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Everything posted by Maelstrom
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Help witth lighting my Base needed (mod or vanilla both is fine)
Maelstrom replied to Tam Hawkins's topic in Questions
Assuming rift spawning hasn't changed from 1.19, lighting the area with lanterns prevents rifts. In my 1.19 world I could go around my homestead with impunity even on nights with apocalyptic rift activity and not see a single mob. -
Worldgen is kind of disappointing including it's customization
Maelstrom replied to StarFeather's topic in Discussion
That road way is anything but natural. There is a ton of cut and fill that goes into making even that two lane road possible. The mountainside at the farther curve was cut through for the roadway. The roadway at the bottom of the picture has a bunch of fill beneath it which continues past the tree on the left of the road. -
Prospecting is tedious and ruins the game for me. {Help!}
Maelstrom replied to Danny97's topic in Discussion
Surface ore is indicated by the nuggets on the surface. The density search mode is based off the first block, other two are to complete the requirements to get a reading. I agree it is the steepest learning curve in VS. Once you get the hang of it, it'll be easy. I think the prospecting system is pretty realistic and fits the game very well. -
I'm pleased with my change to hunter so far. Looking forward to what I can do with my recurves once I get some arrows. For the first time since I started playing in 1.14, I've actually captured chickens to become a feather factory. I'll confirm that shivers can climb at least 2 blocks of dirt. I suspect they can climb anything but fences, which seem to keep ANY critter from climbing over them, even me when I place a stair next to a single high fence and a slab on top of the fence. Gotta jump onto the slab. At least aminals don't escape when snow piles up in the uncovered pens and we don't need to build two high fencing for pens. On the other hand I miss my single block drifter pit lined with fences on the inside of the pit to farm drifters.
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Anybody else finding the Temporal Storms too difficult?
Maelstrom replied to Mourning Wood's topic in Discussion
I'm still working my way to iron in my first 1.20 world. As mentioned in another thread, I haven't attempted a temporal storm since getting absolutely annihilated in the first one. Nightmare level bowtorns are not to be trifled with when sporting flint spears and no armor, or is a skill issue regarding my ducking and weaving. It was funny that I got 4 temporal gears the first night I went drifter hunting on a medium rift activity night. Hadn't been out at night until that first foray in August or Sept. I wonder if all those nights of no hunting led to an over abundance of gears dropping that first night. But it could just be the RNGods blessing me as well. -
Usually I play blackguard but wandered over to the hunter side for this version. shivers and drifters both take 3 flint spears to kill, so don't know if shivers are "beefier" than drifters. Bowtorns are a quick 2 shot with flint spears. The hard part for them is finding them at night. Haven't tried a storm since the first one completely trashed my full nutrition. I had literally almost no nutrition after the third death, but I was running around nekkid with flint spears. The numerous bowtorns quickly dispatched me with little, if any, effort on their part. Currently cogitating how to go about designing a bunker that can be used to fight off the nasties that go bump in the night... err storm. I gotta say that Tyron and team have created one heck of a combined arms force to fight. ESPECIALLY when the storms hit. So effective he had to tone down the spawnage in storms. Kudos @Tyron Fortunately for hunters chain mail doesn't reduce accuracy of a recurve bow that much. Might make some bronze chain mail and arrows. Just need to mine a lot more supplies before I can do that.
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Anybody else finding the Temporal Storms too difficult?
Maelstrom replied to Mourning Wood's topic in Discussion
Last night had a medium temporal storm. Bunkered in a vertical glass coffin and watched as nearly every single mob spawn was a shiver. Didn't see any bowtorns and only one drifter. I hope that storm mob spawning gets tweaked some more. Would be nice to have around 80-85 percent drifters, 10 - 15 percent shivers and 5% bowtorns. -
I've noticed a LOT of different names posting VS content. So it's not just the algorithm. I do think VS has gotten more exposure by more Utoobers in the past 12 months
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Poor Li'l Bunny Foo Foo ain't gonna last long. Need to plant some kind of crop above the trapped wolves to lure... err... encourage Li'l Bunny Foo Foo's relatives to attend the party.
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Nope. regular temperate initial climate. Reeds just didn't generate in the various ponds local to the area. One of my first worlds in 1.14 had no reeds next to a typical lake for that version. After spending the ENTIRE first day looking for reeds, I aborted and gen'd up a new world.
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Additionally, there's been a HUGE change to world gen since you last played. You may want to find out more about the settings for upheaval, landform coverage and landform scale. In my first 1.20 world I adjusted landform coverage and scale a bit. Had plenty of ponds and lakes but no reeds. Had to run almost 1000 blocks to the ocean/massive lake to get reeds.
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Prospecting is tedious and ruins the game for me. {Help!}
Maelstrom replied to Danny97's topic in Discussion
I got the easy prospecting mod which reduces sampling to a single block. Might not be as realistic, but I have limited time to play; butbut I don't like making the game too easy either. EasyProspect - https://mods.vintagestory.at/show/mod/13063 -
Consider that the game is early access and game features are still be added; meaning it isn't even to Alpha testing (aka feature complete) yet. The bugs with floating gravel, sand, etc. are just that - bugs. They'll likely get fixed in Beta testing unless Tyron fixes it in a future de-janking update. Looking at the roadmap there's still a ton of features left to be implemented.
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It's not as bad as landslides, for the most part. I can see how most people won't like it. one way to mitigate cave ins is to convert a block to a chiseled block before it reaches 100% possibility of collapse. Alternate option is to place a block (like support beams or slabs) to the roof, but that can get a bit tedious when mining (especially in a horrifically unstable area). I can usually mine out an entire ore deposit without a cave in, even iron deposits. Sometimes I get multiple cave ins since I got mining without supporting equipment.
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Dig around too much and eventually rocks will fall, cracked and uncracked alike. Hopefully the trail you dug is not completely filled in with rock or you have sufficient ladders to dig back to the surface. Alternately you can take support beams with you to shore up the degrading rock structure. You can see how likely a rock is to fall by targeting it with the crosshairs.
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Not in this game. There's worse things that go bump in the night. Or the cave.
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Unless one has the Step Up mod.
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Traversing an unsupported block MAY cause a block update.
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Running or walking doesn't impact triggering landslides. Block updates will ALWAYS cause them. It's always a delight watching the side of a mountain collapse when viewed from the other side of a valley.
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I can confirm as of 1.19.8 that loading up a few stacks into a chest, leaving and returning will result in getting fewer items than you placed in the chest to be ground. Moral of the story - don't leave home while using automated machines.
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Given the boilers in the RA, I'd like to see steam power for more consistent mechanical automation; but it seems less disjointed if Tyron figures out rivers and water wheels before steam power. I wouldn't be surprised if we might see the beginnings of alchemy show up.
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- vintage story 1.21
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Querns and pulverizers "leak" contents which is different than despawning. Leaking contents are contents in an inventory that disappear. Essentially the mechanism desynch's from the world while you're outside the loaded chunk range. The mechanism works but the result disappears.
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under black coal and anthracite deposits. Can also be crafted from blue and red clay after cooking and grinding flint.
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Recently (like last 18 months or so) in an interview somewhere Tyron estimated the game was (at that time) about 10% complete. I think it might be up to 12% now. Safe to say this game is going to only get better for the next decade!