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Everything posted by Maelstrom
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Hoeing the block the wild crop is growing on will cause the wild crop to mature in 1 day. Be aware this bug is fixed in 1.20.x Medium fertility soil should not be uncommon. There can be large patches of low fertility soil, but running 200 blocks in any direction should bring you to a place of medium fertility soil (except if you run into forest, that is always low fert. soil). I concur with a soil improvement progression, but I would add a limitation of improving the soil by only one level which preserves the necessity to explore for high fert soil to convert to terra preta. disclaimer: I am aware that creating terra preta without high fert soil is realistic (and actually possible in game), but this is a game and there are some aspects that MUST depart from reality to fit the vision of the game and/or for reasons of FUN! additional discclaimer: The limitation I am proposing is a personal game play preference, ThankYouVeryMuch.
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Technically, walnut and oak trees do drop the corresponding nuts BUT the game considers them seeds and not a food. I would think it wouldn't be too much work (but speaking from ignorance here) to tweak the game code to have oak and walnut trees produce a "fruit" similar to the fruit trees while keeping the current leaf harvesting to produce seeds.
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Fortunately, expanded foods leaves base game food mechanics alone so using the entire mod is a use what you want, leave alone what you don't.
- 18 replies
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- salt water
- water
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how come i dont see node seacrch on prosprctor pick
Maelstrom replied to TrueBean's topic in Discussion
Be sure to reload your game to activate node search mode. -
I assume that's a different server than the one Klos runs?
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Join the club gentlemen. The only time I water is if I'm worried that last crop harvest before the first winter sets in and reduces my potential flax production.
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I sit corrected. Bighorn sheeps do not have fur, but they don't have an abundance of wool to offer (which is the visual going through my head in my previous comment).
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Watering can will max ground moisture to 100%. Very useful if gardening in an area that isn't getting constant rainfall and you want to speed crop growth as much as possible.
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Yes. Bears can climb 3 block heights. Either make the pit 4 blocks interior height, or put a bit of a lip around the inner top block of 3 block deep pit using stuff like tool racks, trap doors or a bit of chiseled block. Additionally, bears require a two block width to fit through.
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Bighorn sheep do not have wool. They have fur. But I agree, it would be nice to have an animal that can be sheared for wool that is a replacement for flax.
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Allow editing of protected lore locales as reward (SPOILERS)
Maelstrom replied to Cetasaya's topic in Suggestions
I actually got into the final room before defeating the boss. The upper passage into that room allowed for a bit of sneaking through an almost 2 block space. It was really cool to explore that room in darkness only to see the beauty of it fully lit before going to engaging boss fight. -
true "y" would be the numeric value for the block location. %y is how far above the mantel the block would be. Consider that world height is variable set at time of world creation. So the actual y level for iron spawning at default world height would be drastically different than a world set up with 500 block height.
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Truly a sadistic/masochistic playing environment. I was also thinking the only way to achieve block degradation is to just plain replace one block with another.
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That bauxite washed out an awful lot! With such a wonderful treasure trove of rock, I'd be worried that VS done hid something critical 10,000 blocks away - like iron. Or borax!
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Not bauxite. Probably claystone. Otherwise I believe andesite and limestone are correct. Those two alone would make me jealous if at or near world spawn.
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Only 2-3 blocks per meteor? I find on average I get about 5 blocks. The most I've seen is 7 or 8. Given the iron anvil to smith meteoric iron tools, I usually just skip this material and go straight to steel.
- 4 replies
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- metalworking
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I'm not sure block degradation is possible. If it is I haven't seen a mod for that yet.
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I don't think those values have changed much since the wiki was last updated.
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Seems like Tyron is trying to patch the use of poultices while starving. Hopefully he fixes it so that after you finish starving no past healing will "catch up". What happens currently seems like a bug either way though.
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Seems like water wheels are quite a bit off. River generation and water flowing mechanics need to be implemented. At least I recall seeing Tyron make that connection somewhere (but I could be wrong just as well). I see water wheels as an alternative to wind mills or possible a progression towards steam power.
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None that we've come up with. It seems that medium activity will spawn ungodly numbers of the miscreants while higher levels of rift activity can be as bad as low activity nights.
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WRONG sir! I have had to clear out flickerating drifters (corpses AND live bodies) after a storm ends. I think it is a purely random chance per drifter whether it will despawn, regardless of whether it is "alive" or not.
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Most things update and others don't. I will confirm that wild bees WILL swarm into skeps while the chunk is unloaded. On multiple occasions the closest hive I've founds is over 1,000 blocks away. Drop a skep and flowers come back a month or two later and I have a populated skep to take home. Wild crops don't grow at ALL. Well, they do; but at a geologically slow pace. I saw a Utoober wait for a wild crop next to his home grow before harvesting. It took over 1 year in game to advance just ONE stage. Don't bother waiting for them to do so, just harvest what's there and keep on running.
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I go gung ho killing all drifters until I get that first temporal gear. After that? Depends on how I feel. On high rift activity nights I've gathered 20+ flax fibers.