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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. @Thorfinn Yes there is a goldilocks zone where it's not incredibly hot and no winter. Some crops (like rye) have to be planted at the right time, but farming can be done year round for almost all crops in that zone. It's about 30 degrees latitude, iirc.
  2. Well, that's a polite way of putting it.
  3. Perhaps if the hypo/hyper thermia is too extreme for too long there's an enforced sleep on the spot in which damage is applied for the duration of the sleep any nasty beasties in the area get a chance to beat on your sorry butt. That would make temperature management much higher on the priority list.
  4. leather armor durability is horrid. The protection and penalties are great, but it doesn't last long. Give me gambeson any day.
  5. Yeah. I may have a mod for that, come to think of it. muh bad. sorry.
  6. I don't think that's necessary since all crafting recipes are in the handbook, unlike that other block game.
  7. You're welcome, although I have an ulterior motive. I am eagerly awaiting your next post complaining about how things went wrong so I can respond with some mirth. And maybe some snark.
  8. Drifters up through tier 2 or 3 usually don't have drops even if they are player killed. Not until tainted and above is there a consistent drop but even then they're almost always flax with sporadic rusty gears and rarely a temporal gear.
  9. Yes. Honey can be squeezed in a fruit press as of 1.19.
  10. Leather armor is just plain trash, imo. I don't bother with anything except gambeson before iron/steel, except sometimes I'll make some improvised armor early on.
  11. First - welcome to VS! Tyron (the sole primary developer) constantly tweaks the mob AI regarding how creative we can cheese the mobs. In the latest release the mobs are less subject to the cheesy pillar up a few blocks and the AI has a mental breakdown. We'll let you figure out how to deal with the initial baddies of wolves and bears.
  12. Yes. I went nothing for 15 harvesting drifters that attacked each other. Every time l let drifters kill each other I get maybe a flax fiber once in a great while.
  13. VS is coded in C# which is much, MUCH better than Java for gaming purposes. Additionally, to my understanding, vanilla VS is about as optimized as it can get regarding view distance. I'm sure others who are more technically minded than I will be able to better explain this.
  14. One thing to remember, drifter drops drop dramatically if killed by another drifter. Not sure if is the same with non-player kills, like kilns.
  15. Gruel lices? Eeeeewwwww!
  16. Invisible thirst bar, visible thirst bar. Either way a thirst bar exists. About the only thing I can think to make heat work is basically the same as cold. Too much activity (or time under the sun) and/or heavy clothing in a hot climate causes heat to build up. fluid consumption would be part of the hunger bar, but reducing the heat build up would take being in an area of significantly lower air temp, such as a cave or submerged in water. Just like being next to a fire takes time to heat up being in a cooler environment would take time to cool down. I could go for a mechanic like that. A thirst bar is the lazy way out and only adds an unfun burden to playing. Let's prevent this from happening...
  17. Terry Pratchett's Discworld is based on that Indian cosmology. Fun reads from what I'm told, 41 books indicate he was pretty good.
  18. Bags in bags? only if one of those bags is empty. Otherwise it nerfs inventory management.
  19. To be fair, either you rarely visit that area and won't see that stuff again anyways, or you visit the area frequently enough that it will despawn. Either way: out of sight, out of mind.
  20. Normal spawn rules basically don't exist during temporal storms. About the only spawn rule you can count on is occupying a space that is too small for a drifter to occupy. I've lit up my base with numerous lanterns so that even on nights of apocalyptic rift activity I don't have any drifters spawn but during a storm drifters are popping out of the woodwork (almost literally! )
  21. Should be easy to mod these kinds of changes.
  22. I forget how many slots reed handbaskets have. I think 3? So yeah, it'd need to be 4 to make it attractive if a quiver takes up a backpack slot. Now if it could be in the off-hand slot instead, then 3 is definitely the right amount.
  23. There are two ways animals (presumably seraphs are the same) deal with heat. 1. Go to places that aren't hot (take a swim or go to someplace where the air is not hot). 2. Drink fluids, primarily water to not get heat stroke. Option 2 requires a thirst mechanic to be implemented. If not, the hunger mechanic would have to be increased dramatically to simulate thirst, but then eating would work in place of fluids. It's just this simple - if you want heat mechanic you must have a thirst mechanic.
  24. A quiver for spears would definitely be early game. I prefer blackguard and generally don't bother with bows, but early game spears are the way to go. I'll stock up on 12 spears for temporal storms until I get steel armor; so a quiver for spears would be appreciated early game. A reed quiver for 3 spears sounds about right. A hunter quiver for 4 feels right as well. After that? not gonna waste resources on it.
  25. That mod does not run in 1.19
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