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Everything posted by Maelstrom
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The different fertility soils is most visible from the side of the block. Darker color means higher fertility. If I start in an huge expanse of low fertility soil, I'll gather my essential materials and pick a direction and run. While running I'll glance at the side of the dirt block to check it's fertility level. You shouldn't have to run more than a day, usually half a day will do. The worst I've had it was a pretty food barren world and running would consume too much satiation and it took two days at walking speed to get to a medium fertility area.
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I do not know. I haven't done underground gardening. For warm climates farming in the sky with Lucy (pardon the pun) will be more productive as temperatures drop with increased elevation.
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Yep. VS can be like this. I have started two worlds where spawn was in the middle of low fertility soil plains for hundreds of block radius. Pick a direction and start running. Eventually you'll run into vast expanses of medium fertility soil. Along the way you may see patches of high fert soil. Typically those patches spawn about 20 to 60 blocks of soil. I suggest marking those in the early game when inventory space is limited, that way you can come back later to gather that precious resource.
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Celestial Navigation (and primative cartography)
Maelstrom replied to EmperorPingu's topic in Suggestions
First - the pre-catastrophe world wasn't earth. BUT it would have had it's own constellations. Second - All that is needed is some brighter stars to serve as whatever constellations the devs decide to create. We players will then figure out how to use them for navigation at night. The tricky part would be procession during the year, which would make nigh time navigation a bit harder, but add an element of realism. -
It's more for cold climates. Underground gardens at the right world height level can farm nearly all year round in the harshest of climates.
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Weeelll... Again, welcome to VS. EVERYTHING is a resource and resource management is key to this game. When I say everything is a resource, I mean things like time, your satiation level and in this case - inventory. Carry on is a popular mod that allows you to throw a storage container on your back for additional carrying capacity. It does essentially what you're asking and only costs 24 reeds to craft a reed basket, which should be easy on day one (unless you go polar bear challenge).
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Uhhh... Glad we could help?
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I think TOBG suffers from a lack of vision at this point. Mojang is just changing things in response to player opinion. NEVER a good thing for a game.
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Welcome to VS. Remember that the handbook is your bestest of best friends. Be sure to go through the guides if you are unfamiliar with something. Other than that, enjoy and be aware that even the dirt wants to kill you.
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Biome generation is a combination of a few factors like rainfall, latitude, altitude to name a few. Rock strata is not one of those factors though. At least to my limited understanding.
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I actually like the variable nature of waking up. To me that aspect of sleep is quite realistic. I would not want that to change in future changes to sleep, if there are any changes.
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Does that work with forging tools?
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Consider what the impact of changing world size will have. One is that decreasing the size of the world will NOT change generation of biomes. Basically, reducing the world size is like taking a cookie cutter slice out of the larger world. I hope you don't end up in a monstrously huge granite biome.
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From watching Utoobers they do seem to be plentiful; it just takes time to explore caves. That can be hard early on with limited armor options, but in vanilla, TLs are always in a cave. I once found a TL in a cave about 50 or 75 blocks above sea level!
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Consider taking shears with you to make seed harvesting quicker. If you have pine, oak, maple then you just need to run around until you find walnut. I found going south a few thousand blocks revealed the elusive walnut in my current world, starting with standard temperate spawn.
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First - Welcome to the forums! Next - your idea is basically implemented in the game with the reed handbaskets that are typically the first inventory expansion.
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I find there is ALWAYS something to do, regardless of the day, night, storm or bad weather. Especially in the first few days. The only time I even consider sleeping is if I'm on an exploration far from home and need the daylight for scouting purposes. I understand the whole push for realism, but this is a game and some aspects of realism make the game unfun. For me it would be pointless to have to sleep every so often so that I can continue to do basic actions. Seraphs aren't humans and seem to be supernatural which plays out with lacking a necessity for sleep.
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You win the internet today!
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Still planned to my exceedingly limited knowledge. It seems that the recent elk mounts are a step in this direction.
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If you watch it half speed you'll easily see the stone bounce off of thin air directly back at the drifter, this a fraction of a second after the player vacates the space where the stone ricochets from. It's truly hilarious!
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In an interview about a year ago Tyron estimated the game to be about 10% complete.
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Not sure house is the appropriate description. Manor seems more accurate methinks.
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The means of death "killed by a vile creature" indicates he decided to rage quit the game by plonking himself in da head with his rock. /edit replaying at half speed the stone somehow ricochet's off the player(?), hits the drifter a fraction of a second before the spear thrust. The rock particles at the drifters feet indicate the stone did hit the drifter. Absolutely hilarious clip!
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YEAH! A big ol' kraken rises from the deep and takes your boat (including you) to the depths where you die from drowning just swimming back to the surface. Just kidding. Some occasional nasty beast in the water would be nice. Maybe Nessie has it out for seraphs.