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Everything posted by Maelstrom
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So... I started a new world with a new base... (ignore the bones)
Maelstrom replied to Mystical_Mew's topic in Builds
Not necessarily. Every single time I've had forest floor, the wolf spawns stop after I deforest the area. Usually to remove the non-resin bearing trees and denude the pine trees to make the resin more obvious when I visit for a harvest. -
I believe you need a knife, but it may be a specific spot to place the knife so you don't get squash chunks. Check the handbook, it should be in there how to get seeds.
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No need to do that. Just put skeps on a fence post and raccoons can't reach them. Instead of nerfing rabbit spawning I wish Tyron would have nerfed the benefit from killing them. Drop maybe 1 red meat, maybe 1 small hide and absolutely no fat. Killing 20 rabbits to get maybe 10 meat and hopefully 5 hides would definitely eliminate my desire to take the time to kill them. Basically, make them more like drifters.
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This should be moved to a First Night checklist. All of that can be accomplished by ending Day 1 digging a hole in a clay deposit. Spend the night clay forming and knapping flint tool heads (which stack to four btw) so that you are plenty equipped for the Day 2 Wanderings and explorings.
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1 day is useless. At midnight oh one, May 2 drifters can start spawning. So it's more like 0.25 days instead of 1. As I've mentioned elsewhere, I find a clay deposit to hobbit hole inside while I find my forever home. Benefit of squatting in a clay deposit is time during the day to dig dirt, build dirt bunker and dig clay for the first night of crafting. Instead I'm busy finding copious amounts of flint, grass, sticks and food. If'n I'm doing well enough a stack or two of logs to start charcoaling.
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Have you tried finding zinc in granite? Compared to that finding anything and everything in VS is a cake walk! *raises hand* What better way to get shelter and begin crafting than digging a hole in clay as the initial home? Gone are the days of racing to build that initial dirt hut before bowtorns and drifters and shivers, Oh MY! Now it's dig a hole in clay and pop a dirt block on top.
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logic errors are the worst!
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It's definitely not a stone age priority. At best a secondary copper/bronze age priority. And while I mentioned the benefit of elk breeding to offset the cost of getting a second mount, should be taken as an indication it should be a high priorty.
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It might make sense to capture 2 elk, for breeding. That way if one dies you can create replacements for free since 100 gears can be pretty steep.
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in 1.21, you can get an elk as soon as you can craft a large animal trap to trap a baby elk. Then raise and saddle break it. All of that will take time and depending on how quickly you get to iron level tools/armor it might be just as quick to visit the RA. In a different but similar thread @LadyWYT mentioned that temperate climate and higher elevations is where she has predominantly seen elk. That coincides with real world too.
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Resin bearing tree generation is highly susceptible to RNG. My last world had a large pine forest and I could get almost 32 from a run through that forest. I've had some mixed forests that have enough pine trees to produce 10 or so resin per visit.
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Correct. In 1.20 just find the nearest treasure hunter. Be sure to have 50 gears on you when you return from the RA. If you don't have the gears, the trader will take special item creating the elk discount but not give you an elk. Otherwise elk are 100 gears.
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Pumpkins are affected by soil fertility just like all other crops. Pumpkin vines grow four blocks away from the block it's planted in on the cardinal directions. Pumpkins will grow on either side of the vine anywhere out to the last block of the vine. I have heard that placing a block on the diagonals adjacent to the tilled block can increase pumpkin yield.
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Question about pumpkin vine block compatibility.
Maelstrom replied to Ragulmadon's topic in Questions
Yes. They just need to be top block flush with the farmland you plant the seed in. Just till the ground where the seed is planted. Put a water source diagonal to that block for maximum moisture. I've heard placing a block on the diagonals of the seed can increase the yield of punkins. -
Hair breeding? I'm very interested as my hair population had a near extinction level event a couple decades ago. It would be kinda nice not to have to put sunscreen on my head once again.
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It ain't a necropost until at least 6 months, probabaly even a year. Someone recently necro'd Tyron's first post after NINE YEARS!
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Welp. Now I gotta go find that command you mentioned in the 1.21.pre thread.
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Be sure to check your rift activity. If rift activity is calm you won't see any rifts and no drifters will spawn (except in caves) while low activity will generate a very low number of rifts and you likely won't see any rifts. I've had some pretty long periods of calm/low activity that have lasted more than a day. You may have had a similar period of time.
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The block distances to despawn drifters is horizontal, not vertical.
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I've got screenshots of this happening in 1.20 and earlier versions. That's a gravel plain where the underlying rock strata changes. I have one screeny that shows a very circular border between the two rock types.
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I concur. By the time I begin my second spring I've got multiple stacks of flax. In my first long term worlds I had a warm weather outpost where I farmed 4 stacks of flax (1.16-1.17). In my 1.18-1.19 world I had 6 stacks going. Gambeson, a 4 rotor windmill and now sailboats cost a lot of flax. Additionally, patching clothes and yourself has a non-zero cost. I don't feel comfortable that I have enough flax until I've got my 4 rotor windmill fully upgraded because harvests after that will provide sufficiently copious amounts of flax for my needs. But that usually doesn't happen till the end of the second summer.
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I've found grains can be kinda clumpy. I've had worlds where I get nothing but flax for a 200 block radius and then another area of nothing but rye or spelt. In my current world (1.20.10 generated and not updated) the clumpy isn't so big, but if I find one type of grain I'll probably see another 1 or 2 within 50 or 100 blocks.