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PoisonedPawn777

Vintarian
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Community Answers

  1. It's possible, I stumbled upon the Lazaret by accident before even going to the RA in my current world. Wasn't looking for it, just ran over it on my way to get chalk.
  2. Are you using the bullseye mod by chance? I know it heavily impacts usage of ranged weapons, including the animation. Personally found it difficult to use. Certainly sounds like you've got an issue with a mod though.
  3. You can do this either by toggling class excusive recipes off at world gen or by entering this command in an existing world: /worldConfig classExclusiveRecipes false
  4. I really hope they don't add a mechanic that requires me to interact with temporal storms in a specific way. Any mechanic that includes destruction of blocks, threatening livestock, threatening NPCs etc... It would only drive me to leave my base and anything I don't want to lose to go battle through the storm somewhere else. I enjoy the storms and would be happy to see them improved upon, but forcing player interaction or bad things happen isn't the way to go. Honestly, I think the best way to improve storms is to improve the manner with which the rust monsters interact with the player. Having a bit more depth to enemy actions other than beeline for the player would be a welcome change.
  5. Using the rivers mod personally, for the most part it's pretty good. There's the occasional gaping circular tunnel cutting through a mountain to facilitate the river, the river current also seems to extend a fair bit out into the ocean which is noticeable when sailing. It also by dumb luck happened to generate a river directly through one of the story locations which disturbed enough of the entry that I had to use creative to break a few blocks in order to get in. Overall, a positive addition though. I will add that the rivers still freeze over in the winter, one will want wind power if they plan on doing any smithing during the colder months, which tends to be what I spend a large portion of my time doing.
  6. Surface ruins and cracked vessels lose a lot of value as you get out of the early game. Gotta go into the depths to get the goodies.
  7. I know what you are talking about, you can break them down in a crafting grid with a chisel into gold or silver bits. To my knowledge, having played through the full story as of now and spent far too long looting ruins, that is the only location they are present. I don't know if the treasure/monsters respawn after a certain amount of time though (I believe the RA does).
  8. Windpower and Steelmaking are both referenced in the handbook in game which can be opened by pressing H. Specifically, the progression guide, which would indicate the existence of both. Mechanical power and steelmaking both also have a dedicated section in the handbook explaining the processes. As for the translocators, I'm not sure if there is an explanation.. that was a discovery I stumbled across exploring the world.
  9. Sounds like you were inadvertently standing in a temporal rift, although moving away from it should have fixed the problem. By default rifts should be visible as a reddish portal but can also be toggled to invisible in the world gen settings. Easy way to tell if it's a temporal rift, run away about 20 blocks..if you start recovering stability, it was a rift. Temporal storms won't drain your temporal stability completely on standard settings provided you have full stability when the storm begins and are in a stable area.
  10. Might be an outlier here but I'd rather see bears buffed than nerfed. It makes perfect sense that I would get 2 shot by a bear running around naked in the wild. I do agree that there should be more of a warning of an incoming attack, I know animal footstep sounds are supposedly in the works which would solve a fair bit of the problem. I'd also agree that a rework to the ai behavior would be welcome, however bears and wolves are intentionally more aggressive in VS than seen in real life and I wouldn't want to see that go. Overall, you learn to deal with bears with experience, and once you have armor bears become relatively easy kills, even in melee combat. Far more worried about bears going after my livestock than I am getting killed by one.
  11. Everything you've said that you want from the game is fairly easily configurable on a standard world setup. There's really no need for a specific game mode. You can already start a world that has story elements, traders, ruins and underground mob spawns without temporal storms, surface spawns and temporal stability (each of which can be toggled on/off separately). I think it's fair to have a discussion on how temporal storms and spawns can be improved to provide a better experience to the player, but those who dislike the features entirely do have the option of removing them without removing other aspects of the game they might enjoy.
  12. I love the idea of having a new way to process all the extra berries I collect. Wonder if it would be able to be implemented in a realistic fashion that would have you separate the alcohol during the freezing/thawing process, or if that would make it too complex. Would certainly require it to be a bit more hands on. Hopefully our seraphs are immune to methanol!
  13. Would be nice to have a simple option available, particularly early game. Assuming of course we can account for the lower quality of the alcohol, otherwise the current distillation process would be rendered fairly useless.
  14. Before loading into your world on the far right there is a tab that allows you to edit or delete that world. If you go into the customize tab you can adjust the world settings before saving and starting the world back up. It'll be the first option under the Temporal Stability tab. It can also be turned on/off in game with the command /worldconfig temporalStability [false|true] and then restart your world to have it take effect, noticed it was a bit finicky though.
  15. 1. I think the best thing to help keep you safe during exploration is experience, coming from someone who died regularly when I first started playing. One habit I've adopted is sprint jumping whenever I'm in an area of heavy underbrush as it tends to be full of wolves and bears, the extra height helps me see the danger and avoid an encounter. You also learn to keep an eye out for easy escape routes should you get ambushed, I know what type of terrain I can use to outrun bears and usually know where the closest body of deep water is. Keeping a couple spears on you early game can also help as dealing a bit of damage may cause the bear to retreat briefly before reengaging, giving you time to escape. Takes time, I also always do a quick scan before opening my map to place a pin or stopping to knap a tool, worst time to get ambushed is when you have a tab open on your screen. 2. Assuming you have a light source, bed, source of food. Just burrow into a hillside, place a bed, start a fire and you're good to go. Temporal storms are always a pain early game, I tend to stay near home as the risk of death is fairly high. 3. If you're new a dying a lot I'd recommend either turning on Keep Inventory or setting item despawn to a longer period like 60 min, it's really annoying to run all the way back to your stuff just to see the bear that killed you camping your gear. Gives you a bit more flexibility in regaining your items.
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