Jump to content

Maelstrom

Vintarian
  • Posts

    3255
  • Joined

  • Last visited

  • Days Won

    77

Everything posted by Maelstrom

  1. Back from my testing in 1.15/1.16, I recall the coffin only accepted charcoal.
  2. @mf2 You may want to play in a couple of test/training worlds to get over the learning curve for identifying food sources. VS has a steep learning curve. I played 4 or 5 short term worlds to get everything under my belt before making a run at a long term world. It wasn't until my long term world that I discovered that wild crops grow in a square pattern where grass grows in a cross pattern. Once I saw that I was forever seeing all the crops I had missed previously.
  3. Not necessary. Tool tip for mushrooms will indicate if and how much damage they cause.
  4. Should I ever get to emergency levels of starvation my plans are to run about until I find berries, shrooms or some wild crops not take time rooting around like a pig and taking time to cook a root. Much better off running over hill and dale for some quickly harvested plant matter that I can eat while picking.
  5. And for all the effort of digging them up and cooking them that 100 is barely enough to make up for the hunger creating doing all that.
  6. Tyron posted something in Discord that maybe, could be, possibly be a precursor to rivers. I doubt rivers will be coming in 1.22.
  7. Mine a copper deposit with ultra-high reading. After just 2 shafts you'll have more copper than you'll ever use in the rest of that world's playthrough.
  8. Two large wheels (I assume large gears) are at the top where the windmills are? You should only need 1 large gear to aggregate the power from the windmills to transmit the power down to your workshop.
  9. Maelstrom

    Baby Pigs

    Only seraphs die of starvation. Animals only need to be fed to breed or fattened for slaughter (better drop rate)
  10. I haven't tested this since about 1.16 but from my tests the type of coal does not matter, it all burns at the same rate once stacked in-world. I'm pretty sure the different burn times and temps relate to smelting ores in the crucible only.
  11. Cattails as a food source are very poor. The benefit of cattails are practically eliminated for the work it takes to harvest them.
  12. There are various heat and noise maps that generate the world. Some of the maps create the various biomes (forest, elevated areas, deserts, etc.) Layered on top of that are spawning conditions for various animals that interact with some of those heat/noise maps. Some of those spawning conditions are the presence of forest (wolves and bears) while bighorn sheep require a minimum world height. Fox, raccoons and bunnies have some of the least restrictive spawning conditions. Fortunately, one or two thrown flint spears will kill them and provide early protein.
  13. That looked like some kind of scanning device.
  14. After I posted I thought that the switch to creative was to place torches in those high to reach places. That formation is incredibly geometric that it seems artificial. Good find!
  15. Welcome to the forums (and more importantly) welcome to VS! That's it! You're banned. Ok. You can be unbanned by transferring your story to the Humorous Stories thread (shameless plug) in the Discussion forum located here. Just kidding about banning you. I'm just someone with as much authority as the janitor.
  16. Those very circular geometric shapes are very suspicious. This looks VERY artificial. Note a switch to creative back to survival just before the screenshot? I call foul and believe that this is the result from using world edit.
  17. I think the longest delay between game decision and paying the price of the mistake is prepping for winter. Any other mistakes are more immediate, like not being properly equipped for cave diving; which are more easily corrected without going back in time to a backup save.
  18. Can confirm! And playing since 1.14.
  19. From my experience (playing since 1.14.10), even if the 1.22 initial update dropped today it would likely be about 6 weeks before the first unstable RCs start dropping. The first stable release would be a few weeks after the first unstable RC. All told, we're realistically about 3 months from a stable 1.22 update. As others have said, start now.
  20. Tyron built in the potential for taming wolves. As long as I've played the game (started in 1.14) there has been a market for wolves. Seems like Tyron hasn't gotten around to building a wolf taming mechanic; although it seems like he's zeroing in on it with the recent elk domesticating mechanic. He might be working on mechanics for tamed wolves, like hunting which don't exist for other tame animals like livestock and elk.
  21. I agree. I make terra preta coz well... it's there. Maybe I consider it something of a mini-game? I honestly don't know why I make it. But thinking about it, maybe a cool change to soil fertility is to adjust yield based on fertility. If the soil maintains nutrient levels above 50% the harvest gets a bonus to its yield. Once nutrient levels drop below 50% growth speed declines and any bonuses to crop yields are lost.
  22. I think you miss the point I was making. The temporal instability and storms are part of the setting for the story in the game. With the new mobs introduced in 1.20, I agree that storms are now a time out in the game. Even with steel plate armor (end game top tier armor protection) they are dangerously deadly affairs unless some preparations are made before hand. If one wants to makke the jonas contraptions there's a far safer way to farm mobs for jonas parts with a copper pickaxe and stone spears. Personally, I like the stability and storms for the immersion factor. Yes, I'm a weird birb; I embrace it. Even though I've had to go from hunting double headed drifters with flint spears during the first storm of the world to hiding out in a bunker during a storm, I still like the storms and the instability. I take the time to peruse the map to plan for resource gather, read the lore I've gathered or pan bony soil for easy gears/gold or lore. But I get it. Storms do halt game play.
  23. The benefit from terra preta is pretty small when compared to high fertility soil. The increased nutrients do benefit crop growth speed but it won't be enough to fit another crop cycle during the summer. Terra preta is pretty much a min/max kind of thing.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.