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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. 100 gears isn't too hard. Gotta know the right trades. cracked vessels from the Treasure Hunter sells to the Commodities trader, wolf pups in reverse. If you get cinnabar reindeer herder's garb sells for a pretty penny as well (Artisan traders iirc.) Check the handbook for who buys and sells what.
  2. Yeah, when I'm at work I long to log in myself.
  3. Each block must have no less than 50% of it's chisellable voxels to be truly insulating. Basically keep from chiselling a block to less than a slab.
  4. Vertical slabs need to be on the "outside" part of the block, meaning the unused half block is in the room. In your case there should be a half block of space between the items along the wall and the wall itself.
  5. Maelstrom

    Trader Ruins

    Aged wood appearing in some ruins but not other caused me to think of the whole temporal shifting of ruins but not others. Ruins with aged wood are "younger" than ruins of only stone.
  6. Maelstrom

    Trader Ruins

    Agreed. Prior to introduction of RA it was left to our imagination about these things. Why are some ruins underground while others are on the surface? I assumed there was some kind of Lovecraftian shenanigans (duh) that warped space along with time to relocate surface dwellings to underground. Then found some lore indicating otherwise, primarily a certain person's journal about escaping some underground confines. But we're wandering into topics that should probably be relocated to the Vintarian Discussions forum
  7. Maelstrom

    Trader Ruins

    I've always imagined that the ruins we find "escaped" the ravages of time because temporal storms time skipped them into the future, so that time had *ahem* less time to break them down.
  8. I'd put a lol reaction on there too if we could do multiple reactions. so here's the
  9. Maelstrom

    Trader Ruins

    A critique intended to help with an idea to consider. The village looks like it is suffering from early ravages of time more than fell prey to something dangerous (which I interpret as violent). Perhaps throw in a breach of the palisade and wall. Not many, mind you, so that there is an implication that there was a fight to the bitter but inevitable and unfortunate end. Maybe place skeletons in only buildings with breached walls/doors. It implies a last desparate stand. My imagined experience coming upon such a trader location: Cool! Traders... wander into the town... Bummer, empty... Wander through a building or two... Huh. Must of abandoned the place... Find a breach in a palisade... Ohhhh.... Find a breach in a building's wall and multiple skeletons inside... Ooohh nooooo.... These poor people. peronsal log: Jonas, you bastard! To elevate the horror even more limit the breached settlements to one out of three or four such settlements. The others, just abaonded or "died" peacefully and succumbing to the ravages of time (variable as those may be). Take or leave as you see fit.
  10. That is much, MUCH easier said than done. Tyron worked for years just to get what we have now, indicating the difficulty in terrain generation. Nevermind that his mod for MC (VintageCraft) was based on upgrading MC terrain generataion which earned him a spot on the Hytale team before he started Anego in 2016.
  11. You were deep in a cave where stronger drifters will spawn. As you cave dive, the deeper you go the stronger they will get. The rift activity may lead to larger numbers spawning as well. Best to spelunk when rift activity is low or calm unless you are 1. prepared to 2. fight off a mass of eldritch horrors.
  12. Don't worry about spamming. Just make sure it's funny! That must have been one hell of a rave! Although...
  13. Berries from bushes. All varieties end up in food except cranberries which go to making dye if I find cinnabar. That reindeer herder garb fetches a pretty penn... err gear with the traders. Until recently didn't realize fruit from trees had a longer shelf life so will start attempting to become an Orchardist.
  14. There's multiple factors that go into how many ore deposits in any location. One factor is the type of ore. Iron typically is one deposit per location, however two deposits can spawn at different y levels with some overlap. With other ores it is much more likely that mulitple deposits will spawn. Leading me to the second factor... Ore density. In my experience mining an area that comes up very and ultra high on the density search will increase the likelihood of ore deposit spawns. I recently found an ultra-high reading for copper and every shaft I drop results in multiple deposits of copper. I usually return to the surface heavily laden with copper ore before I'm even half way to the mantle. Ultra-high readings for iron are the most likely (but not guaranteed) to create overlapping iron deposits.
  15. That must be a serious bug in the mod. Or the mod maker has some very concerning issues with masochism.
  16. Underground farming makes a lot of sense, in game. Consider how long was humanity carving out their existence in the bowels of the earth.
  17. wicker fence gate?
  18. Maelstrom

    Tyrone???

    He's busy! Leave him be.
  19. Maelstrom

    My old house

    So what project are you and Norm going to do today?
  20. We ARE behaving! badly
  21. Not to mention all that forward and backward time warping from who knows how many temporal storms.
  22. Uhhh.... Are you a lithovore? I'm surprised that ornery blackguard companion of yours would even consider your rock based fare.
  23. Yeah. Mommas be protectin' the kids. Boars will too.
  24. As for your thread title? I, too, get lost in VS. I can easily spend hours that feel only like minutes exploring, battling and building.
  25. I'm sure the support staff will be able to help. Just submit a support ticket in the client area in the menu at the top of any page on this website.
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