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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. What? Ya wanna burn the plains/forest/world down?
  2. Being facetious/silly a bit: for the cool ooga-booga clanging rock sounds... uh... knap a tool head?
  3. For things that have more than 3 items (which are more numerous than the ones with only two or three), which order to you craft them in? And what happens if the order is mixed up?
  4. Additionally, banging flint with something else generates a bit of hot material. That hot material needs to ignite something small due to an exceedingly small amount of thermal energy. So the firepit needs to have tinder (dried grass at this time) to ignite before peat or logs could being to burn. Realistically it would be a case of put grass into fire pit, ignite grass, add sticks, finally add log/peat/coal.
  5. Just gotta ask why? I mean the fire starter is one grass and two sticks for crying out loud. Worst case scenario: knap a knife, find grass and a branchy leaf block. All that usually done in 5 minutes or less. So what's the benefit of adding additional code to the game?
  6. I've attempted those trough lines and had difficulty with them. The range is about 35 blocks. If you're in an area that does not have animals close by chaining troughs becomes troublesome. Especially if there's multiple animals to move. One animal will advance and eat what's in the next trough while the other hangs out at the previous one. I don't bother with this method if I have to attract animals from farther than 50 blocks.
  7. I don't think there's anything that needs to be changed. I view the node search mode as the assay step you describe. Having watched a few shows on TV bank in the day and on the Yewtoobs the VS prospecting system is realistic. Prospect around with density mode to determine likely places to assay. Then assay the targeted area to confirm/deny existence of desired ore. Sometimes the prospecting looks good but you come up with bupkis.
  8. Welcome to Vintage Story mate, where even the dirt wants to kill you. Seriously though, the animals got tweaked in 1.19 and the devs are still working some of that out. Probably the best way to go with gathering animals is to set some traps to transport the young to a penned in environment. May want to consider a lit barn (needs to have a light source in it lest the animal despawn).
  9. And what about those worlds created with the default setting before this change? gotta find the game command to change it right? Not exactly a good solution to the fix of a problem that has other solutions. I noticed that there's an open requisition for an animator. I wonder if that is related to the implemented solution of nerfing mining speed to fix the animation of mining.
  10. Temporal instability can be a b***h! Park your cart in the middle of a grassy plain, go to sleep and wake up to mountaineer your way to take a leak.
  11. And who has ore blasting bombs when going back to all those surface copper nodes with the first pick of the world? Hmmmm...?
  12. Last night I attempted to use ladders to no avail. Also made a chisel after a few cave ins getting more copper to test the chisel idea.
  13. That's it! Get a rope!!! Just kidding. @Vallen might be able to fix the accidentally deleted thread.
  14. Dousing for sticks and seeds came to my mind when wielding shears.. As for the mining speed? It's more of a gameplay thing than a reality thing for me. Consider a days worth of travel is what? about 5,000 blocks? That's only 5 km. I'm pretty sure people can walk farther than that by a long shot. Like almost 10 times that far in a single day. Given the dramatic unreality of that, I'm not advocating for something more realistic. It makes sense in the game. At this time the pre 1.19.4 mining speed makes sense in game and the longer time does not.
  15. I agree. Mining with copper tools takes long enough as it is.
  16. From a comment or two here or there it seems like the dev team is focused on how to make multi-block vehicles work. Seems like massive ocean crossings requiring months of in game time to cross is their vision.
  17. You say toMAYto, they said toMAHto. Either way they aren't a playable part of the game currently.
  18. @Tyron Would it be easy to add some ambient environment sounds not tied to critters? Things like different bird song for forests, plains, etc or water dripping in caves. I think adding some ambient sounds would bring a new level of life and immersion to the already wonderful world you and the devs have created.
  19. I'm also wondering (because I haven't manufactured a chisel yet) if converting a stone block to a chiseallable block will change it's likelihood of falling. Cracked rocks are no more unstable than uncracked rocks. I've seen both at an instability of 100% fail to fall and believe a block update of a neighboring block causes a check for collapsing rooves.
  20. Resin bearing pine and acacia trees should be plentiful. You may have to travel a bit to find a forest of such trees, but once you do you'll find plenty of resin. I use a mod that makes resin visible on all sides of a block and am amazed at how much resin I have been missing in previous worlds.
  21. I'm looking into options other support beams (in the event of mining before saws) and found rock walls do not prevent cave ins. I'm willing to bet cobble slabs and blocks will work, but have not tested this yet. For mining surface deposits, I dig a one block hole down and drop a ladder to keep sand, gravel and soil from dropping on my head. I really, REALLY despise surface ore spawning in the first rock layer as it means a strip mine scar to secure said mineralogical necessities. I don't care about the scar on the landscape as much as the durability cost to insure compliance with OSHA regulations (mostly keeping dirt from dropping on my head). As for items? They don't get buried. They will "float" up to the next available airspace, aka empty air block, in the event of a landslide or cave collapse.
  22. Those two areas I mentioned show forest floor for dirt blocks. I figure that's the best indicator of possible presence of wolves. Bears? Got my head on a swivel.
  23. Note on wolf spawning - in my current world (created under 1.19.3 generation rules) I have two "forests" that are a grand total of 25 blocks that spawned one pack of 5 wolves and one pack of 3 + 1 pup. A single tree spawned in said "forest".
  24. When rough doors were introduced they did not count toward sealing a room, including insulating a cellar.
  25. On land. Basing underwater is much too difficult. I don't really pay attention to stability, rainfall, etc. Just where ever looks like it has sufficient space to build. Sand/gravel expanse of desolation? no problem I'll eventually find some suitable dirt to dig up and haul back. Hilly terrain? I can always build/dig suitable work/living spaces. Temporally unstable? Just mix at home chores with errands away from home. I may consider an underwater outpost once I have an ungodly amount of glass. Given the abundant size and number of quartz nodes that won't be a problem as much as the time gathering such resources.
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