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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Personally, I'm looking forward to the alchemy/herbalism content. All them mushrooms (especially the unhealthy/deadly ones) are currently going to waste. Same with the alcoholic beverages AND flowers.
  2. I don't play other games for combat. I don't like combat heavy games, but don't mind combat in a game like VS. I think Tyron will tweak combat a bit, but I don't think he wants VS to be combat intensive. As you said, want better combat? Then play a different game. Why does VS combat have to be better than it currently is? There are a LOT of players who would probably stop playing VS if the combat was more like other combat intensive games. I don't think that's what Tyron and the devs have envisioned for VS.
  3. I believe males that sport antlers that can be shed will do so in game. So visually speaking, males may look like females at the right times of the year.
  4. I just gotta praise the developers in how well they are implementing Lovecraft's storytelling. It's like they have Lovecraft himself advising them how to craft the horror elements of this game.
  5. Not all armor is the same. Copper chain is not as good as iron chain. Additionally, lamellar isn't as good as scale. Take some time to look over the different armors in the handbook to find armors that fit everyone's needs. The most important stat in the armor is the tier. A tier 2 armor against a tier 3 or 4 monster (corrupt or nightmare drifters) isn't much defense. You'll likely want to outfit your friends with at least iron chain if they're encountering bells and sawblades.
  6. I will echo @Kyle Rick comments. Higher instability percentages increases the chance of a cave-in but once a block reaches 100% does not guarantee a cave-in. It seems that block updates are what will trigger a cave-in. My best practices for digging like a dwarf 1. Leave an undug column every 2-3 blocks. I've found 3 is the point where caveins become dramatically more likely, while 2 is very rare. 2. Converting a block to a chiselled block prevents caveins. Caveat blocks of 100% instability cannot be converted. 3. Some kinds of blocks can prevent caveins, mostly full blocks, like cobble or planks. (limited success in 1.20) 4. Support beams can prevent caveins better than blocks. (I haven't tested this in 1.20 since it consumes too much resources for my tastes) 5. Fences and stone walls absolutely do nothing to prevent caveins. Just don't bother. 6. Sedimentary rocks have a dramatically higher likelihood of caveins. Be extra careful in these rock layers. My conclusion on mining big areas underground - leave an unmined column with two blocks inbetween the columns. ALWAYS mine blocks top down. Leave mining an ore in these columns until the rest of the deposit is mined greatly reduces the risk of caveins. I've found that using this method reduces caveins immensely to the point where I'm surprised when a cavein actually happens. If rocks start falling - JUMP! Keep jumping during the cavein and you'll end up at the top of the cavein and just have to figure out how to get to back to where you were. Really large caveins can almost totally obliterate tunnels and leave you "trapped" in a small cavern. Especially true in sedimentary rock layers.
  7. I suspect that's the case as well. Lately, I've noticed temporal storms aren't that scary. Some nights of medium activity are worse than the temporal storms. As I tell people that say something like "It should be simple to do..." the coding of such simple ideas can be quite complex and/or difficult. Seems like this is one of those cases.
  8. @LadyWYT I concur. Usually I mention such as well. Thanks for the catch.
  9. There is currently. Place a rotor on the ground and the tool tip will tell you what the wind speed is.
  10. I've found metals of poor and very poor readings when looking for something else. Recently I found a magnetite deposit caving (under my home too boot!) I took a reading just out of curiousity, since all readings anywhere close to my home were no better than poor, and it was very poor. Only thing that would have stunned me even more is if magnetite had a miniscule reading.
  11. I think it's a setting the admin sets when creating the world. But with no experience in such things, I could be horrifically (pardon the pun) wrong.
  12. Clear quartz chunks/nuggets can be used in crafting lanterns as well.
  13. I'm sure you know about dropping hot metal in water. BUT have you thrown a rock at a lake? How about playing a resonator near a rift? Tyron puts awesome little easter eggs in the game like this that I think he might add wind chimes to base game. It would be a great way to tell when the helve hammers would be banging away cacophonously!
  14. Maelstrom

    Making Sand

    Sounds like a great mod idea!
  15. Correct. Rifts are hard to see at night, unless their setting isn't invisible.' On a related note, on two separate occassions I have seen drifters spawn from rifts in broad daylight. And I mean I SAW them spawn. One moment nothing, next; POOF there it is! On a somewhat related note, in 1.16 (or was it 1.17?) I watched a rift collapse in a cloud of sparks. THAT was a cool effect. Unfortunately, Tyron changed that. *sadge*
  16. @Echo Weaver I don't think you are a coward. Nope. You are a good and brave seraph that perfers not to be violent. So instead of cowardice, I prefer to think of you as a pacificst. You sass that frood Dr. Who? Now there's one hoopy pacifist!
  17. In caves, yes. On the surface, no. I've gone spelunking on calm rift nights and still get mob spawnage whereas nothing is popping up on the surface. This is why I mentioned the cave aspect of your basement (with personal example). If the game considers a space a cave, then mobs may spawn in low light conditions.
  18. Wlecome to the forums!!! Good question. Caused me to go searching the interwebs with goggle. And I found that historically speaking, making brass was difficult. So difficult that it wasn't made until the 1700s. Since you already have zinc, you may stumble across bismuth and make your way into the bronze age anyway.
  19. One of two things is going on here. Either there is a rift close by spawning said critters, or the game considers your basement a cave. My home in 1.19 butted up against a 30 block cliff face. I dug my cellar into the cliff wall. Imagine my surprise when I'm working in my home during the day and all the doors are closed, I'm assaulted by my friendly neighborhood spiderma... drifter. Yep, my cellar was indeed a "cave" and the drifter came wandering through the open door to give me a high five to the buttocks. Torches were placed poste haste until I could get some lanterns in there. edit - @Thorfinn I, too, remember the fear of wondering if those drifters would bash down my door or tunnel through the wall of my dirt hut.
  20. Speaking about feathers, I'd like to see feathers used in making higher tier beds.
  21. snow can also prevent you from entering a block, such as leaving a building through a door. I've had occassions where I get stopped when entering a block with a slightly higher level of snow; but that could be an artifact of the StepUp mod I use.
  22. At this point it's a case of the game has to give up some reality to either keep things fun, or in this case, keep the coding load as small as possible.
  23. If you want. All that needed is a full block (of your choice) to prevent the vine from trying to spawn a punkin in a block that another vine could try (and fail) to spawn a punkin. Thereby potentionally increasing the punkin yield.
  24. Good luck with that eradication plan. Bunnies spawn on grass blocks so plentifully that some players dig a two block trench around their farm to trap and slaughter said bunnies as a source of protein instead of spending time catching and breeding local herbivorous wildlife.
  25. 6 blocks. Only need to get ride of the blocks directly touching the block to be leavened.
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