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Vratislav

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Everything posted by Vratislav

  1. It was much more attractive up to 1.21, when traders mostly had real beds and their chests were open to store your stuff. This time I used traders mostly as cheap hotels . Now it is much less convenient, so not in my last gameplays.
  2. I believe the trap was actually empty. Could be stomped by another animal, or just not successfull catch. When the trap is full, it shall be shaking and help note shall says "contains frightened hen/rooster". Also, I was recently playing with TerrainSlabs mode and I have realized that if the trap is put on the slab, or if they are slabs around, I was not able to catch chicken successfully. It might be bad luck or just combined mechanics that do not count with each other, for sure then I put trap on a flat area of full blocks. What I remember, that also in slopes the success rate seems lower, as animals tend to stomp on the trap from the upper blocks...
  3. 4. The new procedural dungeon ruin often seems to have chalk/limestone stones within, if it doesn't have lime itself. 5. For leather production, you may also use Borax.
  4. Bronze tools are also useful for selling to traders, as they simply do not accept better quality tools. Then, casting en masse becomes an advantage, as forging every piece of five-rusty-wheel-worth whatever is not feasible way of doing business (Also the reason I do not bother with knives, scythes or so for sale, despite higher price.)
  5. It would be interesting to have specific processes for particular ores, like different ways of impurities removal or if some kinds of steel was possible to be made only from particular ore. (Maybe too much for base game, but, e.g. Interesting mining mod may be expanded this way.)
  6. Well, I feel that learning curve in VS fits better to the actual situation, hiding metals behind cryptic ore names is part of fun. (And even bigger fun if you install some of geology expanding mods). I do not want to be too harsh, but we may be lucky that mere presence of high-tier ores shows in the low-tier prospecting results at all. We could also be in a situation, where iron is shown with at least bronze pickaxe, and for nickel detection, a steel propick would be required... On the other side, it would remove part of difficulties with lerarnig the names, as until the late game, the player would see only about seven ores, including three iron variants...
  7. Just for pigs and wolfs. I usualy do not make pits for large pelt animals.
  8. In my usual 2 blocks deep pits, spears do the job. For the bear pit, I have that 1 block wide entrance, that easily allows to stab the bear by stone spears until his death.
  9. Yes. If we would know that 1 temporal gear may prevent creating e.g. 10 or 20 rifts, it would make its cost-benefit consideration much easier.
  10. Yes, I call it shopping spree. Elk's bags full of bronze tool heads of all kinds (they are conveniently stackable), several stacks of leather and flax twine. When fancy, then also black leather, blue and brown linen. Clay, if in abundance. And all sellable stuff I just gathered, like aged crates, gemstones, clothes from ruins, whatever. Then, running around my 5-8 trusted traders in the neighborhood during two days. You can make desired tools and clothes/boots/aprons/linen sacks on demand. I do not bother with bread except I am sure that nearest traders will accept it. However, I usually do not return richer, as my bags are full of chandeliers, wallpapers and fancy stuff when I return.
  11. Everything was said right about the mechanics. I usually dig pit traps in early game, so I minimize. For pigs or wolfs, I go only 2 deep 2x3 hole, with 3 blocks perependicular to the assumed animal direction. Also I build a pillar 3 blocks high aside to locate the trap from distance. It is not difficult to lure pigs and volves into 2x3 wide hole on 1-2 attempts, if there is more wolves, then wider hole (like Dilan's 3x5) is better of course. Sometimes, I just build 2-3 small holes in the area with wolves, ant just let them fall there, it usually happens in several days (at least it worked till about 1.20, maybe it changed, as I did not this particular thing recently). - I also usually make 2 deep 2x3 holes nearby my field, that chatches hare or pigs lured by vegetables. If I catch baby goats, then I use fence to fix them there. Bears of course require 4 deep hole (I do usually 4x4x4), and I make 1-wide entrance to have possibility to escape if I fall there too.
  12. The rift ward range is 50 blocks radius cylinder, if I remember well. It may depend on everyone's base development, but as the rift ward is pretty late game device, the most of the area would be already thoroughly lit when the rift ward becomes available. At least this was my experience, when I built it once. Still, I can imagine practical usage, first, if we do NOT want to have the base fully lit for sake of realism (like not to have lit fields around the base), second for construction site in new location, maybe as a safe area in multiplayer servers, or so. So I do not consider the rift ward entirely useless. Also, 50 blocks radius may be bigger to take the advantage. Sometimes, even 25-30 blocks radius may be enough, sometimes 50 blocks is not enough. Maybe, we could have "small" and "large" modifications of the same device? Or to add a possibility to set up effective range between e.g. 15 and 100 blocks, and make temporal wheel consumption dependent on protected area. This would also allow to run the rift ward in "standby" mode with minimum range and consumption, and bump it up, e.g. when player wants to do extensive works outdoors.
  13. Ah, the elusive Terminus teleporter. I made full set of Jonas gear only once, and it took about 5 years to collect all necessary items in a world with Better Ruins boosted loots. I am not sure if I was looking for some of them particularly, as at that time, I had already full trunk of Jonas parts. At least, the for story required Rickety Translocator is quite cheap about Jonas parts. I was able to build it quite easily afterward returning from Tobias all three times I played the second chapter. What I like that also the resonator is Jonas device in principle (athough Wiki does not list it ). But otherwise, I am not a big fan of them. The rift ward can be helpful. I run it in my base for a while, but I haven't seen much effect in already well lit late game area, and need for temporal gears as fuel was a bit discouraging (also for night vision mask). Maybe, if I had some solid resource of temporal gears, but I never went to serious drifter farming.
  14. Well, yes. During the first run, in the middle part of the tower, I went to a desperate measure as I couldn't find the way (also, end of February was not the best season for long darkness). So I generated the tower in creative, found the correct path from the outside, tested to jump in the mock world, and then repeated in survival game.
  15. There is method so safe that it is on the edge of being boring. You even do not need any armor for this. Make 1-2 stacks of rope ladder, go to round coordinates (I use 150 blocks step, as it is easy to set up) and even for density probes, dig straight down to take three density readings vertically. It may be done very quickly. As mentioned above, find the hotspot. For copper, bronze ores and iron, even decent+ readings may bring success, so there is no need to bother more than to split the grid twice (probes 30-40 blocks aside). If you are desperate, even poor or miniscule may be worth to try (e.g. in lime-free areas, Borax for leatherworking may be found even on miniscule). If you decide the density check is worthy, just continue to dig down, and test for node every 10 or 12 blocks. When it pings, you are up to 6 blocks from the ore. If you have too short ladder, you may simply let the hole half-done and try 30-40 blocks aside if the reading is similar. If you are unsuccessful, you may check the Wiki, if the upper stone layer contain desired ore - it may happen that the upper layers are dull. Then you may try somewhere else, or bring longer ladder. If you hit a cave and do not feel comfortable with it (deeper caves = stronger drifters), you may build stone walls from rocks around the ladder to prevent drifters to hit you.
  16. I went trough Devastation three times up today, comparing to about ten times of Resonance archives. The first and second experience were in early pre-release and in early stable, so without dungeon at all. In fact, I went through dungeon only once (quite recently), and after doing tower twice, it was somewhat tedious. First, I thought "OK, so let's jump down to open these doors and go up, as that is the real challenge," but the dungeon was at least three times longer than I anticipated. Even for learning curve of managing time skip, it was just too long, as first floors of the tower did the job well previously. For the tower, I think the parkour was not as bad. After you figure out the particular level, then it is not too difficult to perform required jumps. What the tower does well, is, that it rewards coming prepared and to think a little before jumping into the void. I quite liked as the clearing particular floors has learning curve and is more and more a puzzle than a parkour, when it finally requires several time switching mid-jump. I know, that it was not easy to anticipate, but if player comes with the glider, it helps a lot not to die when messing up. Maybe, there should be a hint for the taking the glider, like dialogue with Treasure hunter trader when getting the elk ("If you go to the journey into the unknown, you may be not sure if you will need to ride, swim, or fly."). The next thing is that you may put off your armor to jump farther, that can be advantageous in several crucial moments. And finally, that you may use time switch simply to avoid being hit from the Crow, if you are clever enough (I was not, had to see it on YouTube first ). In fact, I was not as prepared in the first playthrough. It was also even before the lift worked correctly, so I had to climb whole parkour again, when I fallen, and I bypassed one level I did not solve in Creative (it was pre-release, and I cleared it with my conscience). In the last playthrough, I was equipped with the glider, removed the chain armor to jump, used the lift when necessary, and was surprised how easy was the Crow if you cheese it using time-switch. The only spot I got stuck for a while, was I think 2nd level from the top, where I already did not remember the trick and took me about a hour to solve the puzzle again. So, as the conclusion, I consider the Devastation to be absolutely OK, as it is not especially punishing when you come prepared. Even if your are not the king of parkour (I am definitly not ). On the other side, it is not as big pleasure that would play the game just to rush the story to the Devastation as fast as possible, once per stable version is enough for me. So people who consider it tedious and unenjoyable have their point too.
  17. I approve this to be the only correct way to worship Dave.
  18. For this kind of gameplay, I'd first recommend to decrease the distance of the lore structures in worldgen. For the first structure, I have experienced locations South, Southeast (moreles) and North to the spawn, about 5-6 000 blocks in distance, in a distinct, quite round mountain, as you mentioned. The second chapter buildings were in all my cases either east or west. The first location of this chapter ("L") is about 7000 blocks away, but it is underground and well hidden. I am not sure if there is possible to make progression further without finding it. The second location ("V") is about 14 000 blocks away from spawn, and it is quite distinct, so it can be found - if you choose right direction. Then, the third location ("D") is usually about 4000 blocks north (in my runs it was always north, but may probably be also south), and it is visible from thousands of blocks due to large dome of dark sky, so no problem to find it. The last location is about 1000-2000 blocks from V, in the quadrant away from directions to the spawn and to the D. If you minimize the distance of the lore structures in worldgen to absolute minimum, you may even see the "D" almost from the spawn. But someone else shall confirm if it is possible to skip particular locations, especially the "L" one that is almost invisible. Maybe, only last two are truly necessary, as only there you get different items than maps to the nex locations.
  19. As I have played without map turned on, I may provide only handwritten map of the worldgen, but the principle of the landforms is pretty clear I think: https://www.tumblr.com/vrataf/827460051272859648/playing-vintage-story-with-map-off-and-nicely
  20. This is really great guide! It deserves to be put to the VS Wiki (where I have no access to edit, so I am just throwing the idea to the air... )
  21. Actually, do you anybody have some knowledge on Vintage Story anarchy servers? How does look such unrestricted gameplay? Are there things like hacked clients rare, common or necessary for survival? Is there a strong community of players on anarchy servers already? This may show some other boundary for the topic...
  22. I have combined Rivers, Watersheds and Conquest Landform Overhaul some time ago, with quite satisfying result - wide valley with streams mostly inside of the valley, and plains above rock ridge, mostly without watersheds. In dry climate, it may work for the purpose, as Watersheds have setting to generate more trees along, that may cover the fact that Rivers do not. I made some changes in mods settings: - world height was 384. Conquest Landform Overhaul was used mostly because Terra Pretty was incompatibile with Rivers that time (and probably still is), CLO worked just fine for my not much increased world height. In Rivers: - Increased minimum for angle for rivers (from 10 to 15 deg.) and variation from 35 to 45 deg. - Increased height riverDepth to 0.025, "topFactor" to 5 and HeighBoost from 8 to 12 . This made sides of the riverbed gentler. Also narrow rivers close to their springs, that mostly look like ravines, are slightly more natural. - Increased maxValleyWidth from 75 to 150. - Increrased Octaves to 3 and Gain to 0.4 to have rivers more curvy and their riversides more scattered. The default is rather bland here. In Watersheds rivers compatibility setup: - Increased "RiverDrainFadeOffset": 40.0 to match "RiverDrainFadeRadius", otherwise watersheds were broken just at the mouth to the river. - increased "MinRiverWidthForStreamDrain" from 10 to 15.0 to keep narrow rivers from being fed by watersheds (it probably does not much good) In Watersheds itself: - Disabled uplift of inner parts of continents (to prevent unnatural canyons of classical rivers) - Decreased a bit chances on meandered or braided streams. - Most probably kept lenght parameters in default as watersheds shall mostly complement rivers. Used "MaxStreamLength" was 11.
  23. As non-native speaker, I am not sure what are proper rules of using quotes. In my native language, we can clearly use quotes in sentences like: I like people who greet others "Aloha" , so there was no intention to make term malware "so called". So it was a grammar error in the worst case. And it also illustrates, how easily can be anybody misnintepreted, thanks.
  24. And that is the reason the discussion is not about reality anymore. If I stretch it to the other side: 1. Even if zero players except griefers were affected, WE have decided that Annego is on the same level of evil as Microsoft. 2. So you mean it that every company who hires somebody is responsible for every his bullshit from the moment he was born, because these people sold their sins to the company now. 3. If the refund is not enough, what the heck will you satisfy? Tyron guillotining Matinez in the square, giving you his head on a golden plate? 4. There is no right to try to reduce griefing opportunitites, as good guys are also shepherd dogs who are guarding the server 24/7 to minimize damage caused to players by its inevitable reverting. Disclaimer: I do not stand with these statements, they are intentionally stretched. Just have enough of this drama to be one-sided . But on serious note: I am sure there is big group of people who are not as much concerned, please respect it. People, who are screaming "malware" to press the studio to execute Matinez, are already damaging the game for other players. And this is situation, where righteous defenders of morality are becoming villains too. Ask yourself: Were you disappointed so much, that you want to say goodbye and burn all bridges? Or do you also want to have Vintage Story destroyed for those who do not feel this way?
  25. It is a valid point that if there were no cheaters, there would be none of this drama.
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