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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. I'll admit it is hilarious watching a spear corkscrew through the air when heaved at a far off drifter during a heavy temporal storm.
  2. The peak may exceed 7 vertical blocks. I'd want someone else to confirm, but that's the only problem my inexperienced eyes can find.
  3. Maelstrom

    Class survey

    So change the class system to impact what players can do. Have a base "jack of all trades" class (i.e. commoner) but then other classes can do a specialized advanced skill that the jack of all trades can't. for example: Commoner can craft basic clothing but the tailor can make advanced clothing that could reduce freezing penalty. No modification to stats, just specialized ability to do something the base class can't. It seems that there should be a farmer, miner, explorer, warrior and engineer/blacksmith class in addition to the tailor as those are all some kind of aspect of the game. Each of these classes should have some kind of unique trait that the others don't and maybe even unable to do something that the commoner can. I think muddling around with providing bonuses and penalties is a poor direction to take regarding classes in VS.
  4. Maybe just toss them in an unused plot of land and let them magically disappear?
  5. Carrying containers on your back is a feature of the Carry Capacity mod, and to me should not be included in base game.
  6. I don't like the idea of grinding metal ingots for trace minerals. Those trace minerals would have been skimmed off during the smelting process. It also removes the decision whether to save the raw ore for grinding in the pulverizer or smelt via normal means. Decisions in VS always have considerations to contemplate, allowing someone to gain trace minerals from a smelted metal removes that consideration. I have no problem with the pulverizer creating more raw metal than a hammer. The pulverizer is a more efficient means of processing raw ore for smelting represented by an increase in smeltable metal. I'd be ok with a 5 to 25 percent increase in smeltable metal by using a pulverizer.
  7. Carry Capacity allows you to pick up containers. Once picked up you can sling it over your back. If you don't like that second part, you can elect not to use that feature. I personally don't like it having experimented with it on a 2,000 block journey to gather limestone and whatever other rare resources were along the way. Decided the added capacity reduced the inventory management challenge too much.
  8. I think the carry a container with your hands should be added to base game, but slinging a storage container on your back as added inventory is a bit OP. Part of the challenge is inventory management and increasing your inventory by up to 16 spaces reduces that challenge dramatically.
  9. There's mods that do quite a bit of what you're looking for. Now sure how much (if any) will eventually be incorporated into the base game. There's a ton of other stuff that needs to be done first. Check out the roadmap for an indication of how much is left to implement.
  10. Lots of mushrooms and distillers. Any chance that poisons to coat weapons would be included?
  11. Any sneak peeks to what will be in 1.16?
  12. Just like IRL. I would collect maple seeds as child and throw them into the air as high as I could just to watch their wonderfully slow descent to the ground. btw: I STILL love watching maple seeds fall 45+ years later.
  13. All critters (except maybe drifters) will run away when their health crosses a threshold. Wolves that run may come back to haunt you later.
  14. I like challenges, so don't like to modify the default settings. Only settings I have changed are in assisting me as I learn the game, or delete things that are just unfun (looking at you temporal storms). Only on my second playthrough (about 100 hours of playtime total) I finally built my windmill and helve hammer. Got my pulverizer connected but haven't done anything with it yet. Once I'm done learning the mechanics in this playthrough I'll start my "for real" game where my HP won't be boosted.
  15. Perhaps kill the hens while their chicks are growing? I haven't bothered with chickens yet, so I don't have any experience.
  16. Currently there doesn't seem to be a way to speed up panning nor mods that do the same. I would love to see a mod that provides a shaker box, perhaps an option to automate the shaker box with a toggle setup, and a sluice.
  17. Perhaps there's other activities you can engage in while waiting for the kiln to finish cooking? Things like looking for crops, digging out some nearby copper, or chopping nearby trees for wood to turn into charcoal?
  18. I got really lucky. Had to jog out about 2,000 blocks to get bees and stumbled across a single sulfur nugget on the surface. Dug down and found a node of that provided almost 2.5 stacks of sulfur. Now I just need to find that black coal and do some caving.
  19. I concur, since sulfur tends to be pretty rare in my experience. Saltpeter tends to form fairly commonly in deeper caves making it a pain to gather, but not rare. In my two playthroughs I haven't found black coal yet, and sulfur once.
  20. Do I see a rough hewn gate in the last screenshot? If it is, that might be the problem. Try replacing it with a dirt block. It can take a while for the game to recognize a greenhouse. You may want to implement a fix go do something for a bit and come back to see if anything changed.
  21. Just wait until bears are put into the game!
  22. Maelstrom

    Class survey

    I think that should be the basis of the different classes but I don't have an issue with a couple stat modifiers as well, as long as they make sense. Hunter's speed bonus makes sense for instance.
  23. Maelstrom

    Class survey

    I've only played commoner in single player as it didn't make sense to me to select anything other than the jack-of-all-trades option when playing solo (although some comments have encouraged me to explore). I've logged a max of 100 hours in the game and still playing a learning playthrough (just built my very first windmill about 3 play sessions ago), so I haven't taken the time to explore much yet. Given my limited experience and the comments in this thread, I'll venture my opinion about classes... It seems to me that making the commoner the jack-of-all-trades but master of none would be the foundation of the class system. From this base class specialists would branch off with specialists with advanced skill that the Commoner only has basic skill in accomplishing. For example, the Commoner could craft wool or fur clothing for winter providing greater thermal protection than the starting clothing offers but the tailor could craft wool AND fur clothing to provide even greater winter time thermal protection. This top tier clothing could potentially nullify the freezing effects of extended daytime winter exposure but not sufficient to prevent freezing during extended nighttime operations. Or the Commoner (and non-hunter classes) could craft the crude bow and arrow but only the Hunter could craft the more advanced bow. Black Guard could likewise craft superior armor not available to the other professions including Commoner. Perhaps Clockmaker can forge the metal gears (not temporal gears) required to repair TLs (also reduce the availability of those gears to traders and rare frequency in dungeon loot tables). I think this change alone would encourage a more robust population of class use. Any modifiers in numerical things (like boosting/nerfing various stats) would become less emphasized.
  24. Thanks. Looks like I'm gonna have to do some hiking and exploring. Apart from that lone lucky bee's nest, all I really have within a half day run is pine forests. At least I don't have to worry about resin; only have 64 of that and now passing up resin when I find it. [edit] Of course minutes after I post this I find my bee nest only about 750 blocks away from my home in an oak and maple forest (no birch). Common rainfall seems to be a good indicator for moisture.
  25. So I accidently destroyed the wild bee hive near my living quarters and I'm out and about looking for another and having a hard time. I've found them easily in previous playthroughs but not in this one. The wiki gives rainfall range of .35 to .85 condusive to bees. How does that equate to the in-game description for rainfall. I assume almost all the time is above that .85.
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