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Everything posted by Vratislav
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I think this is quite good balancing change that simply says that stone spears are kept usable for hunting small animals. As melee weapon in early game (club) is still weaker.
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Then I am sorry, I miscalculated. Yeah, now I remember, that bowtorn took 2 thrown spears and then I finished him with hunting and repeated poking I did not count. For one shooting guy, it works.
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For funsies... what has been your worst base decision?
Vratislav replied to Broccoli Clock's topic in Discussion
Yes, yes, the 2x3 and 3x3 traps became my food and domestic animal resource in this gameplay later. I wanted to catch some boars into the pit and instead of it, I got pit full of volves as they run after me and I lured them to the pit. I was learning in this first gameplay by trial-and-error method and it was big fun. -
For funsies... what has been your worst base decision?
Vratislav replied to Broccoli Clock's topic in Discussion
Especially in early game, where the rooms are not yet closed and the sound of the rain is not muted indoors. -
For funsies... what has been your worst base decision?
Vratislav replied to Broccoli Clock's topic in Discussion
From the longer playthroughs, in the first successful, I started to build the base in nice, forest-free area... that was densely covered by shrubs. I did not know that shrubs count as wolf- and bear- spawn too. I had to move my base in mid-July, to much nicer spot, that was however about 1000 blocks far, so I spent most of summer by moving stuff and traveling fort- and back to maintain field I have established by the old base. Still, I overcame winter in the new base succesfully and got a lesson that the winter preparation may be started later as I though. For second unsuccessful base I have tried to play with Plains and Valleys mod without increased world height. I have found nice looking location of a tower guarding a scenic pass in the hills. It did not look as mountains, but the pass itself was 30 blocks above sea level and my fort was established further 30 blocks above. Everything went smoothly, until winter come. Not only it was severe like I moved 5000 blocks to the north, but the main trouble was a dense fog that was staying indoors for weeks and weeks. The fog in the rooms was so depressing that I have abandoned my castle unfinished. Then I and got sure that for PaV gameplay I will always increase the world height to make temperature gradient weaker. -
We have mouflons in the area of our summer cottage (Jizera mountains, Czechia). I can add to the story, that they have been bred in a large deer-parks (fenced areas of the forest) that were broken during end-of war events of 1945, so they live in whole forested area of mountains now. Note to add: they were bred as mouflons in these deer-parks, as they "undomestication" happened much earlier.
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After several testing hours, my first impressions: Not yet fully experienced nerfed spears as a disadvantage yet. For rabbits and foxes it is OK (rabbit is one hit, fox is two hits but she attacks you after the first hit, so with two spears you are quite sure). The biggest animal I have killed was a sow, she took two hits from distance and then I hit her close and finished her live by glitched knockback that shoot her like from cannon about 30 blocks to smash her to a hillside. Single drifters were OK too, as they may run away after hit and surface bowtons are still two-hits. [EDIT: they are 4-hits as MKMoose corrected me, but still quite doable] I have a feeling that spawning mechanics was changed a bit, as I have not met so many bears in such a short time before. In two cases they were sitting on the edge of forest near to place I considered to build a starter base. Still, it just could be a chance, as we know how mischievous the worlgen can be. But I could hear footsteps of some bears and this is good improvement as you really may to avoid them only by hearing them, especially in areas with a lot of shrubs. Maybe AI of bears and wolves changed a bit to be less aggravated, or at least with longer "grace timer" until they decide to attack you, as I was able to sneak around volves at least three times avoiding them to hunt me (and I really do not believe that i improved in playing hide an seek with volves since last early gameplay I did was several months ago). The worldgen added a lot of water springs on sides of a large hill. This looks like intentional preparation for a water wheel. However, as the water mechanics works now, these streams spill sometimes to the width and end under the hill that unrealistic "minecrafty" way. I feel work to be done here :). Trader's outposts (I have found only two building material guys) are nice and stylish. As they are "permanent" now, they would be good improvement if they did not generate in the middle of dense forests, as having the store hidden does not look like good business strategy. However, with this version ends a "Trader BnB" strategy we used till now as these guys have aged beds that do not allow seraph to sleep anymore. Experienced difficulties to fire a pit kiln as mentioned above. It took several attempts to find the correct spot, then the firing started (smoke helps you notice). I was not able to create an oil lamp. For red clay, the recipe was missing and I haven't find a trick to combine the bowl with flax fibres (maybe threads are needed?) As the grain yield was downplayed and patches of wild grains are bigger now to balance for seeds, it is possible to forage much more grain and flax fibres in early game than before. The foraged flax is very convenient (I got a linen sack in day three) but I am not sure if this will be kept as it looks rather unintentional. On the other side, grain cannot be eaten directly on the spot now. You must make a porridge, that mean you must carry all the grain, which may fill your inventory quickly. So, the summary: New things make early game slightly different for now, and some things will be polished for sure.
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I have made it, by staying just next to the pit kiln and aiming the cursor to the edge of the kiln, as I was trying to reach dry grass under the firewood. But it required several attempts. Hint: If the kiln starts smoking, the process of firing is started, then you ar on the right spot.
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Thanks, I have made permanent upload link here: https://drive.google.com/file/d/1QCG2d5A8mFigVMAEPKKEbZhlX1xu6HQA/view?usp=drive_link Enjoy!
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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