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idiomcritter

Very supportive Vintarian
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Everything posted by idiomcritter

  1. best bow(recurve) + arrow(steel) = 6.5 hp damage best thrown spear (black bronze)= 8 hp damage If I could shoot more than one arrow at a time, or an option to double shot, bow and arrow would be my choice. as it is, with leather backpacks, packing 15 spears (+knife, falx, food, poultices), sill leaves inventory room to pick up the loot (flax, rusty gears both stack. temporal gears, jonas bits don't stack) during a temporal storm. Doubleheaded drifters sit at 54 health, thats 7 spears (no misses and no double hits). (more than 1 doubleheaded drifter can and has spawned in at the same time) do arrows fire faster? can I shoot 8+ arrows faster than tossing 7 spears? Spear bag would free up more loot space. that said, usually the area I choose to take on the storm, has a few pillars with tool racks loaded with extra spears.. because sometimes it gets a bit crowed with drifters to double back and pick up the tossed spears, and easier to reach one of the pillars to reload spears... A spear bag could help, or increasing the damage done by arrows, i'm not sure what the development path is with regards to ranged weaponry(?)
  2. it be nice to see a game version associated with blocks listed somewhere. I'm guessing its found in ruins in prior game versions. not seeing it in this current version of VS
  3. main menu, as in the starting or splash screen that comes up when first starting the game? and the (background) picture kinda zooms in and out? don't look at it! just quickly make the menu selection and move on, hurry!! but yeah, I'm getting sea sick too oh, and welcome to the forums
  4. clicking on the control line item, allows a new key press to be taken as the action key. the question had me wondering what about 'no assignment', it seems the only 3 options. a (new) key press, or click default, or esc if i want to unassign (sort of like disabling the action from the keyboard input), not possible that i can see...
  5. the question that wasn't asked directly: If death visits while out in the world far from spawn (unloaded chunks normally), will my items be there to get back, should a way be found to return to the death point? to this I say, know your terminus
  6. replacing/placing a quiver (or 2) in the backpack slot might be nice. For temporal storms, my weapon of choice, early, mid, and late game has always been an inventory of spears (black bronze). (suited in gambson)Tossed/thrown Spears seem to do the most damage per hit then anything else in the game while allow a certain distance just out of reach of the mobs. late game semi auto grinder? gawf i'm in the arena lets go
  7. yeah, it is annoying this is the reason to have an overflow barrel or extra bucket, to hold the leftover small amount. (if its worth saving)
  8. the wiki describes it as:
  9. example of my panic chamber
  10. discord carries the announcements in its #news channel
  11. Lately, I've been switching it up between gambeson, and steel plate while cave diving. Steel plate is luxury when brute force spamming hits on sawblades and bells. All for a further chance on further gaining some jonas bits (terminus everywhere!) gambeson for keeping movement quick, great during temp storms that allows throwing spears with some acuracy (thread drift, whats that)
  12. checking the wiki, wolves appear to have health between 14-15. and they have a 20 block sense distance.. https://wiki.vintagestory.at/index.php/Wolf A thrown spear (which does more damage than melee) depending on type (flint) starts at 5 so... 3 spears should do it but if you are like me, need extra spears to make up for the misses. also, the wolves will run away mostly after the second spear hit, out of self preservation(?) you can build pits 2-3 blocks deep, and 2 blocks wide, kinda lure them into falling in.. if you have time enough, pillaring 3-4 blocks high, will keep you out of the wolfs attack range, and you can play the stab game don't know the frequency exactly, wolves will respawn. reports (from others) that if you can trap the wolves in a pit, and then just leave them there, it possibly prevents further spawnage when I base near forested areas, I usually set up a long perimeter fence to keep the wild animals penned in so to speak as to fat, animal husbandry will allow good harvests of fat, meat, hides, bones. boar/sow usually have the most fat. start that pig farm
  13. yeah, this is a thing. the work around is to put the bloom as it is (missing voxel) onto a helve hammer. tough solution if that level of automation hasn't been reached yet...
  14. aside from a mod, yeah, the only way (that i know of) currently is while caving there happens to be drifter noise (or falling water) thru a wall to another cave (that might contain the tl), and picking a hole thru (recently treasure hunters will sell maps to buried treasure. perhaps another type of map could eventually be offered that points to tl's)
  15. i forget, whats the portion size of a bowl, is it 10ml? checked wiki, so a bowl smallest increment is 0.1 liter ah k, so with ver 1.20 its requiring 600 portions to equal a liter(?)
  16. interesting, the only ruin that has wood (other than aged) would be a trader wagon. idk
  17. (hides behind the barrel in fear) uh oh, vs maths :grits teeths: i do like the suggestion though
  18. not sure if this is within the topic, while harvesting kills, the grass can exclusively command the focus, preventing interaction with the kill... cutting the grass is one solution unless lets say you wanted to keep the grass, as its on a build area, and offers desired esthetics!? (keep off the grass! err keep the grass)
  19. was this in single player? Linux or windows? current vs version? mods?
  20. oh, the opposite of a green house, this could be useful, in the warmest climates... like in rl, its bitter sweet to see the browning of the plants before summers finial days. but wait, where is the tl that will transport to the tropics
  21. see now, this is whats missing in the game, a succubus! (nice proportions, art)
  22. can't see clearly how the roof is built? at the peak, is it 8 blocks high? have you tried as a test, flatten the roof? hmm, seems you did rebuild it to try and reset back to when it once worked. something changed with the bits from when first built though what i'm uncertain, much like yourself it seems what bugs me a bit, is the command /debug rooms hi can show a valid room, does not take into account the 'skylight' factor that turns a valid room, into a greenhouse (also, in the past, there was an issue with slabs, being inside vs outside, any slabs being used?) (wiki: "Every block checks if it’s in a greenhouse after a maximum of 4 in-game hours" so thats 8 minutes real life) (wiki:Troubleshooting By far, the most common reason for a room not behaving as expected is the choice of door: crude door and sleek door do not seal a room; solid door, trapdoor, and iron door do. Blocks less than full height, such as path blocks, should be avoided. Mods can sometimes interfere. TentBag-2.1.1 interfered with a room registering as sealed, even when the mod item was removed: "Picking up a structure and re-placing it in the same spot somehow destroys the ability to be a cellar in -that- spot. Move the structure to a new location? It's back to a perfect cellar.")
  23. its a glitch. I think the command /debug chunk relight will fix it(?)
  24. anyone else read the thread title and get the image (Jose) Jalapeno on a stick by Jeff Dunham? idk, might just be me....
  25. This is a better picture in that it shows mountains in the background. that's where the ewe's are spawning (seriously). the sheep in the current version spawn in elevation (used to not be that way in prior versions, they'd be running around everwhere). need to get them mountains and trap em
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