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Everything posted by Maelstrom
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The smart player brings bronze ingots, forge, anvil, etc to craft said items at the trader's site. They also would leave the forge w/ wooden tongs and various other low cost items at said trader location to reduce the stuff one has to lug there. Maybe even leave a copper anvil and a hammer so nothing has to be brought unless restocking charcoal or ingots. The big money is in buying selected items from one trader and selling to a different trader. The only thing I'd really change right now is to make sure that there are things to be both bought and sold at similar prices; some expensive items and some cheap ones based on how easy it is for the player to obtain said items. Items that the player cannot obtain in bulk would be more expensive, like cracked vessels and wolf pups. I tend to end up with a treasure hunter that has obscene amounts of gears because I buy their cracked vessels but don't have anything worth selling them (except the occassional wolf pup when that one pops up). Meanwhile the commodities trader is constantly broke because there is little I find worth buying from him, and what I do buy from him is the lower price things which doesn't help him with purchasing more of my cracked vessels. VS traders are not there to help with progression unlike TOBG where villagers can be used to completely skip progression altogether. They are flavor to the game to be an indication of the post-apocalypse world we find when we join the game.
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I've travelled about 1,500 blocks round trip to hopefully buy cracked vessels from a treasure hunter to hopefully sell them to a commodities trader. So yeh, I don't have a problem with the current design. I'll also add the traders in VS beat the holy snot out the villager trading in TOBG. THAT is truly broken.
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Not a clothing trader. But an artisan trader? yes, especially if I have a good supply of cinnabar. Heck I've hiked over 3,000 blocks for bees, bauxite and translocator that took me to a perfect winter farmland. Some of those in the same world and the items in almost opposite directions.
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One thing the devs like to "encourage" is getting out and seeing the world, aka exploring.
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What's really fun is climbing that rope ladder out of a mosh pit of death drifters spelunking down around the mantle and getting dropped back into said mosh pit of death drifters.
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This! Absolutely THIS! Don't believe what anyone else says
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Can't say that I can vote as my "best or funniest" ways of dying are typically a 1-2 combo punch from out of nowhere. Getting headbutted off my mountaintop forge by a ram is the best one. I believe I posted a story about that in another thread. Then there's the friendly neighborhood drifter enclave I discovered after a sandy cornice gave way under me, also posted in previously mentioned thread. I just love Tyron's sarcastic messages, primarily the death screen that congratulates you for dying.
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I use a haybale. Be careful to pick up the copper first. Placing a block will delete the nuggets. (don't ask how I know. please.)
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My thoughts on how starving the VS artists are (or aren't). Until a couple years ago Tyron posted a 24 running count of copies sold. It equated to roughly 1,000 copies a month on average. About 18-24 months ago there was a huge increase in sales. Like a 300% increase. Given the increase in the size of the development team, I don't think they're hurting for cashflow. When I started playing the dev team was Tyron, Saraty (his wife) and another part-time coder. Today I think it's about 8 people. Peruse these forums and you'll see some with a title of "Very Supportive Vintarian" indicating that person has made a donation separate from purchasing the game. You can also check the FAQ for other ways to further support this most wonderful project.
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You might want to start here: Also, read the handbook for any questions you have. It can be beneficial to spend time (at night) to read the guides.
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Nope. A bug is when something unintended happens, like the game crashes or the crafting result is wrong. For windmills a bug would be the turbulence distance isn't right, 5 blocks instead of 15, for instance. In your case the design is poor (according to your assessment) and should be reconsidered, in which reclassifying as a suggestion is the correct response from the devs.
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That makes sense. The game is working as designed so any changes would be a suggestion not a bug.
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No. Because X goes up does not mean Y goes down. Nothing about hunters was changed, therefore hunters were not nerfed. Hunters got the same benefits as all other classes, the benefit just did not apply to the weapons hunters specialize in. If you want to talk about relative combat strength between the blackguard's melee attack vs. hunter's ranged attack; that's a different argument. But that would only really apply in PVP situations anyways.
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I will add that I've seen the entrance in the bottom of a ravine. Traipsed over a ravine didn't see anything, traipsed over same ravine going opposite direction and saw the door. That ravine was like 30 blocks deep and maybe 20 blocks wide. The whole RA area wa very jagged peaks.
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Is there a way to light a whole stack of torches at once?
Maelstrom replied to BurgerDaddy's topic in Questions
Not sure about the new firepit mechanics but like 16 sticks of fuel would light an entire stack of torches prior to 1.22. I haven't seen what it is in 1.22 yet. -
It also harvests flowers and horsetail instantly.
- 4 replies
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- early game
- bugs
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(and 1 more)
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You just need to figure out more chores to do. Bored during the winter? Go caving, smith up a bunch of ingots and tools. I think most of my sleeps were in my first long term world when I'd go on a long journey I'd sleep during the night; but that was when drifters spawned every night before the rifts appeared. Hmmmm... Sounds like a story for a certain thread I shamelessly plug. *whistles innocently*
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10 minutes by default.
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I like being able to play without sleeping at all. In all the 4 or 5 years I've played I think I may have sleep the night through less than 2 dozen times. Seraphim being non-human in nature also argues against needing sleep unlike carbon based life-forms. I've thought about the whole respawn thing from a "does it break my suspension of disbelief" aspect. Given the angelic, non-physical implication of the character it seems reasonable to me that 1. not needing sleep is totally reasonable as we are not limited by human limitations and 2. respawning is simply creating a new instance of a physical body to house the non-physical entity the seraph is after the previous container was damaged beyond usability, a lot like the human cylons in SyFy's Battlestar Galactica.
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Why? Given a certain ability seraphim have in a certain location, the need for searphim to sleep may be non existent. Adding an emphasis for sleep? Be careful what you wish for, you might end up with phantoms.
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I didn't say VS is the hardest thing ever. What made you thing I said that. If you want a "hardest video game ever", go play the original Rayman on playstation.
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It can also hide below the top layer of sedimentary rock. In my last world (1.19 through 1.20) bauxite was near spawn just hiding under a layer of slate. Didn't find it until I was hunting down some sphalerite for bismuth bronze. Hit bauxite and stopped digging since no ores spawn in bauxite, but happy I didn't have to go traipsing all over the place to find bauxite.
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There's a number of guides in the handbook. Two or three are geared towards initial game play. Pull up the handbook and search "guide" and all the guides should come up. You may also want to check out this thread Tips for Beginners
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No. VS is an uncompromising survival game. Bed spawn eliminates a LOT of the challenge to this game. Add the optional mod if you like, but it should most definitely NOT be in base game mechanics. VS ain't TOBG.
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No! Just no. If one has a huge expanse of low fertility soil, just run in a single direction until you get some medium fertility soil. It may be a few hundred blocks, but you'll eventually get there. Even fertilizer enriched low fertility soil is obnoxiously slow in growing crops. I know this as I have had multiple starts where medium fertility soil is a long way off. Just take a stack of shovel heads (4 stone heads) and dig up a couple stacks of medium fert soil and take it home to the nearest pond/lake for farming.