ArcticWarfare
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ArcticWarfare last won the day on September 23 2024
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Anybody else finding the Temporal Storms too difficult?
ArcticWarfare replied to Mourning Wood's topic in Discussion
It will help a lot if you get a good shield. -
I would love to see this. I was wishing for this in my latest world too.
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Yeah, just maximize flax. Make sure you never have an unplanted flax seed. While you wait for it to grow, look for the stuff you need to progress to steel in the meantime. Bauxite (orange rock), Olivine (spawns in green rock (peridotite)), and titanium ore (ilmenite)
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My recommendation is to heat iron blooms on multiple forges. When blooms reach 1100, grab them into your inventory and add a new batch to the forges. Make sure there is always a bloom on the anvil. Have at least 2 helve hammers hitting the same anvil. Use your regular hammer to knock off slag alongside the helve hammers. In my singleplayer world I kept upgrading my facilities and improving my process until eventually I was cranking out like 128+ iron ingots in a session and copper/bronze now felt tedious by comparison.
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This year was a bad time to get into Vintage Story...
ArcticWarfare replied to tibbers's topic in Discussion
I get the same feeling about the upcoming update, but what are you gonna do? Not play Vintage Story? Yeah right. I've accepted that I might feel the need to start a new world once the update arrives. My third world will just be that much cooler for the skills I've gathered on my first and second world. Nothing is permanent anyway. If you're having trouble with the idea of starting a new world, consider starting in a different climate. Desert start is really fun. If you don't want to start a new world, you will be able to force the story location to spawn through commands. -
I did a thing! Come to see it, seraphs!
ArcticWarfare replied to Zopporillo's topic in Videos, Art or Screenshots
Looks awesome! So much chiseling O_o are you using that chisel mod? -
I went on a journey to the south in search of ebony and purpleheart (found both), about 70km walked in total. On my way, I found a LOT of meteoric iron. 8 stacks of ore. I found a lot more meteors but my inventory was completely full of logs. Bonus pic: No, it's not a fire hazard.
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Are there any factors that reduce clothing durability other than time? Winter has hit, and I've gone through 3 full sets of fur/rawhide clothing. The only thing I've been doing is mining using ore blasting bombs, and I have been caught in the blast a few times. Does this explain why my clothing is lasting only 2 days or so? If not, I'll need to file a bug report. Should I just go into creative and fix my clothes in the meantime, or is this intended behavior? This is getting expensive. Thanks!
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Searching for a ewe, no luck. Pls clarify animal spawning logic
ArcticWarfare replied to ArcticWarfare's topic in Questions
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Searching for a ewe, no luck. Pls clarify animal spawning logic
ArcticWarfare replied to ArcticWarfare's topic in Questions
you were right!! funny, I went up those mountains yesterday looking for sheep (no luck) but I went again on your suggestion and found a ewe! now I just need to bring it over to my base. I'm thinking I'll make a corridor of 2-tall fences and incrementally move it down the tube, blocking its reversal with more fences. Any suggestions to smooth this process out? -
Searching for a ewe, no luck. Pls clarify animal spawning logic
ArcticWarfare replied to ArcticWarfare's topic in Questions
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Searching for a ewe, no luck. Pls clarify animal spawning logic
ArcticWarfare replied to ArcticWarfare's topic in Questions
Another pic: A trap I've set up, with no success yet. Does this look right? I've captured one ram by punching it to make it follow me, not using this trap. -
I don't think I've ever seen a ewe anywhere near my home. I have seen tons of rams though. Will killing all the rams I come across improve the chances of finding a ewe? I need a clarification on animal spawning logic. How does the game decide whether or not to spawn sheep in a given chunk? I read the light and rainfall requirements on the wiki, but I only seem to find them in one chunk in my vicinity despite plenty other meeting the requirements. I also read that they typically spawn an accompanying ewe with them, but this hasn't been the case so far. pic: 6 rams on a mountain peak, aka dinner for a week or two Thank you!
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Some Bloomery/Forge/Firepit/Oven QoL improvements
ArcticWarfare replied to ArcticWarfare's topic in Suggestions
I've been thinking about it some more and imo, the automatic replenishing mechanic should apply to a lot more things. One example is clayforming. Would be nice if I didn't have to switch to the next stack of clay and change the tool mode back to what I was using before every time I run out. -
This first idea applies to all ignitable appliances that can accept fuel or raw material from the player's hand. Similar to how suddenly-empty slots from broken tools and thrown spears are automatically replenished from the player's inventory, it would be nice if this applied here as well. Clearing my entire hotbar to add many stacks of iron nuggets and charcoal to bloomeries is a bit tedious and introduces needless friction that doesn't add to the experience and may detract from immersion. If the player were able to just add one stack each of nuggets and charcoal to their hotbar and fill a row of 10 bloomeries without needing to fiddle much in their inventory, I think this would be a solid improvement to my enjoyment of this process. This second idea applies specifically to the bloomery. Unlike other ignitable appliances, the bloomery only provides visual indication when it's lit. I would really like to see the block info overlay display the lit/unlit status for bloomeries the way it does for firepits, forges, etc. Nearly every time I do a run of bloomeries, I find there is one that I failed to light. Obviously, a textual indicator of lit/unlit status would help prevent this. Thanks for your consideration!