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Everything posted by Vratislav
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Some crops are more heat sensitive than others. These what have maximum temperature under 30°C will just yield less (even down to 50%). I usually do not bother in early game and I just take it as it is. But still, you may do therse things: establish separate field for heat sensitive crops in higher attitude, 30 blocks above sea level is probably enough. move a bit to the north if the terrain is flat and you consider it an issue. wait with these sensitive crops till August, however even smaller yield is better than nothing. Also, you may start in colder climate or move like 5000 blocks to the north, but then the winter hits much more severely, what is surely not the best solution.
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I was requested to send the base, so I exported it as a JSON schematics. For anyone interested, you may download it here: https://www.uschovna.cz/zasilka/UBMU8JKR3U646MMS-52X/ (for about 14 days and up to 15 downloads, then the link vanishes) For showing all blocks, use FixedPath and Trail Mod CUPdated mods.
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How future proof is it to keep playing a world from one year ago?
Vratislav replied to aleq's topic in Discussion
Actually, this interests me. I was asked to send someone my base for inspiration but I do not want to send whole world that is huge. How it is done? -
Hey, I thought this is thread of unpopular opinions, so why I do agree?!
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As for the original topic of the thread, I have found three traders in the spot once, however, two of them were the same kind, so the diversity was not as good. Still, it was fun to make base next to them, with further plan to make a village around them. (That was not finished as it was world started in unstable versions to test the 2nd story chapter and finally was not suitable to play as a longterm world.)
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There is mod that was reducing loot from Better Ruins to be more "vanilla" level, but I am not sure if it is compatibile with the actual version. I have installed it when playing first with Better Ruins, and it made the early game loot not being an overkill. In the late game, this reduction felt underwhelming, when some large ruin did not provide anything interesting for my collections, so I removed it since then. Actually, I like BR buildings, despite being sometimes too large, as these big ones are still quite rare. Of course, this 16'th century supermarket is a bit strange. but I have found a fortepianno there, it was worthly to bring to the base.
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Fall damage is inconsistent. How does it work?
Vratislav replied to Keven Dallaire's topic in Questions
It definitely works. Recently I have learned it to avoid fall damage almost all times, unless I fall into bottomless pit more than 20 blocks deep. But maybe, it works better because I actually play hunter for the first time? Surely I was able to offset some fall damage before as commoner, but with hunter, I feel asi it is much easier. Still, may be just a feeling. -
Yes, this humble guy's signature made me to turn them off. Sorry.
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I always love to show off what have been found, especially when playing with Better Ruins, where the loot is abundant after several years of gameplay. And I love to see what someone else shows, of course! Chiseled shelves will really improve the look. I'd advise, if you want really get mad with chiseling, try to do also windows. (But not without QP ChiselTools mod's pantograph, surely.)
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For these rainy seasons, I usually check also rainfall when making decision about base. Once, I had a world, where the only place with medium fertility soil had raifall like 96% and it was really rainning almost permanently just from the begining. As it was early game, I did not have valid room in the base, and hearing all that heavy rain sound for hours made me almost mad. I finally gave up the world, not because of bears, wolves or drifters, only because of that continuous rainfall!
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Someone found it in the soil when building a highway in Czechia: (source: https://bsky.app/profile/brucinator.bsky.social/post/3m5xsmkiogk2h )
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Only short note: Jugs are practically third-day tools (when hurrying to firing clay), that makes them useful before having saw and buckets.
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Very nicely done. How did you made that valut in the central corridor?
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I still don't think rift spawns are working correctly
Vratislav replied to Faerador's topic in Discussion
It happened unintentionally, as I have extended necessary night work to the noon. Also, as in early game, I was quite fihghting with a lack of light sources. It could contribute to the location of the rift, that otherwise would not genereted next to well lit base. -
Oh, I have ever admired your playstyle, but this seems like you have some dirty tricks hidden in your sleeve! I must say that the idea makes me a bit crazy. Maybe, for realism, if we make them bright colored with some rope down to look like air baloons... ( no, it is even worse ). I have to ask: what is your render distance? My maximum is under 500 blocks, so aren't these floating islands (that I suppose must be visible from bigger distance) a bit overkill in case of average render distance? I got good experience to mark two of my important locations by placing a gallow to a most prominent hill nearby (so it is visible from 200-300 blocks around, enough in my case), and make one wing to point to the exact location in the walley, where second marker is placed. And to defend my aesthetics feel, yeah, gallow is not aesthetic at all, but I promise to experiment with nicer markers made from 6-12 blocks in the future! However, the night trick with firepits seems cool, it is definetly worth to try.
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Oh, thanks, that I have forgotten that mod exists. Definitely will try. Yes, that Cairn mod is nifty, it allows three sizes of cairn using 4, 9 and 18 stones and they look nice. Also there are some advanced ones I haven't made yet (like buouys or cairns with place for oil lamp or lantern for night visibility). About making notes in general, signs are great feature I haven't used yet (I was doing first round of prospecting before having a saw). Good hint. Also thanks about ideas of marking paths and directions. I did it partially in my long time world, and I intend to do it here too. I am not sure if I will like to mark the route to the RA this way, as it will require to have marker every 100-200 blocks or likewise to be surely visible between two adjacent ones, that makes 30-50 markers... well it is only 15 stacks of stones, maybe it is not as unfeaasible idea as it seemed in the first time! I know it and I was lazy to reconfigure it properly so that only seraph and large animals are able to make a path. In the current state, even running hare or poultry make paths, that is a bit too much. I have removed this mod after few minuts when I have seen as a crow (from some fauna mod) made path by flying over terrain
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I think that the temperature gradient is between 0,1 and 0,2 degree Celsius per block. Once, I have settled in a pass, about 30 blocks above sea level and the castle base I have build to "guard" the pass was further 20 blocks higher. My main rooms in the tower were more than 60 blocks above the sea level. In second winter I had to abandon the play, because It was unbearable. The winter lasted forever in the castle plateau and there was a mist half of the winter even inside heated valid rooms.
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I still don't think rift spawns are working correctly
Vratislav replied to Faerador's topic in Discussion
Having six rifts surroudning the base in Apocalyptic rift activity is of course something else, but still, one rift can make also a lot of trouble. When the rift generates close enough to the base to be activated by a player inside the base, then it can generate monsters repeatedly. They can finally accumulate in overwhelming numbers. Recently, I got a shiver spawned directly in my smithery during low rift activity, due to rift located less than ten block behind the wall... -
I have started a new gameplay recently, and as I am geodetist irl, I decided to challenge myself to play both without map and coordinates. (The rest is pretty much standard gameplay, although with additional gelogy, flora and Terra Pretty.) I am in half of August with good bronze setup. Having explored about half a day every direction, with general map in one A4 sheet and much in the memory, and considering to start story chapters soon. So I am interested in your experience from longer distance traveling without map. What I have found so far: Worldgen setup to make landforms memorable is essential. I made first attempt with TP and without map with moreless recommended settings and the landforms were so widespread that I couln't orient myself properly, even with Farseer mod. I had to decrease landform size to about 1/2 of recommended values and bump up the view distance to maximum bearable by my computer: then the landscape started to work without map (do you remember that heated discussion about landforms size recently? ). Now I have beautiful hilly landscape I am really satisfied by (I will publish the settings after I get to the computer I play on). Write down prospecting results for the future. I made about 20 prospecting holes, wrote down levels of zinc and bismuth into map, and after several days... where the hell was that lead reading? Was it north, south or east from my base? No idea... Prospecting itself was quite easy to do systematically, as I have plenty of experience with this "next hole is 150 blocks in cardinal direction" method and I was able to replicate it without map quite easily. Care about landmarks around. Hill shapes, significant trees, fields of flowers. Never die in place you are not sure how you got there. On the opposite side, caving is not much different. Mark everything. I have added cairn mod that is nice, but when lacking stones, I have limited myself to fastest method: a "gallow" made from six packed dirt blocks (I play with soil gravity). They are ugly, but more prominent. I mark also caves I have explored using two cairns or dirt blocks next to the entrance. Also, I have marked my base that is in the slope by planting four "protective" pine trees that make the direction to the base clear also from behind, where the building itself is not visible. In important locations, I mark direction to the base using big and small cairn. Direction to the Sun is important for the orientation, heavy rain may get you lost, even in already travelled area. I have not tried Moon or stars for orientation yet, as haven't been outside in the night much. But still, I have not explored as much as with the mapy as I cannot just explore aimlessly. Thus my progress is bit slower than in playin with map, but not as much as I afraided. Here are my questions: Are some other mods helpful when playing without map? I have Cairns, Farseer and that's all. What to except from travelling to the game locations? I have no map to the RA yet, but I have read that the location mark is replaced by information about distance to the RA. So it is probably easy to find perpendicular direction (where distance does not change) and then turn 90 degrees to progress. For the return, I assume the distance and azimuth from the base is essential. If I really mess up when returning, the known landscape will be somewhere in the circle of the original distance. And what is your experience with playing without map?
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I have started new gameplay recently and I have about ten seeds of flax planted in my field in half of August. Plenty of rye, on the other side. Agriculture trader (as @Professor Dragon suggests) will be helpful for me too, as without windmill, I am really lazy to do anything that requires metal plates, however, still not found one. (I may blame modding, as I changed worldgen and added flora mods and vanilla cattails are also scarce, but crops were not extended or replaced, so I still consider it to be just a bad luck).
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Extensive guide or explanation of the chiseling system
Vratislav replied to xXx_Ape_xXx's topic in Discussion
However, there is one thing that makes me mad: I have plenty duds from chiseling windows, ornaments, roofs, railings and so on. Even if I make them full blocks that consist of the same materials, they do not stack in the storage. That's painful, as especially multimaterial blocks were pretty expansive, but if duds from one roof take whole trunk, I finally had to throw them away. Yeah, and they do not burn in firepit, despite being specified as "wood." There is probably ticket about it somewhere. -
Extensive guide or explanation of the chiseling system
Vratislav replied to xXx_Ape_xXx's topic in Discussion
I may only guess as I did not burn my heavily chiseled manor yet . But if you make multimaterial chiseled block, the fire resistance may be still developed from original material that is either stone or wood. It is usually writen there, but probably it also can be distinguisled by using axe or pickaxe to break it. Theoretically, a stone block can be chiseled using wood to look entirely like wood (with some limits in wood or planks orienting I still have not fully grasped) and then, maybe, it will not burn if put into fire by accident. Will anyone try? Also a limit I have found was when trying to chisel stone blocks I have used as a wall: Sometimes there is message that the result will be unstable and chiseling is prohibited. It happened to me with blocks put above windows, both with cave-ins turned on and off, but not in all cases... -
April rift weather.
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Oh, nice extension. I was using it only for stacking bricks under pottery, so now I have piles of unused bricks on my courtyard, just in case I decided to build the Great China Wall...
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And it would finally justify peat sky ladders!