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Everything posted by Maelstrom
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The horizontal area for rock strata can be huge to massive. Unlike TOBG where surface terrain changes within usually a couple hundred blocks, VS changes can be (and usually is) about 1,000 blocks. Want to find a different surface rock strata? Pack a lunch and run in a single direction for a day or so. Consider yourself lucky that you didn't spawn in granite. Those can be truly massive being close to 2,000 blocks to get away from that bland grayness.
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The Curb Appeal is to Die For! Thank you @Broccoli Clock for reminding me about this. After the 1.16 updates had finished dropping I started a new world; having finished my last test world to overcome the learning cliff that VS was back in them thar days. Spawn was in a negatively inclined temporal stability area but copper and tin were readily available due to luck (and not artificially increasing the ore generation rates). I spent the spring getting to a sustainable place and started searching for a place of my own to carve out of the cruel world. North was a horrid mountainous landscape and east was a rugged plain of gravel and sand. West? I don't recall why I rejected it, I think because of forest and more rugged terrain. South? South had a delightful little place at the top of a 15ish block cliff overlooking a vast lowland plain. I'd later discover two iron deposits layered on top of each other about 200 blocks from the home I chose but once again bees were disagreeable far away; about 1,500 blocks or so which was better than the 2,500ish blocks of the previous world (mentioned in a previous silly story). I'd also later find a translocator that would take me 8,000 blocks south to a delightfully warm area I could farm flax year 'round (and also had the wizard of a trader hovering over a death pit, also mentioned in a previous silly story). Well, before I found all of those delightful things I had to learn about the hardships of this place. It was located on the edge of a forest and at the base of the cliff and about 50 blocks away from my home would be a shallow dead end cave that would constantly spawn drifters who would amble up the steep incline to my home during the night and serranade me with their dulcet duets, trios and choirs. Did I mention the forest? Yeah, that would also spawn wolves regularly that would join in the drifter's cacaphony with their howling. During my second summer I deforested the nearby forest except for those wonderful resin bearing trees and was delighted that the wolves caterwauling ceased. GREAT! Now I just have the balasted drifter choir to deal with. So I went and placed a lantern in the cave and blocked off the entrance to the cave. BINGO! No more drifters on calm rift nights. And then 1.17 updates drop. And the bears. No wolves. No drifters. But bears start spawning within my immediate proximity. Come outa my home one bright sunny day and I hear a growl, get wacked by the bear and that wonderful woar woar woar sound as the screen goes to black and white sepia tones followed by asking if I want to rage quit. HELL NO! I'm not going to rage quit!!! I'm gonna go right back in there and RAGE KILL! that dang ghetto bear for that drive by mauling! Then I'm gonna go on a rage kill rampage of anything and everything else that happens to annoy me in even the most minute way, goshdernit! except the sheep that head butts me. I need him alive.
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For funsies... what has been your worst base decision?
Maelstrom replied to Broccoli Clock's topic in Discussion
My worst base decision? Hmmm... In 1.15 (then updating to 1.16) I found a wondefully rustic site. It was on the top of a cliffside that was about 10-15 blocks high. A nice view to the south over the lowlands. It was on the edge of a forest and a cavern at the base of the cliff would routinely spawn drifters at all hours of day who would then wander up to pester me. Wolves would howl constantly (until I deforested the area to make finding the numerous resin bearing trees easy to find) and lastly 1.16 brought bears. Bears that would spawn amongst my buildings and murderize my livestock despite fencing 2 blocks tall. Learned that bears could kill through fences and had to build barns for the protection of my meat factories. On a positive note there were 2 iron deposits stacked ontop of each other only about 200 blocks from my front door, soooo I didn't move. But when 1.18 and warnings about jarring chunk borders I moved on to a new world. -
Happy 10th to VS! Thank you Tyron and Saraty for taking the risk of developing this most wonderful game!!! Love the homage to the old school rams running full speed off of mountain tops to escape being hunted. So when is 1.22 going to start dropping?
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@mf2 You may want to play in a couple of test/training worlds to get over the learning curve for identifying food sources. VS has a steep learning curve. I played 4 or 5 short term worlds to get everything under my belt before making a run at a long term world. It wasn't until my long term world that I discovered that wild crops grow in a square pattern where grass grows in a cross pattern. Once I saw that I was forever seeing all the crops I had missed previously.
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Not necessary. Tool tip for mushrooms will indicate if and how much damage they cause.
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Should I ever get to emergency levels of starvation my plans are to run about until I find berries, shrooms or some wild crops not take time rooting around like a pig and taking time to cook a root. Much better off running over hill and dale for some quickly harvested plant matter that I can eat while picking.
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And for all the effort of digging them up and cooking them that 100 is barely enough to make up for the hunger creating doing all that.
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Tyron posted something in Discord that maybe, could be, possibly be a precursor to rivers. I doubt rivers will be coming in 1.22.
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Mine a copper deposit with ultra-high reading. After just 2 shafts you'll have more copper than you'll ever use in the rest of that world's playthrough.
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Two large wheels (I assume large gears) are at the top where the windmills are? You should only need 1 large gear to aggregate the power from the windmills to transmit the power down to your workshop.
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Cattails as a food source are very poor. The benefit of cattails are practically eliminated for the work it takes to harvest them.
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There are various heat and noise maps that generate the world. Some of the maps create the various biomes (forest, elevated areas, deserts, etc.) Layered on top of that are spawning conditions for various animals that interact with some of those heat/noise maps. Some of those spawning conditions are the presence of forest (wolves and bears) while bighorn sheep require a minimum world height. Fox, raccoons and bunnies have some of the least restrictive spawning conditions. Fortunately, one or two thrown flint spears will kill them and provide early protein.
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That looked like some kind of scanning device.
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No Charlamaigne??
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After I posted I thought that the switch to creative was to place torches in those high to reach places. That formation is incredibly geometric that it seems artificial. Good find!
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Welcome to the forums (and more importantly) welcome to VS! That's it! You're banned. Ok. You can be unbanned by transferring your story to the Humorous Stories thread (shameless plug) in the Discussion forum located here. Just kidding about banning you. I'm just someone with as much authority as the janitor.
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Those very circular geometric shapes are very suspicious. This looks VERY artificial. Note a switch to creative back to survival just before the screenshot? I call foul and believe that this is the result from using world edit.
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From my experience (playing since 1.14.10), even if the 1.22 initial update dropped today it would likely be about 6 weeks before the first unstable RCs start dropping. The first stable release would be a few weeks after the first unstable RC. All told, we're realistically about 3 months from a stable 1.22 update. As others have said, start now.