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Everything posted by Maelstrom
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FINALLY! Slowly the magic leaves the VS world.
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1. Tree farm 2. Shears
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I have not seen this kind of thread. Kudos for being creative! 1.14 was my start which was before pit kilns and everything was baked in firepit except charcoal, coke (an unnecessary endeavor at that time) and steel had just been introduced. Making the cementation furnace was the jankiest thing in VS EVER! and practically required a search of the Utoobs for a tutorial to get it right. If I recall orienting the door to face north was the most successful way to achieve a working steel furnace. Rifts didn't exist yet and drifters would appear only in caves and at night, typically in herds of 3. As for the lore? only books, scrolls, and various other items found in ruins or traders (whose wagons did not even have wheels). The learning curve back in those early days was way steeper than it is now. The tutorials and guides are such a big help for new players. 1.15 introduced rift activity but the actual rifts didn't show up until 1.16 and the totally undisclosed change to drifter spawning was fun to see the community figure out what curveball Tyron had thrown at us. In the few months before I even knew this game existed I described to my son (who loved TOBG) features for TOBG that almost exactly describe tool progression in VS. The wonderful Mischief of Mice Utoob channel showcased the game and I fell in love. Like @Thorfinn the challenges that kicked my arse could not stand.
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Oooohhhhh noooooo. That streak of good luck in the game? That's creating an absolute b****h of a payoff irl. Been nice knowing you.
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As @LadyWYT mentioned, when RNGesus gives it usually gives a caveat. Bees <50 blocks from your home... but it's way high up in a pine tree and you won't hear it. hopefully you looked up. Bauxite close to home? GREAT! limestone is a 3 week run one way.
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As long as we're gonna talk about lucky iron strikes. I once found a cave with 3 different deposits of iron, not one deposit since all three were different quality. Added bonus that the deposit was less than 1,000 blocks away. I think about 400.
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Yes. You done caught lightning in a bottle and your chances of winning the lottery or anything else good is now precisely, nil!
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How do you intend to prepare your long-term worlds for version 1.22?
Maelstrom replied to Vratislav's topic in Discussion
My only change from previous worlds is to have a workshop that is going to have max power. So that will be a windmill above 200 (I play 320 block world height so higher sea level) that is close to a rapids water block. Fortunately, my first test world generated a delightful world. We'll see if it breaks when it goes to stable release. -
Welcome to archaeology m'boy.
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To further clarify: Individual journal entries within a collection willbe in chronological order, but different collections of journal entries will not be. It is up to the player to figure out the chronology of the journal collections in relation to each other.
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My thought is that ore could be generated in a bit more three dimensional fashion, make it farther between the ellipsoids, but when you find one you'll find a lot of ore. Kinda like how iron is now. For lesser ores there should be a few ellipsoids in fairly close proximity, possibly even a couple overlapping occassionaly.
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No. Immature wild crops have a percentage chance of dropping nothing.
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I've always thought the penalty for not curing heatstroke is to collapse unconscious. Hopefully one revives before being found by wolves or tigers or bears oh my!. Should one revive, nutrition should be dramatically decreased and drunk effects to simulate difficulty moving about.
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In daydreaming about someday having minecarts and rails brought me to thinking how cool it would be to have the stereotypical lone miner digging for ore. With current ore generation mechanics it doesn't seem very feasible for that hollywood like mine of a horizontal tunnels branching off from a central shaft. I think it would be more rewarding if ore generation changed a little bit where the game would designate an ellipsoid of variable size (something like a horizonital diameter of 100 blocks and a 30 block vertical diameter) in which ore deposits would spawn of varying size and quality, kinda like gold and silver in quartz except larger size deposits. The current heat map for ores would still be used to generate where the ellipsoids would spawn, then the ellipsoid would generate the actual ore deposits making prospecting potentially a bit more frustrating (your frustration mileage may vary) but also potentially more satisfying mining out ore in a localized area.
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I'd like to see the beginnings of steam power and minecarts. I wonder if ore generation would change as a result since the current ore generation would make digging tunnels for minecarts impractical. Maybe have a node where a bunch of deposits will generate around in an ellilpsoid volume so finding the midline of the ellipsoid would be the optimal placement of a rail tunnel.
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Storing gears (both rusty and temporal) in vanilla or modded.
Maelstrom replied to Broccoli Clock's topic in Questions
I went for the most likely default wood that is the mostly material used. -
Storing gears (both rusty and temporal) in vanilla or modded.
Maelstrom replied to Broccoli Clock's topic in Questions
Crate can store 20 stacks of items, or 20 temporal gears. I also have a reed basket that I put on my back that contains a stack of metal parts and 6-7 temporal gears in when I go caving. -
I noticed. Also notice I did not stipulate for stable or unstable releases. I just check the discord almost daily. sometimes there's fun stuffs to look at in those forums that makes me heart beat a bit faster.
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Yeah, I check the DS Devlog almost daily. For almost every day since joining the VS discord a few years ago. I just like seeing the cool stuff the devs post there. I also check the news forum as well, to see if I should be looking for in a big long hairy patch note post here.
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I started a 1.22 world to prepare for overpowering my forgeworks by combining water and wind power into a single large gear for maximum helve hammerage. Since my sea level is about 145 I need my windmill to be about 200 altitude for maximum wind power. Even though It's only May 4 and I haven't even gathered up the copper nuggets I've marked I will say 1.22 does feel different already from 1.21.
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Who says I'm building only 2 coke ovens? Considering the low yield, makes sense to build 4 or 6 ovens to run multiple batches simultaneously.
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Sounds like mining quite a few extra blocks. I usually just go after those kinds of surface deposits if I'm only in really dire need of copper. By the time I'm digging copper there's at least 1 or 2 surface deposits that are at least 1 layer below the soil/sand/gravel which yields enough for me to go prospecting for the much more lucrative native copper.
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My first reaction to that date? It's not June yet! oh wait. European date format.
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With my luck, the copper is in the first layer under the gravel and mining the copper becomes very tedious with digging out 3 layers of gravel per copper ore chunk. Add the sideways instability and it increases to a minimum of 6 blocks.