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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Not really. By the time I'm ready to hit the road for such an extended trip I wouldn't do it to pan gravel. I would need a unique resource in the destination to warrant a trip of tens of thousands of blocks.
  2. Honey quern FTW!
  3. Why bother with fruit trees? Aesthetics. Personal preference. Different variety of fruit/alcohol. Probably a host of other reasons others could provide. If'n you don't want to go through the trouble of gathering fruit tree clippings, planting and etc. etc. Then don't. While I have gathered a great many fruit clippings across 2 or 3 worlds, I have yet to plant a single one. No worries. This game typically provides multiple paths to get what you need.
  4. What I meant by goldilocks zone is that farming year round is possible (unlike the north) and not as restrictive (due to heat stress) as the south. There are still times in which plants will get heat stressed, but it's generally the most lenient zone to farm in.
  5. That wasn't exactly my point. I was offering a suggestion to make a heat mechanic work without adding another health bar. I also added some additional incentive for not letting extreme heat conditions persist too long. Personally, I'd find what I described fun. But I'm a masochist that likes overcoming difficult challenges and adding additional consequences for freezing too long would be good imo. Currently freezing can be cheesed by poultices and putting up with the frosty screen. Adding a fainting mechanic for staying in the cold too long would force managing personal temperature more.
  6. @Thorfinn Yes there is a goldilocks zone where it's not incredibly hot and no winter. Some crops (like rye) have to be planted at the right time, but farming can be done year round for almost all crops in that zone. It's about 30 degrees latitude, iirc.
  7. Well, that's a polite way of putting it.
  8. Perhaps if the hypo/hyper thermia is too extreme for too long there's an enforced sleep on the spot in which damage is applied for the duration of the sleep any nasty beasties in the area get a chance to beat on your sorry butt. That would make temperature management much higher on the priority list.
  9. leather armor durability is horrid. The protection and penalties are great, but it doesn't last long. Give me gambeson any day.
  10. Yeah. I may have a mod for that, come to think of it. muh bad. sorry.
  11. I don't think that's necessary since all crafting recipes are in the handbook, unlike that other block game.
  12. You're welcome, although I have an ulterior motive. I am eagerly awaiting your next post complaining about how things went wrong so I can respond with some mirth. And maybe some snark.
  13. Drifters up through tier 2 or 3 usually don't have drops even if they are player killed. Not until tainted and above is there a consistent drop but even then they're almost always flax with sporadic rusty gears and rarely a temporal gear.
  14. Yes. Honey can be squeezed in a fruit press as of 1.19.
  15. Leather armor is just plain trash, imo. I don't bother with anything except gambeson before iron/steel, except sometimes I'll make some improvised armor early on.
  16. First - welcome to VS! Tyron (the sole primary developer) constantly tweaks the mob AI regarding how creative we can cheese the mobs. In the latest release the mobs are less subject to the cheesy pillar up a few blocks and the AI has a mental breakdown. We'll let you figure out how to deal with the initial baddies of wolves and bears.
  17. Yes. I went nothing for 15 harvesting drifters that attacked each other. Every time l let drifters kill each other I get maybe a flax fiber once in a great while.
  18. VS is coded in C# which is much, MUCH better than Java for gaming purposes. Additionally, to my understanding, vanilla VS is about as optimized as it can get regarding view distance. I'm sure others who are more technically minded than I will be able to better explain this.
  19. One thing to remember, drifter drops drop dramatically if killed by another drifter. Not sure if is the same with non-player kills, like kilns.
  20. Gruel lices? Eeeeewwwww!
  21. Invisible thirst bar, visible thirst bar. Either way a thirst bar exists. About the only thing I can think to make heat work is basically the same as cold. Too much activity (or time under the sun) and/or heavy clothing in a hot climate causes heat to build up. fluid consumption would be part of the hunger bar, but reducing the heat build up would take being in an area of significantly lower air temp, such as a cave or submerged in water. Just like being next to a fire takes time to heat up being in a cooler environment would take time to cool down. I could go for a mechanic like that. A thirst bar is the lazy way out and only adds an unfun burden to playing. Let's prevent this from happening...
  22. Terry Pratchett's Discworld is based on that Indian cosmology. Fun reads from what I'm told, 41 books indicate he was pretty good.
  23. Bags in bags? only if one of those bags is empty. Otherwise it nerfs inventory management.
  24. To be fair, either you rarely visit that area and won't see that stuff again anyways, or you visit the area frequently enough that it will despawn. Either way: out of sight, out of mind.
  25. Normal spawn rules basically don't exist during temporal storms. About the only spawn rule you can count on is occupying a space that is too small for a drifter to occupy. I've lit up my base with numerous lanterns so that even on nights of apocalyptic rift activity I don't have any drifters spawn but during a storm drifters are popping out of the woodwork (almost literally! )
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