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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Hunter is a bit worse for melee. And the wibbly wobbly timey wimey environment of temporal storms really nerfs the ranged benefit of the hunter class. While steel chain provides a good level of protection for hunters while not sacrificing much of the ranged benefits, I think I might go back to blackguard and steel plate armor for temporal storm drifter hunting. Thank you for the input on BG in the shiver/bowtorn age.
  2. Add some humorous flair to that story and post it in the Humorous Stories thread. shameless plug Totally agree! I HATE seeing them, but they are designed well. If the bowtorn spawning could be homogenized with the other mobs, the three make a terrifying combined arms maelstrom to deal with in a storm. I know cower in fear at storms when I would go hunting double headed drifters, nekkid with flint spears at the first storm in previous versions. I play hunter and have steel chain armor and even with full health am very cautious about taking on a storm because of those high level shivers and bowtorns. I wonder if blackguard would fair better in storms. Hmmm...
  3. There's a few things about mechanical power. Yes, the higher you go the more power you get per sail. It is 1% per block above (sea level + 10). So go to your nearest large body of water and stand on the shore, that is sea level. Now add 60 to that number and that is the minimum altitude to get maximum power from your windmill. But wait! There's an issue with transmitting that power. EVERYTHING (except the brake) costs power. If your windmill generates 300 units of power, dropping an axle 60 blocks is going to rob your helve hammer of 60 power, or 20% of what is generated. BratWorst has an excellent video on this. In my experience a single rotor with full sails will have times of excellent helve hammer speed, but there will be lots of down time where it is either painfully slow or not operating at all. Increase that to four rotors with a full 5 set of sails and there will STILL be times where it is painfully slow, BUT those times are fewer. YMMV depending on how much you want to use the helve hammer combined with how long you spend doing other things in your workshop/forge area. Me? I like that puppy humming all the time while I am working in my workshop on other things (like tools, chain armor pieces, etc). I usually went to maximum windpower altitude and dropped an axle. My most recent world I built my workshop at an altitude of 200 with a windmill even higher above that (my sea level is 135 or therebouts so max power is at or slightly below 200). My windmill is 4 rotors with a full 5 sails per rotor and I still have times where my helve hammers (quad setup but I can stop 2 for better speed) are still hardly banging away and dropping it down to one would not do much good either. Most of the time I get good production out of them though. By that I mean once I have a bunch of iron blooms heated (usually 16 to 24 or so) I'll be heating more blooms while feeding the helve hammer and be running furiously between the forges and the helve hammers. Hope this helps.
  4. If you can forge shears and a scythe you'll have plent of sticks and grass to make a few stacks of torches. Additionall, you'll get enough seeds to begin a tree farm so you don't have to clear out your local (or not so local) forest. If you plan on making steel armor (absolutely recommended for completing the second story chapter) then that tree farm will come in handy in making copious amounts of charcoal to feed the steel furnaces.
  5. Nope. I upgraded to 1.20.11 and still have this problem. Spent I night in my clay hole in May, year 0 listening to groaning drifters and whatever sound shivers make but when I emerged from said clay hole at about 9 am I was greeted by a veritable army of bowtorns surrounding my modest hole in the ground. I'll post a pic of it from creative mode when I have a chance. The pic also disproves everyone saying they are inerrant shots.
  6. Those cave drifters didn't spawn behind you. They wandered from where they spawned and snuck up on you while it was dark and didn't enter the area lit until you had turned your back. Happens to me a lot when I'm caving, espcially getting at some resource I came for, like saltpeter.
  7. Have to talk to the mod author as alpacas aren't vanilla mobs.
  8. First - That peat isn't going anywhere. Unless you set it ablaze which will be darn near impossible once snow covers the ground. Collect it when you need it. It's a great source of fuel for pit kilns (faster than firewood as well), just about anything in the firepit except smelting ores or flint. Animals do not die if they aren't fed. Feeding does only two things - enable breeding and increase their weight for slaughter. Animals will forage to keep themselves alive, even if they are confined in a stone building with stone floors. Somehow those pigs will find enough to stay alive.
  9. I agree with this part. Back in 1.16 (or was it 1.17) when bears were introduced would growl/howl when they attacked. I don't know what happened since then.
  10. 1.20 was supposed to have coral reefs and more, but the dramatic increase in sales diverted some of the development to performance based efforts. Expect livelier water environs in 1.21.
  11. Gambeson armor is, imo, a bit op. Tier 2 protection with minimal penalties? About the only downside to it is the cost in either flax or finding the trader and aqcuiring the sufficient gears to purchase it. I usually am sporting gambeson armor by the end of summer or into fall as well as getting at least a single rotor windmill up.
  12. Fortunately, the required need for borax is as little as 3 pieces. It would be really nice if commodities traders would sell borax.
  13. Unfortunately the borax deposits tend to be pretty small compared to other ores like zinc, tin, etc. making getting that first hit on node serach mode difficult.
  14. Mining can be mitigated if you don't mind using mods, specifically the quarry mod. As for nails and strips? Find an ultra-rich copper zone. By the time you come up from just one mining shaft you'll probably have enough copper to make a few stacks of trunks. Otherwise, EXCELLENT job. I struggle with just basic MC level building. Add in the chiseling from Vintage Story and it'll take me a century of practice before I would advance out of the novice skill level.
  15. Except the lore answer does since not everyone will see that interview, but everyone can find the in game lore which is game cannon at this time. From what I understand about upgrading animal behavior is not about animal aggression, but ability to tame wolves and elk (and probably other animals) and, iirc, migration. This is what I expect to be improved with combat. The shiver hit box is.... (to be diplomatic) difficult. Others may say abysmal.
  16. Yeah. After playing this game for 4 years those bells still elicit a panicked quickening of the heart rate as fight or flight mode engages in -0.25 seconds! I love the little things Tyron throws in the game. Like drifters occassionally stopping their meandering and bowing on the ground. The shivers doing something similar. There's also skipping stones on water, playing a resonator near a rift (or during a storm) and other little easter eggs.
  17. Yes, combat is a bit janky as mentioned by @ifoz and that jankiness needs to be fixed (I expect it will in the upcoming 1.21 Polish Update), but everything else is yet another gripe about TACTICS and blaming it on the combat system. Wolves are actually easier now than before 1.19 coz they would chase you FOREVER! I once had a wolf chase me over 200 blocks (probably closer to 500). I figured (based on experience) that I had outrun it and stopped to check something (note a clay deposit or something similar) I got a nice little reminder from said wolf. I was shocked it followed me over hill and dale to surprise me. I was equally shocked in 1.19 when wolves gave up the chase so incredibly quickly (typically under 50 blocks). For people complaining about non-IRL behavior of the wildlife. There is ingame lore that explicitly states that the fauna is more aggressive now than it was in the past. The reason why is not stated and left to speculation. This game is advertised as an uncompromising survival game. It ain't gonna pull punches and most of us like it that way. If you can't handle the difficulty grow up and do something about it like change the difficulty in the game settings or rise to the challenge by altering your tactics and strategies.
  18. That's probably the chapter 3 story update (possibly 1.22, but potentially even later).
  19. I suspect the Vanilla+ mod is the culprit. I have never run into this issue. I find the reverse is true, clear cut a forest and wolves stop spawning; although others contend my experience is coincidental rather than causation.
  20. Alternatively, you could go into creative, grant yourself an iron ingot and delete the defective one.
  21. On rare occassion I have used the bed of a trader. Fortunately, they are kind souls and don't mind me taking the sole bed for a bit.
  22. Set aggression to passive. Mobs (natural and unnatural) will only attack to defend themselves.
  23. I disagree. Even when Jonas had initially used the lens to begin his astonishing engineering career, he never went to the other dimension. While it is possible the lens could be used to create a device to bridge the dimensions, given that this is a Lovecraftian inspired story, I sincerely doubt it. Very rarely in Lovecraft do humans travel to alternate dimensions. Of all the stories I've read the only time a character travels to another dimension that alternate dimension is a dream dimension, not an actual dimension where otherworldly beings come from. The shenanigans that happen in Lovecraft's stories are what happens when otherworldly beings (or things) affect earth and what humans do to fix the impact the alternate dimension caused. The story devs are masters are Lvoecraftian story telling. I also disagree that Jonas is alive. My recollection of Tobias' work that caused the Devastation is from him carrying on without Jonas and he doesn't do as good a job as his mentor, thus causing what we saw in the Devastation. Any references to Jonas seems to be Tobias' memories from before the rot was cleansed. My anticipations/speculations/hallucinations/salivations for future updates - Tobias will send us on retreival missions, one or more of which will use the Timeflip skill to solve problems in one or more story locations (like the Spoil). It seems that the devs have taken a page out of the ChronoTrigger playbook. We will also have another/more runins with Tobias' pet Mad Crow. New locations will also be insanely far away and potential return trips to various locations may make development of steam powered transportation enticing (probably for late chapters, ie. 5 or 6 plus).
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