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Everything posted by Maelstrom
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It's definitely not a stone age priority. At best a secondary copper/bronze age priority. And while I mentioned the benefit of elk breeding to offset the cost of getting a second mount, should be taken as an indication it should be a high priorty.
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It might make sense to capture 2 elk, for breeding. That way if one dies you can create replacements for free since 100 gears can be pretty steep.
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in 1.21, you can get an elk as soon as you can craft a large animal trap to trap a baby elk. Then raise and saddle break it. All of that will take time and depending on how quickly you get to iron level tools/armor it might be just as quick to visit the RA. In a different but similar thread @LadyWYT mentioned that temperate climate and higher elevations is where she has predominantly seen elk. That coincides with real world too.
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Resin bearing tree generation is highly susceptible to RNG. My last world had a large pine forest and I could get almost 32 from a run through that forest. I've had some mixed forests that have enough pine trees to produce 10 or so resin per visit.
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Correct. In 1.20 just find the nearest treasure hunter. Be sure to have 50 gears on you when you return from the RA. If you don't have the gears, the trader will take special item creating the elk discount but not give you an elk. Otherwise elk are 100 gears.
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Pumpkins are affected by soil fertility just like all other crops. Pumpkin vines grow four blocks away from the block it's planted in on the cardinal directions. Pumpkins will grow on either side of the vine anywhere out to the last block of the vine. I have heard that placing a block on the diagonals adjacent to the tilled block can increase pumpkin yield.
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Question about pumpkin vine block compatibility.
Maelstrom replied to Ragulmadon's topic in Questions
Yes. They just need to be top block flush with the farmland you plant the seed in. Just till the ground where the seed is planted. Put a water source diagonal to that block for maximum moisture. I've heard placing a block on the diagonals of the seed can increase the yield of punkins. -
Hair breeding? I'm very interested as my hair population had a near extinction level event a couple decades ago. It would be kinda nice not to have to put sunscreen on my head once again.
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It ain't a necropost until at least 6 months, probabaly even a year. Someone recently necro'd Tyron's first post after NINE YEARS!
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Welp. Now I gotta go find that command you mentioned in the 1.21.pre thread.
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Be sure to check your rift activity. If rift activity is calm you won't see any rifts and no drifters will spawn (except in caves) while low activity will generate a very low number of rifts and you likely won't see any rifts. I've had some pretty long periods of calm/low activity that have lasted more than a day. You may have had a similar period of time.
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The block distances to despawn drifters is horizontal, not vertical.
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I've got screenshots of this happening in 1.20 and earlier versions. That's a gravel plain where the underlying rock strata changes. I have one screeny that shows a very circular border between the two rock types.
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I concur. By the time I begin my second spring I've got multiple stacks of flax. In my first long term worlds I had a warm weather outpost where I farmed 4 stacks of flax (1.16-1.17). In my 1.18-1.19 world I had 6 stacks going. Gambeson, a 4 rotor windmill and now sailboats cost a lot of flax. Additionally, patching clothes and yourself has a non-zero cost. I don't feel comfortable that I have enough flax until I've got my 4 rotor windmill fully upgraded because harvests after that will provide sufficiently copious amounts of flax for my needs. But that usually doesn't happen till the end of the second summer.
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I've found grains can be kinda clumpy. I've had worlds where I get nothing but flax for a 200 block radius and then another area of nothing but rye or spelt. In my current world (1.20.10 generated and not updated) the clumpy isn't so big, but if I find one type of grain I'll probably see another 1 or 2 within 50 or 100 blocks.
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@Vallen Could you lock this thread and for the final post provide instructions and a link about how to request a refund?
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Those first farms are strictly flax. Gambeson armor and windmills are expensive the first year.
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The first day priorities are pretty set in stone for me. Day 2+ get's a bit more muddled, especially as time goes by. Day one - copious amounts of: Flint to knap tool heads during first night Reeds for inventory and storage Sticks and grass for torches, firepit and pit kiln Logs for firepit and pit kiln (maybe start charcoal pit) Sufficient food to survive first night and into second day Clay deposit for first home. Last objective of the day is to dig into clay deposit as night falls to craft initial clay items (cook pot, bowl, crucible and crock plus 1 or more storage vessel(s)) Day two - begin search for intermediate goals- copper, bees, wild crops and the forever home. Day ASAP - Once surface copper has been found, secure enough copper for initial tools, mine copper deposits and craft pro-pick to prospect for bronze alloys, plant initial crops. Day before end of May - Once bronze alloys are found, finish scouting for and prepare to move to forever home. Day June+ - Settle in at forever home location, begin gathering resources and planning forever home layout, and secure ability to begin focusing on late game goals (iron, steel, story elements). In my current world by the time I had found my clay hole, I had found bee locations (yes plural), sufficient flint and sticks, but was struggling to ge the grass and logs because I had a 2,500 block journey to find said clay. Day 2 found surface copper deposits, before mid of May (12 day months) had crops in ground, moved to forever home, mined copper and found high iron reading but no bronze alloys. It's currently late June, I have planned the initial layout of forever home, tin bronze tools, but conserving said bronze ores and have male and female goats for future husbandry. At this point I'm not worried about having food for winter and focusing on building initial forever home buildings - main room / initial warehouse, cellar with consideration of planning paths to important places, like copper/tin mines and determining where the low eleveation farm will be. I settled at 170+ blocks altitude and a lower altitude will have a longer growth season for flax. Why settle so high? Mechanical power is most potent 60 blocks above sea level (my sea level is about 140 blocks) and degrades for every axle used to transfer power from the windmill to the mechanical device. Settling high up means more consistent productive mechanical devices.
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To answer the original question: WHY ARE MUSK OXES GOATS IN THIS GAME!? Ummm.... To get your goat? Ducking for cover!
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Clay is Quite the Shy Guy In another post someplaces else on these here forums, I've mentioned Clay is pretty shy and doesn't do pottery. Welp. I didn't realize just how shy a guy Clay really is. You see, my day one priority is to gather copious amounts of flint, sticks, grass, reeds and enough food to survive the first night, then find a clay deposit to dig my first *ahem* hobbit hole in where I form my first clay items and knap plenty of tool heads for the second day foraging, scrounging and general adventurings. In my newest world I spawn in a decent enough place and begin scrounging and foraging for said items while keeping an eye out for a suitable clay deposit - meaning the first deposit I find. Well, on my first day I get a decent supply of flint, sticks and reeds but no sight of clay by about 2:00 pm, so I start to run. And run. And run some more. Followed by, you guessed it, more running. No. Clay. In. Sight. At all! I found high fertility soil, a pack of wolves, limestone, another pack of wolves then some bees running from the pack of wolves. Some ore vessels with sphalerite (grumph). Some more wolves! Yes that forest was at least 500 blocks wide. Saw a couple of surface copper deposits as I sped by at 120 bpm (blocks per minute). Lots of flax, fruit, veggies and those dual purpose magic mushrooms - death cap. BUT NO FREAKING CLAY!!! Finally, after the sun had set and the risk of drifters beginning to appear I found my bestest bud in all the first day world - CLAY!!! How I missed you! And began digging only to have to run 20 blocks to get a block of dirt to keep Clyde and Bonnie from dropping in on me. Those two are the WORST! Clay decided he would put down roots over 2,000 blocks from spawn, the bastard. Almost starved that first night. Thanks Clay, you bastard! Clay isn't my bestie anymore.
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Im doing something wrong here...
Maelstrom replied to Arikardo's topic in Videos, Art or Screenshots
I pulled all kinds of pranks. The first night while taking a tour (and having almost nothing to my name) one of the tour guides put down his lantern. I picked it up and started running. After I had made my home I made a few bee-nades and stalked him at spawn. I seem to recall he was streaming at the time. One other player on the server and I littered his space at the shopping district with over 100 grass dummies while he was vacationing and away from the server. -
Pretty area I found in the tropics
Maelstrom replied to Thoth Panterris's topic in Videos, Art or Screenshots
What's the world gen terrain settings? And any terrain alternating mods?