-
Posts
3069 -
Joined
-
Last visited
-
Days Won
76
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Maelstrom
-
Vintage Story isn't going to be THAT type of game. One way to accomplish the way you want to play is to go to creative spawn in the tools you need to acquire the building materials you want. Go back to survival mode and play in a non-creative environment.
-
That's not very logical. Using an existing flame to spread fire is quicker and easier than starting a new fire from scratch. Now making it be 100% successful would be an improvement from the existing fire starter in those rare times where a torch is not available (such as being dowsed when swimming).
-
Bears are more than one block wide. Therefore unable to follow through one block openings.
-
No maps on Wilderness Survival (unless it's proactively changed at world creation)
-
Tyron experimented with rope mechanics during the 1.15 or 1.16 update, but it was not implemented. Hopefully he'll come back to it in the future.
-
I planted my permanent home near a forest and the first winter and following spring had constant canine visitors migrating to me. During the second summer I deforested the area to convert to charcoal and make resin harvesting easier. Now starting the third year (just turned May) and I haven't had a wolf visitation in a year or so.
-
I'd love to see mature puffball mushrooms exude a cloud of spores if stepped or jumped upon; regardless of any negative health effects. If you can skip stones on a lake, why not stomp puffballs and make a little cloud?
-
The forest density is curious. Seems like deforesting the area around the spawn point will kill wolf spawns; which is my experience in 1.17.
-
But will o' wisps lure people to traps, usually with intent for the person's demise. Not sure how easy that would be, and not sure how true to the setting that kind of critter would be.
-
Yes. I have seen chromium and nickel ores generate minable blocks.
-
Did you look at the crash log to try and figure out what the problem was? Be aware that the development team is very small. Like 1 full time coder. There's a small team of help that are either part time or volunteers.
-
Look into some tongs?
-
The one thing I would LOVE in caves is an ambient sound of an echoing water drop falling into a pool. That single thing will give a whole new life to caves. The Betweenlands mod (in that other block game) does this fabulously. Just wandering through a non-descript cave has life when there's constant dripping sounds you hear.
-
Only problem is, once I have a torch; fire starters (including a tinder box) have negligible benefit. They're pretty much a one use item in my worlds. Just wish I could consign the firestarter to a fiery demise. For some reason combining two flammable materials into an object renders the new object impervious to flame.
-
I don't think leap frogging past bloomeries is an issue. People often leapfrog over the copper anvil. I don't see leapfrogging past bloomeries any different. If anything it's less of a leap than going straight to bronze after getting only a copper pick and hammer.
-
I go with a single space between pine and birch trees. I find oak and maple produce more per planting, but haven't tested overall yield for a specific amount of game time. Will have to look into that.
-
Pardon me while I roll my eyes at yet another creeper like derivative. Vintage Story does NOT need something creeper-like. Howz about reading some Lovecraft and developing a creature with destructive capabilities based on the source of inspiration for this game? What if a meteor crashes into the ground (creating a crater) and from the suevite emerges a critter that fades in and out of the world but creates high negative temporal stability within say 100 blocks of it's location? Now to be less creative lets make this a tall black critter with purple eyes that picks up a single block, shall we? HELL NO! Instead, let's make this critter degrade the soil fertility within the temporally instable area it creates? Soil goes from Terra Preta to high fertility soil to medium fertility, low fertility and finally barren. Maybe it then changes into sand as the final stage? What does it look like? How about a nebulous, pulsating ellipsoid of shimmering color? All of those are characteristics drawn directly from Lovecrafts stories.
-
Tree farm makes log gathering much easier. Plant a forest near home, deforest said forest, convert firewood to charcoal, rinse, repeat.
-
HEY!!! Hows about a spoiler for those of us not wanting to see the new story content?!
-
Reminder to everyone that the copper deposits won't generate the same regardless of using the same world seed.
-
perhaps submit this in the gamedev forum on the discord?
-
How - chop trees, a LOT of trees. Why? Making steel requires a LOT of coal. I find it quicker to chop some really big trees and create charcoal than mine out a bunch of coal. 16 ingots of steel requires something like 2-3 stacks of coal to fuel the process. Get two furnaces going simultaneously and we're looking at 4-5 stacks of coal. As for knapping during storms? I've had success pillaring up about 20 blocks and knapping on the block I stand upon.
-
Not sure I want to spend a ton of time knapping all the flint axes to convert 2 trunks of logs into firewood. A lot less time used in smelting a single bronze axe to accomplish all that chopping.
-
A better place to submit this would be on the Github issue tracker.
-
Being able to restore temporal stability by sleeping
Maelstrom replied to Ruyeex's topic in Suggestions
That gadget in 1.18 deals with suppressing rift formation (to my understanding). That does nothing about modifying temporal stability in a given area.