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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Tyron mentioned somewhere that 1.19 is going to be another de-janking plus some more story elements.
  2. Thank you for the insight about piggu's and forest combinations being a good indicator of the presence of the bees. I'd ask for more details but realized that we've dragged this discussion off topic.
  3. Quite a few of us find it engaging. There's multiple temporal mechanics in the game that are independent of each other. Environmental stability is fixed and cannot be altered. If you settle in a temporally unstable area, be sure to spend time in temporally stable areas to avoid the side effects. Rifts are a separate mechanic entirely and can be manipulated by lighting up the area sufficiently. My home is lit to the point where I do not worry at all, including nights with apocalyptic activity.
  4. That one world was a dearth of bees. When I found the Buzz Words mod and installed it I can now confirm there were no bees closer than the one I found; which I found by accident exploring for bauxite. I found the bees just before winter but by the time I got the skep home, home was cold enough to make them instantly hibernate. for the winter.
  5. I checked out the Loot Nerf mod and found that there is STILL unacceptably high OP items in the nerfed loot table. At least for my gaming tastes.
  6. I've had worlds where I'm awash in linen with nary a bee until the following spring. Sometimes world gen is a real beatch!
  7. I want to go berserker Viking and sail on a long ship between islands in an archipelago world. Get terrified by Dave sailing during a temporal storm. Set up temporary settlements when I need to smith new tools or grow more food. Then I think a Polynesian catamaran would be cool too which then get crowded out by the thoughts of a dwarven galleon. *sigh* Guess I'll just have to imagine my two man raft is grander than it is. *giggle*
  8. Might I point you to the Expanded Foods mod?
  9. Seems like the developers are doing an excellent job then. The story elements are based in eldritch/Lovecraftian themes.
  10. don't forget higher quality poultices (or bandages), clothes repair and ore blasting bombs.
  11. I see your point. Might be a bit of fuzzy line. I was looking at the possibility of planting crops on day 2 or 3 to shorten the time spent foraging and maximize that first harvest.
  12. Unless this has changed recently (or mods installed), wild crops mature at a geologically slow pace. It will be much more productive farming the seeds you can get from harvesting immature crops.
  13. I'll bet large sums of money (which I don't have, mind you) that the quality of the gems you want to sell are different than the gems the trader wants to buy. The items you sell to the trader must be an EXACT match.
  14. Sounds like a mod. I know the pit kiln time left was from a mod.
  15. Welcome to Vintage Story! I love your idea because I ran into the same thing after typing my waypoint title. I don't know how much the developers peruse this forum, but have you thought about modding the game until such behavior is implemented in the base game?
  16. Oceans provide some additional geology challenges (for those of us who enjoy overcoming difficulties) and who's to say that future updates won't make changes that make oceans more profitable? By reducing or eliminating oceans you may be limiting future benefits from that feature.
  17. Correct. I usually build an apiary in modules of 3x3 skep layout. Harvest the perimeter skeps so the central one can repopulate the harvested skeps. Once one of the perimeter skeps is populated, harvest the central skep. I typically have skeps pinging 120-160 flowers but those produce as quickly as skeps with 95-100 flowers.
  18. Killing drifters does increase your personal stability. Down mining iron a few blocks above lava and a bell starts its claxon? Kill some drifters and you're good to go for a bit longer. I've come out of temporal storms with almost full stability. At the end of the day drifters will be in one of two categories: an annoyance to the experienced player OR a source of resources to be farmed like another unnamed block game.
  19. I agree with Jackal that the drifters purpose SHOULD be to be a threat at night and in the deep. It would be nice if there were variety in drifters beyond the obvious we currently have. Make some surface drifters able to open doors but most can't. Perhaps some can withstand brighter light levels, but again; most can't. And give no indication of which kind of drifter you're dealing with. Smithing something and all of a sudden you're getting your back aggressively scratched by a drifter? Apparently I didn't "lock" my door properly (which is what door opening drifters would lead to). That's something I'd LIKE to see. In the end, I don't think there's a single solution that will satisfy everyone as there's such a wide variety of desires for what players want drifters to be.
  20. I will confirm that when bees are dormant due to low temps, no message will display except population size and if there's honey to be harvested. I believe the hive's population drops to poor when it goes dormant.
  21. To my knowledge they are global events. Seems like something broke in your world. Perhaps enter the command that sets the temporal storm frequency to your desired setting?
  22. I've noticed this odd behavior as well (at least in 1.17). Chop a larch or pine tree with branches low to the ground and the leaf blocks on the ground remain after the rest of the 20 block tall tree fell (with no other trees nearby.
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