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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. I'm not sure block degradation is possible. If it is I haven't seen a mod for that yet.
  2. I don't think those values have changed much since the wiki was last updated.
  3. 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.
  4. I didn't know there was a limit, but it makes sense as reactions have a bit to do with reputation scoring.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Another good strategy. Only problem is that drifters will despawn after storm ends. I once killed a double headed drifter only to watch it poof out of existence before I could harvest it.
  11. I was so close, I coulda skinned it with a knife! Another benefit of just running around a building. You'll circle around, pick up the spears and keep hurling away.
  12. I started in 1.14.10 when EVERYTHING that needed baking (clay items, bread, quicklime, torches and a whole lot more) was put through the firepit. It felt like the rudimentary elements of the game were in place but the game wasn't refined yet. 1.15 gave pit kilns and clay ovens and it felt like the refinement of basic mechanics had started. Be aware the dev team is small. Like Tyron plus another part time coder small. Just a couple months ago an animator was hired, I assume to lift some of the coding off of Tyron's shoulders. There's a few others that develop story and art, but coding is pretty much a one man job. Having such a small dev team is part of what makes this game so GREAT! The vision is clear and they are steadily working on crafting their passion to it's final state (in about 25 years give or take a decade).
  13. I would KILL for a reliable power source that does not require a year and a half of farming flax. It would be cool to have a boiler powering a steam piston connected to helve hammers for end game tech right now. Seems like that might be a logical step for 1.21. Then 1.22 implements steam powered boats before another round of de-janking in 1.23 and story elements in 1.24. But now I'm just pipe-dreaming, coz that's 2 years worth of updates.
  14. Correct. I, too, carry a stack of flint when I enter the copper age just to make sure If my precious copper tool breaks before I have more copper to replace it with, I'll still have a tool. I usually don't craft anything but picks and hammers until I have a good supply of copper though.
  15. Improvised armor is also a life saver. It will get destroyed with the first melee attack, but it gives you a second chance to survive a surprise encounter with a wolf, bear or other mean nasty that can one shot you early on. Plus it doesn't take up the off-hand.
  16. Gambeson armor is a top tier EARLY game necessity. It'll allow you to easily survive hits from wolves and the lower tier drifters, opening up shallow cave diving where you will begin finding translocators. Thrown spears do more damage for the single durability it uses. Three thrown spears will take care of wolves, surface drifters and most medium sized animals (bighorn sheep, deer, etc). For temporal storms, I empty my inventory and carry 12+ spears. If you run around in a circle in a big open space (like 100 block diameter) the drifters will tend to line up in a big conga line (especially if your run around the perimeter of a building). Throw spears while performing the Monty Python Maneuver (aka running backwards away from the enemy) and you can take down double headed drifters while buck nekkid. When you run out of spears run around collecting them again. Be sure to target drifters that are about 5 blocks away; otherwise you may see your spear corkscrewing away into the distance (which is quite hilarious to watch). Additionally, you can also run through drifters without taking damage, so long as they haven't started an attack animation.
  17. Bears became an alternative right of passage in 1.17. There's a reason why animals are more aggressive than in our world. Dig into the in-game lore to piece together the why's and wherefor's. In my current world, just after I had settled upon my temporary home (which would become my permanent home), I was running buck nekkid through the bushy neighborhood one calm rift activity night sporting nothing but my single flint spear and a couple of tools. Turned the corner around a two block tall bush and saw this amazingly carved statute. My first thought was, "I don't recall statues in the patch notes". THEN my brain understood I was looking at a brown bear standing on it's hind legs. I don't think the bear noticed me as I turned tail 90 degrees and ran, which was something coz I play blackguard and they aren't exactly the fleetest of foot. Didn't take a hit so I guess I must have had a miraculous momentary Malefactor bonus.
  18. I might add that this "disable sleep" feature is totally unnecessary. Sleep is by default inactive unless proactively activated. On MP servers nobody bothers trying to activate the feature.
  19. I concur with @Krougal given my 1.19 experience. Maybe this weekend I'll attempt a parallel installation of the 1.20 update.
  20. To add some context - About a year ago Tyron estimated the game is about 10% complete. At this time late/end game does come fairly quickly and player created objectives become critical to continued playing in that world. Alternately, you can follow @Thorfinn path and start a new world for that fresh new car smell again.
  21. Mantle level basalt spawning is dubious. It comes in patches, kinda like quartz and isn't a consistent layer just above the mantle. Plus in vanilla with cave-ins enabled digging out basalt from above causes weird block collapsing behavior. blocks disappear into the mantle leaving a void, but that happens BELOW the level of blocks you're digging at.
  22. Needle and thread repairs 75% but the original post was written before this item existed.
  23. The beautiful thing about starting in basalt is the higher durability tools obsidian creates.
  24. I assume you don't play with the Primitive Survival mod (or which ever one spawns packs of crabs anywhere and everywhere)?
  25. You should know that fertility isn't a season thing, except for snow covering it. But the mentioned mod makes that a moot problem.
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