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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Only eight? I emerged from an all nighter in the salt mines.. err.. quartz mine to find literally dozens of bowtorns. I was full health, wearing gambeson armor and was one hit from death by the time I typed "/gm 2"
  2. Patience, grasshoppa. They're buttoning up 1.20. Once done info about 1.21 will start coming out.
  3. Clyde is back! But he's just passing through. There was a whole horde of his... bodyguards I dispatched so they wouldn't slow him down in his journeys.
  4. The wiki is outdated on this. Once upon a time the way to find halite was to search for sylvite. Since 1.17 or so halite shows up on the pro-pick readings.
  5. 6 charcoal for 6 flint? Definitely not worth it. I'm not sure but 48 brown coal to heat 64 flint, I think? Might be 32, but could be closer to 64. But just 6 flint?! I'd consider the bloomery if it would do at least 24 or 32.
  6. Unlike rain and other physical weather, temporal storms are global. Trust me as I've run thousands of blocks during a temporal storm, so you wouldn't see it approaching like a physical rainstorm. Given that it is a time based phenomena, it would "approach" in time rather than space and that approach would be odd temporal events before the storm hits.
  7. I don't get why everyone is so upset about flint. In my first playthrough of 1.20 I gathered over 6 stacks of flint just running around for resources during the first month of play. Also cooking it wasn't bad using brown coal. Might be a bit frustrating if using charcoal. But given how much fire clay you get from a stack of flaxed flint, I seems pretty balanced to other resources in VS.
  8. The charcoal generation in the 8 blocks around the iron trap door is normal. The column directly below it looks a wrong, there should be at least 8 layers of charcoal there. I suspect the trap door should be located in the block below were you have it. The charcoal behind the door looks right as well. Remember that a block of firewood produces up to 8 layers of charcoal. Sometimes 2 blocks of firewood generates exactly 8 layers of charcoal.
  9. Yes, animals spawn after world gen (unlike that other block game), but it's probably about a year after the previous animals were spawned. You may want to look into alternative options like trapping a lamb and hope it grows into a ewe or finding other adults to... lure into their... upgraded accomodations.
  10. I'd say just go creative and pop them into existence. If you want to be more realistic about things, shear down a tree or three to compensate.
  11. Welcome back! The last couple of content updates have indeed been amazing. There's also been a couple rounds of de-janking things which have been wonderful as well.
  12. Seems like a bug. To mitigate the trap door, place it in the corner of your kiln, so you reduce the loss of the surrounding blocks down to 3 instead of 8. Even with losing charcoal, I'm pleased to see this implemented. I've wanted this ever since joining the game on 1.14.10.
  13. I agree with the OP. stone walls should adjust its connection to blocks similar to how they do for other wall blocks. Chiselling shouldn't be the answer for something such a minor asthetic as this.
  14. There's also no damage if you fall onto a ladder. I use that to drop safely from my mountaintop forgeworks. I think even the bighorn sheep are envious of how quickly I descend that mountain.
  15. Consider wolf pups sold by the traders has been in the game since at least 1.14. I belive Tyron himself has confirmed he wants to make domesticating wolves possible, I suspect domesticating mounts would be within that project.
  16. Consider the roadmap indicates alchemy to be made. I suspect the huge variety of mushrooms will factor into that. Hopefully Tyron will start work on alchemy in the next couple of updates. I think it would be kewl to make an uber healing poultice but it requires a specific mushroom in brewing one of the poultice ingredients. Off on a search the world over for that ONE mushroom.
  17. It should also have some kind of visual when people are underground, like cave diving or mining. So it has to be designed for short visual distances of 5 blocks or less but also for longer distances when running about the countryside. I'd like there to be a variety of visual queues. Maybe a brief warping of the world followed by a brief drop in personal temporal stability similar to standing in a rift for a few seconds but no rift is nearby; stuff like that. We'll see. It's no longer shown on the homepage but once upon a time the website said the game [story] is based on Lovecraftian themes. Read some Lovecraft and find out what likely direction Sir Dave may be headed. The devs working on the story sure do have an excellent implementation of Lovecraft in this game.
  18. The world could be a cubeoid.
  19. But the high-fives from the drifters are... uh... something to DIE for!
  20. Decide to go on a nice exploring adventure --> notice my armor needs some help --> notice I need some replacement tools --> notice I need more ore --> go mine for more ore (in my rapturous mining forget WHY I'm mining to my hearts content) --> come back with my haul and wonder what I was mining for --> go back home and notice I need some replacement tools --> notice I need more coal (either for smelting or forging, it doesn't matter) --> go acquire more coal (for me set about making more charcoal) --> figure out something to do while charcoal is cooking --> look at the clock --> "Holy FARTKNOCKERS! I have work tomorrow! Where'd that 4 hours go!?" Log in tomorrow --> "Now what was I up to last time? Uuuhhhhhmmmmm.... hmmm...."
  21. Maybe some spoiler tags for those of us who haven't gotten there yet?
  22. I didn't think there was a cave close by, but I'm sure there is. Should I need more bismuth or slate, I'm going to imprison any spawnage behind fencing so I can maliciously gawk at them. /edit - even still, there should not be such a large unruly mob hanging about all hours of the day.
  23. Remember that picture I took from 1,000 feet showing a good 2 dozen bowtorns or more? That was from a single night of mining with maybe medium rift activity. And I was like 30+ blocks deep. Additionally those were deep bowtorns. By the time I typed "/gm 2" I was down to less than one hit to death sporting 22+ HP in tailored gambeson armor. I poked my head above out of the ground and was hit like 5 times before I finished climbing out of my mining hole. I love the combined arms of grunts, ranged and fast melee attack mobs changing combat strategy and tactics, adding different types of storms as well; but the bowtorn spawn/despawn behavior seems to be seriously scuffed and in serious need of balancing.
  24. At least this didn't happen!
  25. Clyde was bugged and didn't despawn even travelling over 100 blocks away. Clyde died when I logged back into the game the following game session. So we tanned his hide when he died, Clyde And that's it hangin' on the shed -Tie me Kangaroo Down, Sport
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