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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. My experience is that they generate individually on grassy soil regardless of biome (meaning they're very rare in sandy/gravel terrain). I have found quite a few in my world in my search for bauxite covering 10,000 blocks e/w and 7,500 block n/s (if that gives you an indication of how far to travel).
  2. While there can be more than 100 flowers identified by a skep I believe the benefit of additional flowers over 100 is ignored.
  3. Milking ewes less than generation 3 will likely be unsuccessful. Generation 3 and above are domesticated enough to allow successful milking.
  4. Having over 100 doesn't harm repopulation. I have a couple of skep locations that are 107 flowers in range and haven't seen them repopulate slower than skeps with fewer flowers. I believe the cap is 100 though.
  5. That sounds like a bug. I've successfully used barrels for composting quite a bit and haven't had the rot, compost or barrel full of either disappear.
  6. Finally found my bauxite! Only about 5,000 blocks norith/northwest of my home. And bauxite was hiding under all that chert to the south of it! Nine stacks of bauxite rocks later...
  7. Starvation should reduce nutrition, which would automatically reduce max HP and require rebuilding nutrition after death. It's somewhat realistic as well as your body cannibalizes itself until you can eat.
  8. Game mechanics. Skep repopulation happens quicker with more flowers. Max speed is achieved when there's 100 flowers surrounding the skep. Hovering over the skep will indicate how many flowers the skep recognizes.
  9. Troughs take a stack of grass to fill but only 16 grain (iirc). Once you harvest a field of 32 or 64 grain, you'll have enough grain to feed livestock for well beyond the next harvest.
  10. Did the barrel disappear or the composting rot disappear from within the barrel?
  11. Perhaps you should start a new thread?
  12. @redram That doesn't surprise me. Hopefully it'll reduce the spelunking I'll have to do.
  13. You could always fire up a test world and test it.
  14. Haven't tried due to the small temperature range. Not going to use precious nutrients on a crop that will likely only and forever yield 50% of it's crop because it either gets heat stroke or frost bit.
  15. Maelstrom

    Map Size

    Keep hiking! You're 2388 over half way.
  16. You gotta have both hands free to use carry capacity features.
  17. Glad you found your bauxite. One thing that helps know what kind of stone is under the topsoil are the rocks you run into. I am hoping that bauxite will produce those stones that can picked up like all the sandstone stones around my home. If not then I may have to revisit some of those locales and dig/spelunk to investigate lower sedimentary layers of rock.
  18. If it's any consolation here's the extent of my bauxite miseries. Total exploration is about 10k blocks east/west and aboutr 5,400 blocks north/south.
  19. Increasing the flower count to 100 will significantly decrease the rate of repopulating skeps.
  20. please tell me bell peppers won't have such a restrictive temperature range?
  21. Unfortunately, that's about the only thing enjoyable about them at this time.
  22. I'll admit it is hilarious watching a spear corkscrew through the air when heaved at a far off drifter during a heavy temporal storm.
  23. The peak may exceed 7 vertical blocks. I'd want someone else to confirm, but that's the only problem my inexperienced eyes can find.
  24. Maelstrom

    Class survey

    So change the class system to impact what players can do. Have a base "jack of all trades" class (i.e. commoner) but then other classes can do a specialized advanced skill that the jack of all trades can't. for example: Commoner can craft basic clothing but the tailor can make advanced clothing that could reduce freezing penalty. No modification to stats, just specialized ability to do something the base class can't. It seems that there should be a farmer, miner, explorer, warrior and engineer/blacksmith class in addition to the tailor as those are all some kind of aspect of the game. Each of these classes should have some kind of unique trait that the others don't and maybe even unable to do something that the commoner can. I think muddling around with providing bonuses and penalties is a poor direction to take regarding classes in VS.
  25. Maybe just toss them in an unused plot of land and let them magically disappear?
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