-
Posts
340 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Vratislav
-
Just some questions about what comes beyond steel
Vratislav replied to DitaDataDita's topic in Discussion
Similarly when making tools from ingots. Without pre-heat using bellows, maybe very quick recipes ( pickaxes, shovels, axes ) are possible (I did not try without bellows). Medium difficulty items like scythes or saws are possible in one go when pre-heated using bellows, and the most complicated recipes (scissors, arrowheads, shield elements, crowbar) definitely require re-heating during process (unless you are a genius smith, maybe). I speak about charcoal, of course, because trying to smith anything iron on brown coal requires re-heating using bellows at least once more. -
It is not usually on store shelves, but in some regions you may find it. Thirty years ago, my cousin used to make red currant vine in the same house the photo was taken. The wine was bitter, made us headaches and we loved it. (Only mistake that I haven't read the vignette thoroughly and realized just now that the bottle is from black currant.)
-
- 4
-
-
To ease the mood, the ore generation in pre1 may feel somehow... too minecrafty? Also, there was brown coal in level 90 and other iron vein somewhere in level 70. //media.invisioncic.com/r268468/emoticons/smile.png
-
OK, I accept this explanation. I am not medieval weaponery expert, of course. I was looking on it from a gameplay point of view, trying to figure out something useful from iron different way that adding damage points or nerfing lower tiers. So I went after longer reach as an extra advantage.
-
Still thinking about spears. Maybe if the high tier spears damage was capped just above bronze, and pikes as a higher tier multi-use weapon were introduced. They would work a bit differently (longer melee reach and shorter throwing distance), and they would be gated behind saw, requiring to make special bar, similarly as for bows. This way, early game balance would be kept, and for the mid- to later game we would have something stronger but also more demanding to produce.
-
Did you anybody managed to process the animal fat? I have melted it, but cannot get it from the pot.
-
They can also glitch through walls now!
-
This is good point. I would not mind to have traders settle in a forested area, still, I'd assume rational to have clearance like 10 blocks around, at least to provide to the trader clear view when attacked. Only not to be hidden in the densest shrubs //media.invisioncic.com/r268468/emoticons/smile.png .
-
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.
-
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.
-
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.
-
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.
-
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.
-
Thanks, I have made permanent upload link here: https://drive.google.com/file/d/1QCG2d5A8mFigVMAEPKKEbZhlX1xu6HQA/view?usp=drive_link Enjoy!
-
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.
-
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.
-
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?!
-
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.)
-
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.
-
Fall damage is inconsistent. How does it work?
Vratislav replied to Blastphomet'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.