Dilan Rona
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Everything posted by Dilan Rona
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Tbh I never thought of that myself, hence me hauling rocks with me, so I can make new spears if the need pushes and I got the time to do so. Otherwise i use whatever I have at hand (or hand to claw) to finish the job before I make new spears.
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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Dilan Rona replied to Tyron's topic in News
That won't be much of a problem. There are mods that enable you to trap them and transport them where you need them. Release them in an enclosure till you have enough fur to fill a barrel. That's when you start to harvest them. To the developers, great work with the next update, and as a feature request, Cellar ice for the cellars. -
For funsies... what has been your worst base decision?
Dilan Rona replied to Broccoli Clock's topic in Discussion
My friend on the other hand (same map on the server) had the unfortunate bad luck of dealing with 1-2 arctic bears on a daily in game basis at his base. He went so far up north, it was practically permanent glacier ice everywhere. -
Only thing I can think of is when you typed in the password, and did it again a second time to confirm that you typed it in right, that the two didnt match, or that there was a network issue when doing the reset. Request a new password reset, and if that fails, submit a ticket for the developers to look at it. There may be a deeper issue on the account side (I actually had a scenario with that, and it was sorted out within the hour of opening a ticket.). If that doesnt help, then I dont know.
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The account email (used by the game), and the forum email may be the same in my case, but the passwords for both are different. It could be you typed in the email for password recovery wrong, or the email for the account recovery is in the spam folder (happens).
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For funsies... what has been your worst base decision?
Dilan Rona replied to Broccoli Clock's topic in Discussion
Funny, I tend to do just that. If I don't dig out an existing hill, for the initial room, before digging down for the rest of the base, having a natural valley means less digging down, and i build upward. The valley makes the perfect area for me as I just place a roof over that point, place walls, and doors, and my rooms are done a lot faster. Did have an occasional map with a base at a point that LOVES to spawn wolves (heavily forested area), and the more than occasional bear. One map in particular I had to deal with the odd 20 to 30 wolves per in game week. I just took that scenario, placed pit traps galore, and harvested the meat. No need to move the base unless the temporal stability is too bad. -
Got to admit, you just gave me an idea to make improvements to my pit traps for wolves and bears. I will never say no to fresh meat that walks in like that. no more chasing them till my seraph is blue in the face
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Check your password. It's the most common mistake. The forum account and password, and the game account and password are completely separate.
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Looks like a bug to me, but it could also be something is way above that area. Did you try looking up, and see if there was a floating mountain or something?
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What? Who that uses spears goes anywhere without 4, 5 or more, plus a stack of spearheads all ready to put on sticks? As a rule, when actively hunting, i Always carry 4 spears, sticks and knappable stones (even when i reach bronze or iron age). So, I agree with @Thorfinn there. Also, as far as WOODEN axles goes, if it spins too fast, it either catches fire (friction), or outright breaks. It's the one change I actually agree with as well. The fact that they warned that existing power and speed setups will smoke when going too fast gives plenty of warning to players to fix their existing builds so there is LESS problems when the final version is released. And the fact that they are adding water wheels is a bonus for me. Cause the power output will be more consistent, unlike wind. And if I had to choose between water power and wind power for my mechanical automation, water will ALWAYS win for me. Changes to glacier ice, I'll have to agree with that one as well. Greenhouses are supposed to be from glass in any case. What would be nice though would be using the ice to make cold storage rooms, as currently implemented with Medieval Expansion and its Cellar ice. And I have never experienced anything like an ice elevator as well, so unless you can provide video evidence of you achieving that, I'm writing it off as a fable. The elevator in the Devastation tower is still there to my knowledge. So, if they can't add elevators that players can make, I'm not going to loose sleep over that fact yet, there are other transport mods between floors in any case to cover that aspect till they can figure out a way to add proper elevators we can make. Since were getting iron spears, it makes sense they would nerf the other spears a bit so as to not overpower the iron spears. Tier wise, they would be the best, so the others need to be scaled the same way they scaled the other weapons.
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Welcome to Vintage Story. Hope you and your friends have a blast.
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If well placed, you only really need 1 pit. Maybe two. More distant locations gets their own pit. And they serve as passive traps for other animals. Just check up on them now and again.
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of course with bears, your trap needs to be 3 deep (4 during winter months)
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by the 3-4'th month, i even have a couple of bears trapped. and other animals as well. Its generally the first thing I do on a new map, when I find animals, I look for a good spot for a pit trap, and mark it on the map. First sign of wolves, I poke them and make like a jackrabbit with his tail on fire. Over the pit, and Hello Fresh meat!
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happened to me as well on one particular map, and i wasnt even near a story location. Couldnt place anything, couldnt break anything. Stuck deep down.
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pit trap 3x3, 2 blocks deep (3 during winter). When the wolves are chasing you, jump over the pit. And watch them jump in. Then you can either kill them, or leave them as is, and kill them during the winter. That way you have meat for the lean months. Thats what I do with every map.
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Yea, that caught me as well today.
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Lets look at a real world example. There are areas in the world that cannot be entered (on the surface, and underground), due to radiation (either natural, or manmade due to accidents, disasters, and wars). Best one can do is migitate the fallout, attempt cleanup, or avoid the area. Such damage can last decades, to centuries for the effects to dissapear, and the radiation to dissapate. Same principle applies with Vintage story, the difference being the ability to craft Rift wards, to help improve temporal stability. And there are mods also that make improvements on the Jonas Tech, and in some cases introduce new tech that fits with the Jonas tech as well, and which fit perfectly with the theme of Vintage Story. Also, the temporal stability can be adjusted as well to easier (or more difficult), and also allows you to adjust the timing between storms, and how severe they will be. No mods really needed for that aspect.
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Who knows. Maybe later on we will have horses as well. Besides, when looking at history, there was instances of other mountable animals being used for transportation as well. As @LadyWYT stated, they are implementing ridable Elk now, and once they got everything settled down the way they are intended to function, the framework can be easily extended to horses (TM pending) in the base game, and other animals as well (covered by mods via API, looking at Camels, and Eliphants...)
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You do have the ability to turn the temporal stability mechanic off, and there are mods to permanently remove the rust creatures as well. The core feature of Vintage Story is Temporal Storms. And the entire lore and story describes some catastrophic calamity that tore time itself asunder, leaving everything shattered. The temporal storms are a direct result of that catastrophic catastrophe. You might want to read the Dark Tower series, to get an idea of how bad such a world could be, cause an argument could be made, that time on that universe is unravelling as well. Keep also in mind, that Chapter 2 of Vintage story has been receintly released, and there are 6 more chapters planned. With the game itself still being in alpha. The way the mechanics are implemented in the game is imho perfect as they are, and although they had to rebalance the shivers, and bowtorms after release (mostly bug related), they have been settled down into their final version. The drops could stand to be improved though, so it doesnt have to rely on mods to improve them. As for the predators, no changes are needed, other than introducing new mammels, fish, and birds (looking at the big cats, and owls)
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Does that sound about right?
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Welcome to Vintage Story, and welcome to the forums.