when it's cold outside), fresh meat only lasts about a week. So if you aren't going to eat it quickly, and aren't going to compost it, best to cook it into a meal or preserve it with salt. Based on the picture, I don't see anything terribly amiss, save for maybe the hole-looking spot in the ceiling. However, I'm not sure that's an issue. What do your storage vessels read in regards to spoilage rates for stored items? My guess is the cellar is working fine, it's just the middle of summer or an otherwise hot climate that's affecting the spoilage rates. Not really much you can do about that; cellars do keep a fairly constant temperature inside year-round, but their temperature does fluctuate just a bit when the weather gets very warm.
  23. This, ironically, is why it won't help at all for a cellar, but will make a perfectly fine greenhouse if you use it as a glass substitute.
  24. Actually, this is somewhat of a thing...but reserved for specific story location events and not a general random encounter. I don't know that it's really possible or practical to implement as a random event, given the amount of work that goes into making past and present versions of the same place, in addition to enabling the ability to switch back and forth and the protections needed to prevent cheating on the puzzles. In any case, just keep playing through the main story and you'll see what I mean soon enough. I will also note that only two chapters are implemented out of a planned eight, so it's possible we could see more shenanigans like this in future story points, or concepts and puzzles as equally trippy.
  25. I'm guessing it might be a bug, since the subject has come up a couple of times. I think someone had some success by spawning in a new pickaxe and fiddling around with it until the trader completed the trade as normal.
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