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Everything posted by Vratislav
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Well, I'll probably try to go back tomorrow. Actually after so many attempts... ... I got somewhat used to the location already, and April has nice weather and berries, so food is no problem anymore. Also that five stacks of poultices, I had prepared before, demand not to be wasted
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I have obtained the item but...
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Yup, I did not have the flute that time. Using it now, it works well when traversing through very forests, where it is easier to dismount ant let the elk deal itself with pathfinding. Technically, how far might the elk to stand to "hear" the flute? Like must he/she bet at least on loaded chunks? I am not sure with an idea that I move 3000 blocks using translocator and then just teleport also the elk there in no time...
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I have found a cart without a trader once, but no skeleton. (1.19 with Plains and Valleys and Better Ruins mod that shouldn't affect traders much).
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Well, the experience is quite good. I am not sure with stumbling over one block high steps, but it may be also part of experience - how to manage, an you shouldn't run uphill with full speed, of course. Maybe clatter is more janky than the ride itself. Jumping correctly needs some training, it goes more smoothly when avoiding steps up, so turning often pays up. Yeah and some training to avoid pits is necessary. Jumped with poor elk to a 60 blocks deep vertical cave in temporary unstable area, and of course we both died (well, he was in coma waiting to help or die). I returned for him, and after resurrection, he lovely bite me almost to death again. Later making steps up from packed dirt (I play with gravity and cave-ins, so dig out is risky), and it took forever, I had to dismount and let him in the middle to climb up quickly for some sanity. After we both got out, I gave him name Feather and decided to be much more careful with jumps - and added two stacks of packed dirt into his saddlebags .
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It may be a bug or a result of particular wordgen, in 1.20 it is connecting the fire clay with (I think) Hematite deposits. In my gameplay, I gave up looking for the fireclay. I have cooked half stack of flint and ground it, this way the fire clay can be obtained from red or blue clay in good amount for the early game.
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But I am actually lazy to do tests in creative to support my statement
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Well, then how is connected block update and stepping on the block? It is definitely not happening every time that the soil block falls if the side support is removed or something steps on it.
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Resonance Archives - Did things change ? [SPOILERS]
Vratislav replied to VonPanda's topic in Discussion
I took it as innovation when fighting Eidolon, and considered it rather as improvement of the fight. I used strategy of firing arrows staying close behind columns, and got flying like 3-5 times only. In Iron chainmail it went similarly as before. The knockback is annoying when messing with drifters behind a fence or a low wall, though. Maybe it is too strong. -
I am also looking forward this. Started my 1.20 playtrough with gravity and caveins and it is definitely more fun. Necessary care for supports when mining adds for realism, and I love to har landslides caused by monsters near my base at night . Also I have not enough experience yet, but I feel like that landslides may be be triggered less often if you step on the slope with light foot (like not running or maybe without an armor). So I am really curious how the elk will manage running through difficult terrain.
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I have seen them in standard climate in July.
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Yup, it went from category "done with several mindless hits" to "Pick unobtainable voxels from the middle " level. Went surprised first time, because the extended hammering time made remaining ingot in the forge to cool down too much to be worked on.
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I have feeling that in 1.20 they went more aggressive. In the new gameplay, I had no incidents with bears or volves (just seen them and run away), but first kill went from a moose whom I supposed to just come and sniff as usual. They like an edge of forest nearby my base, spawning in herds of two or three regularly. So after getting used on it, they became quite reliable meat resource, because they are set to be stupid enough to attack until they die and I don't need to hunt them forever.
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Well, well, i like that such granite setup is not as uncommon. Whereas my longtime world depends on some mods that haven't been updated yet, I have tried new roll with Plains and Valleys mod and small additional challenges like landslides and cave-ins... and received Andesite only landscape with poor soil for thousand blocks. After random death and rage quit, the next roll was... peridotite landscape (there was sone claystone, but not in direction I went to explore). I have found some medium soil patch sized as a clay deposit after while, so maybe it is worth to settle there; but surely, which other funny stone may come around spawn? (Maybe the P&V has some issues with world height actually, but I'd prefer calmer terrain. I know i don't deserve it probably )
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Maybe it would we helpful to plant the seeds at the afternoon...? (Actually my usual opposite, because I start harvests on evenings and do planting seed in the dead of the night...)
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There do exists rotational honey extractors for standard wax frames. It would be fun to have more advanced beekeeping methods using frames and then connect the device (I don't know English term) to the wind power with speed-up transmission. The mechanics is quite simple, so it would be plausible in the game.
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I admit that such kind of abusing stuff is not my way of thinking.
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Not sure if it works. I had to place every water block manually when filling removed soil block at the lake, also I was making some artificial 3-block wide channel and to ensure that there is no flowing water, I had to set all blocks as source blocks using bucket. The exact mechanic from TOBG is (if I recall well) two adjacent blocks at the same level, regardless on the block at the bottom or above, so the lake corners are filled, but line of source block is not expanding to adjacent line, air pockets at sides of walls can occur, mineshafts will not flood entirely when connected to underground lake, and so on. I suppose it may be fine tuned with some rules making source blocks less expandable, but I haven't thing this in detail. When you do some terraforming around a base, like ditches around castle, connecting nearby lakes or creating artificial ponds, then some method of placing water bodies should be possible in survival. But we may make it more limited and natural. The one Idea is suppose that there is underground water level that is equal to the level of the nearest surface water body. Under this level, placing source block should be easy as today (in real world water would usually appear after while). On higher locations, placing water would be much more limited, like increase the effort to make them (like breaking full barrel or spill 16 buckets) and limit the water sources into bodies surrounded by nonleaking blocks. For irrigation above local water level, windmill powered Archimedes screws could be used - like in the Netherlands where they used them for the opposite .
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The water sources management is both easy and difficult in current situation when source blocks do not create when surrounded by others. I built early game farm on a deep lake and then it was very difficult to remove it entirely. I had to replace all soil blocks with source blocks carefully that is not possible when there is no solid block aside. So, still some water blocks at the lake are moving water. On the other side, source block from a bucket is exactly 100 times OP. It could be balanced more nicely if the source blocks were more difficult to create and at the same time they copied themselves when surrounded by two more others (like in TOBG, I know). Water source blocks then might be created for example by breaking a barrel full of water, making it 5times more difficult. It is not 1000 liters still (only 50), but bucketing one cubic meter of water seems too much . Still rivers, flowing water mechanics and water wheels may require different source block behavior.
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Graphics nitpick: Indoor crops & water should not sway
Vratislav replied to ArcticWarfare's topic in Suggestions
Well I use indoor potted plants to check if the wind is strong enough to start my hammers. But this is not desired purpose... -
As many others already wrote, one can adapt to the storms, even if they are not avoidable. Despite drifters may spawn anywhere, I did not have big trouble to overcome storms simply hiding in a food cellar, which has little open space to actually spawn drifters. I experienced like one drifter spawn inside the cellar during two seasons of gameplay, then I just shown him how I am good in running. I use the time to check maps, plan journeys, browse the help pages or wiki to make preparations, or a as a good opportunity to stop for a while from a running for complex tasks and to sort out priorities for next hours of gameplay. Even a bit of AFKing is ok, these storms are not as frequent as a night or day. In my second gameplay, I have refugee cabinet in my base if I was surprised without preparations, but never used it. In the late game, I just take iron chain armor on and go for hunting wheels and Jonas parts, chasing drifters around my base. I consider temporal storms as a good part of the lore, which is not difficult to handle, even in early game. As a nuisance they may turn wrong only if you do not play with good safety margin (like being stuck underground when the sanity is already low, or so), or if the storm hits when doing some serious business (Archives mission, or others in the future). Still, checking for a possible storm arrival in chat tabs before doing dangerous stuff is good precaution.
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Did not know... and just binge-watched like almost completely. Thanks for the tip!
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I suppose it also was quite dependent on the resources in the first gameplay. I was surrounded by resin-rich pine forest, so clutches were not a big deal . Now I play with one friend and no pines nearby, so the resource list for clutches seems actually a bit overwhelming.
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I suppose that many of us made similar cheat sheet for themselves, but I can't resist to show the mine (especially after realizing that 99% of the content is in English). After writing several sheets of notes during first gampelay, this is a condensed version of main points where I need hints, that should serve me to begin further plays smoothly.
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Oh, I did not know that double-headed drifters can provide them. I was avoiding fighting drifters during temporal storms till now so I haven't much experience with these guys. Then for my purposes the surface killbox may be sufficient, I've just built it, so I will try it this way .