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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. I was thinking cellar farming wouldn't be game realistic due to the size limitation, more than anything else. And as for sky farming? Not very RL realistic, but as for game realism? Yes. Yes it is.
  2. Nope. Got that Godzilla stomping Tokyo vibe for me.
  3. I don't know. Never farmed underground.
  4. Using a cellar just doesn't seem "realistic" for this game. Limited size and two other options are better. Whether using a cellar or just flat dwarven style farming, either will need underground farming to be enabled; iirc, underground farming is disabled by default. The last option, as mentioned, sky farming.
  5. That mountain would be a horrible world spawn.
  6. Maelstrom

    Inki's Builds

    Peridotite pairs really good with sandstone.
  7. @Metalton That was freaking hilarious!!!! Good show! I assume you play permadeath?
  8. Cellars don't change temps (not that I'm aware of and haven't bothered to look). They change food spoilage rates. But temps also affect spoilage rates independently of cellars.
  9. Farming in hot climates? Either enable underground farming and dig out a room in excess of the parameters for a cellar; oooorrrrrr Build a sky farm. You'll probably have to go up about 75 or 100 blocks, but temps up that high should be sufficiently low enough to farm without heat stroke.
  10. Thaaanks. Now everyone is wolfbaiting that post.
  11. Natural light and presence of wood have the biggest impact on a cellar. Be sure to seal the cellar with a basic door to keep light out. Also do not use wood flooring or walls. Shelves and chest/trunks might have a minor negative impact as well.
  12. Yep. Once rollers are laid out they will not disappear until construction of the boat is completed. I believe it is because the game uses a "micro dimension" to handle creating the boat.
  13. Apparently @LadyWYT admitted to being a dog? just sayin'
  14. They also seem to condense matter into a neutron star level density as carrying a mountain or forest in one's bags is mind boggling to me.
  15. Yeah. Those are funny.
  16. Five blocks is a plenty large enough sample size. In my experience there should be roughly 16 bones and 5 flax fibers at the least. Granted my experience is 1.20 and previously, but I don't see drop rates for bony soil being affeted this much!
  17. Like skimming stones or playing a resonantor near a rift (or during a storm).
  18. Instead of Schrodinger's Cat we've got Jonas' Chicken?
  19. Herobrine Emmigrated I Tell You! and changed his name to @LadyWYT Why are you laughing? I'm serious! You think I'm kidding? Well pay attention while I prove it to you. First we have my previous story "Hello There..." in which a shiver appears out of nowhere and retreats back into nowhere without a trace. Herobr... err @LadyWYT makes this comment in response. The next evening this happens. Notice a few things. The minimap shows the size of my micro-forest tree farm mentioned in the aforementioned story. To the left of the the minimap is the fortuitously captured end of the massive invasion below the rift. Finally the weatherman reporting, "We'll have a peasant summer evening. Partly cloudy as the thunderstorms from the afternoon drift off to the east. Tadar indicates that the next temporal storm is a few days away still. Temporal stability is apocalyptically off the charts at this time. Seek shelter immediately!" Heeding the weatherman's warning I barred the myself in my micro seraph-cave. The careful observer will notice the 6 drifters banging on my door like a chimpanzee as if money's for nothing and the chicks are free. In my hasty retreat from gathering wood for another batch of charcoal, I glimpsed at least 1 shiver and 2 bowtorns among a mass of seething drifter despondency. Is all this a coincidence? I. THINK. NOT!
  20. Weeeelllll... Rift spawning behavior is complex. Patch notes for 1.21 have indicated Tyron has been... tweaking? I might say monkeying,myself. with rift spawn mechanics. Here's what I can tell you. As rift activity increases so do the chances rifts will spawn drifters during the day. Yesterday I was chopping some trees, noticed a rift appear in my periphereal vision, but sun was an hour or two from setting so no biggie. Until I saw a literal army of all kinds of drifters pop into existence! I checked the activity and sure enough Apocalyptic. I'd guess there were probably a dozen that spawned from that one rift. Mostly drifters, but I know I caught sight of at least one slither and one or two bowtorns. Artificial light seems to have great success with preventing drifter spawns, but light level needs to be at least 7 to do so. Drifters also won't spawn within about a dozen blocks of you in my experience. The aforementioned rift spawn was about 20-25 blocks away. Of course, all bets are off when a temporal storm throws all rift spawning rules down a hole. PS - Welcome to the forums!
  21. My endgame kit is travelling light compared to that. Hotbar: falx, bow (if I'm hunter), knife, pickaxe, (propick if I'm mining or prospecting otherwise left home), shovel, axe, stack of ladders, lantern, poultices, food. Inventory: a chest for extra carry capacity (carryon is a must mod for me), crock of food if I don't have pies in the hotbar and arrows if carrying bow. Everything else in inventory is situational, torches and translocator parts if spelunking, gears and wares if visiting traders, shears if tree hunting, etc. I keep my inventory as empty as possible since the purpose of extended trips away from home is to return with conspicuously copious amounts of resources so pains are made to maximize inventory space and specialize loadout to the intended purpose of the trip.
  22. Some things (particularly chalk and lime) can be made into powder using a hammer.
  23. THIS is one of the reasons why my seraph abhors Jonas and Co.
  24. This belongs in the Humorous Stories thread. just sayin'
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