PoisonedPawn777
Vintarian-
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Everything posted by PoisonedPawn777
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Traders are bugged in 1.22, every once in a while I'll have one spawn but most do not. Berry bushes are everywhere but appearance has changed from previous version with the berry bush rework..takes some getting used to.
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Game Settings: Separate setting for Armor durability
PoisonedPawn777 replied to coolAlias's topic in Suggestions
Wouldn't mind the flexibility of more options. Keep in mind though, any of the resource intensive armors worth making are also easily and cheaply repaired. I really only make improvised when I first drop into the game and then gambeson once my first flax crop matures, then I wait until steel. Always on the lookout for the treasure armors as well. -
Depends on how much ocean you put in your world. But yes, spawning in a forest is relatively common, bears and wolves come with said territory.
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Greenhouses will have a temperature effect on all aspects of fruit trees. If outside temp falls below 1 it will kill the orange tree in the greenhouse though. Timers progress even in unloaded chunks, no need to stick nearby.
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Pretty sure it's a placeholder while a better alternative is developed. But agree, too resource intensive as it stands.
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Is knapping supposed to be type specific?
PoisonedPawn777 replied to KingPandaa's topic in Questions
After a quick test it seems you can knap with other types of stones. However, when using something other than flint, you do have to have a stone of the same type to access the toolhead menu but then can revert to using any other stone to do the knapping portion once you've selected the tool you want. Seems like a bug, that's very odd if intentional design. -
loving the game, but some things I noticed...
PoisonedPawn777 replied to D1rtyS04p's topic in Suggestions
Welcome to VS! Tips for the bowtorn (spear chuckers), they have a loading animation and sound about 2-3 seconds before they fire, that's usually all the early warning you're going to get. They are relatively easy to deal with once you get a bit of experience. They always hit precisely where you were when the missile is fired and will always run away if you get too close and engage in melee, they do have a melee attack but it's very weak. Just strafe and charge or briefly leave the area and allow them to despawn. -
Bit easy, takes 5 seconds to get half a dozen worms and another minute to have 12-18 fish filets. I'd like to see the catch rate scaled back a little. Without gating fishing entirely behind metal, it would have been nice to have fish traps or a form of crude nets with stone weights rather than a rod with no hook that magically pulls up fish. Early game food is fairly abundant already; it's been made easier now.
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Based on what I understand, and my experience from many hours underground mining. The rift activity does have an effect on global spawns, so yes you will get more spawns underground with higher rift activity. That being said, spawns from low stability should start at a fixed point regardless of rift activity (25% if I'm not mistaken). Best guess is you had an area that wasn't properly lit but avoided previous encounters due to calm rift activity. Rusties will spawn underground even at calm rift activity, just lower rates.
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Temporal storms are a bad implementation of a good idea.
PoisonedPawn777 replied to Tabulius's topic in Discussion
I enjoy them overall. I do think it's a feature that deserves some polishing considering it's a core piece of the game. It's a hurdle that provides a bit of urgency to prepare for in the early game, then a source of temporal gears and Jonas parts later in the playthrough. My biggest gripe is more of an overall issue with how the rust monsters interact with the player, I'd like to have a bit more to monster behavior than just beelining straight for me. As it stands combat is a bit light on any forethought or strategy. That, along with visual and environmental cues signaling a storm, would go a long way for me. -
If you're starting off a vanilla world my personal goals tend to be to grab basic resources (Flint, sticks, wood, grass and reeds); enough to get basic stone tools, handbaskets, torches, firepit and ideally a few pit kilns. Then I get some clay, sand and dirt and build a dirt hut on top of a water source. This allows me to make and fire a cooking pot, bowl, crock and crucible on night one and spend the rest of the night panning through my sand or gravel for copper nuggets. Getting pottery for cooking is a game changer and allows me to spend more time prioritizing things other than constantly gathering food. Day 2/3 is exploring, gathering food and copper, making charcoal (if I don't have coal nearby) and firing clay molds for copper tools. Usually get 12-15 nuggets of copper a night panning so should be ready to smelt copper tools by day 3-4 and then you're off to the races. You've got tools, can cook food and have basic shelter. Oh and side note, if you're new to the game, avoid any sort of combat you can for the first few days. Healing takes a big chunk out of your hunger, meaning you have to spend a lot more time gathering food.
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In case you aren't aware of how the rock layers generate. Bauxite, as a sedimentary stone will always generate above any metamorphic or igneous rock type (except basalt which can spawn above sedimentary layers). If you're in a granite flat, keep going. However, multiple types of sedimentary stone can spawn on top of each other, I have found resources such as bauxite and limestone under something like sandstone, so if you're in an area with a sedimentary layer, poke a hole down to the igneous layer and see what else is there. You can also get an idea of the layers by looking at the cliff faces or mountains. Usually by the time I need bauxite I have already explored at least 10k-15k blocks around my base, if I haven't revealed something I need by then I usually just start heading south as this is a trip I will likely plan to make anyways for new resources. Also, not a bad idea to check if there are any nearby areas with a sedimentary layer that haven't been fully explored yet.
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Bears can get out of 3x3 holes in 1.22???
PoisonedPawn777 replied to Ryumachinae's topic in Discussion
I've had one chase me up a ladder before in 1.21, assuming they still can in 1.22. -
Make iron feel more valuable and satisfying to find
PoisonedPawn777 replied to aleq's topic in Suggestions
Bombs and a dozen lanterns...makes mining out an iron vein a breeze. As for armor, there's almost no point making metal armor below the iron level, gambeson is either straight up better, or is close enough to bronze armors to make the extra effort worthless. Keep in mind though iron is a mid-game metal, there are three armor groups that currently outclass iron. Temporal storms spawn late game monsters that will still cut you up if you aren't careful, especially the tier 4 rusties. -
What do you do with silver/gold/meteoric iron?
PoisonedPawn777 replied to ItzWalterino's topic in Questions
I usually use meteoric iron for arrowheads or just make a plate suit for fun. I usually have a few stacks of it lying around. Gold is required for to repair the forlorn hope armor set. I believe you need silver for distilling, although it's minimal. Both are needed for electrum although I've never bothered building any Jonas tech myself. Would be nice if gold and silver jewelry became craftable by the player to sell to the traders. -
To my knowledge they won't eat until they have grown up, they won't die from starvation.
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Finding story locations without doing the story?
PoisonedPawn777 replied to CastIronFabric's topic in Discussion
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. -
Red X when trying to shoot a bow or throw a spear
PoisonedPawn777 replied to DjPenguiNinja's topic in Questions
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. -
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
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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.
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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.
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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.
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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).
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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.
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Help needed with unscheduled temporal storms
PoisonedPawn777 replied to V Warfield's topic in Questions
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.