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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Maelstrom

    Map Size

    Keep hiking! You're 2388 over half way.
  2. You gotta have both hands free to use carry capacity features.
  3. 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.
  4. 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.
  5. Increasing the flower count to 100 will significantly decrease the rate of repopulating skeps.
  6. please tell me bell peppers won't have such a restrictive temperature range?
  7. Unfortunately, that's about the only thing enjoyable about them at this time.
  8. 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.
  9. 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.
  10. 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.
  11. Maybe just toss them in an unused plot of land and let them magically disappear?
  12. Carrying containers on your back is a feature of the Carry Capacity mod, and to me should not be included in base game.
  13. I don't like the idea of grinding metal ingots for trace minerals. Those trace minerals would have been skimmed off during the smelting process. It also removes the decision whether to save the raw ore for grinding in the pulverizer or smelt via normal means. Decisions in VS always have considerations to contemplate, allowing someone to gain trace minerals from a smelted metal removes that consideration. I have no problem with the pulverizer creating more raw metal than a hammer. The pulverizer is a more efficient means of processing raw ore for smelting represented by an increase in smeltable metal. I'd be ok with a 5 to 25 percent increase in smeltable metal by using a pulverizer.
  14. Carry Capacity allows you to pick up containers. Once picked up you can sling it over your back. If you don't like that second part, you can elect not to use that feature. I personally don't like it having experimented with it on a 2,000 block journey to gather limestone and whatever other rare resources were along the way. Decided the added capacity reduced the inventory management challenge too much.
  15. I think the carry a container with your hands should be added to base game, but slinging a storage container on your back as added inventory is a bit OP. Part of the challenge is inventory management and increasing your inventory by up to 16 spaces reduces that challenge dramatically.
  16. There's mods that do quite a bit of what you're looking for. Now sure how much (if any) will eventually be incorporated into the base game. There's a ton of other stuff that needs to be done first. Check out the roadmap for an indication of how much is left to implement.
  17. Lots of mushrooms and distillers. Any chance that poisons to coat weapons would be included?
  18. Just like IRL. I would collect maple seeds as child and throw them into the air as high as I could just to watch their wonderfully slow descent to the ground. btw: I STILL love watching maple seeds fall 45+ years later.
  19. All critters (except maybe drifters) will run away when their health crosses a threshold. Wolves that run may come back to haunt you later.
  20. I like challenges, so don't like to modify the default settings. Only settings I have changed are in assisting me as I learn the game, or delete things that are just unfun (looking at you temporal storms). Only on my second playthrough (about 100 hours of playtime total) I finally built my windmill and helve hammer. Got my pulverizer connected but haven't done anything with it yet. Once I'm done learning the mechanics in this playthrough I'll start my "for real" game where my HP won't be boosted.
  21. Perhaps kill the hens while their chicks are growing? I haven't bothered with chickens yet, so I don't have any experience.
  22. Currently there doesn't seem to be a way to speed up panning nor mods that do the same. I would love to see a mod that provides a shaker box, perhaps an option to automate the shaker box with a toggle setup, and a sluice.
  23. Perhaps there's other activities you can engage in while waiting for the kiln to finish cooking? Things like looking for crops, digging out some nearby copper, or chopping nearby trees for wood to turn into charcoal?
  24. I got really lucky. Had to jog out about 2,000 blocks to get bees and stumbled across a single sulfur nugget on the surface. Dug down and found a node of that provided almost 2.5 stacks of sulfur. Now I just need to find that black coal and do some caving.
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