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Everything posted by Maelstrom
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Long range attacks should make animals flee or aggro
Maelstrom replied to kingdrasker's topic in Suggestions
Reminds me of a streamer I was watching a couple of years ago. He threw a single rock off into the distance, turned to keep digging sand or gravel only to question, "Ding?" Ignoring the warning to continue the task at hand only to be mauled a few seconds later by a ram came rampaging out of the dense bush. -
Considering Seraphs don't need sleep, why go to sleep at all? There is so much to do early game that the night can be used to get stuff done (like on night #1, forming the initial clay items or knapping more tools for the following days adventures), even if there's a drifter choir serenading me. Even late game I'm still pulling all nighters getting stuff done.
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1.19 pre Stone and other resources are very hard to find
Maelstrom replied to Arasine's topic in Discussion
Tyron provided such command in the first 1.19 news post (maybe the second). -
It's really funny watching things not be able to walk over a fence which top is at ground level. Gone are the old pre 1.17 drifter traps.
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How unrealistic. Wood burns at the same rate whether something is cooking on it or not. If one wants a log to burn for a day one must chop down a tree and insert one end of the trunk into the fire and continually feed said unaltered log into the fire. In my experience a log about 12 inches in diameter will burn in about 10 to 15 minutes for the cookfire conditions we see in game.
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My last 1.17 world had an absolutely beautiful spread of abundant deposits of copper, sphalerite, bismuthinite and cassiterite within a 1,500 block radius of spawn. That heat map created large areas of ultra-high readings of all of the ores for bronze. The only downside was an absence of borax. Additionally, chalk, limestone, peridot and granite rock layers and I think bauxite wasn't far away, but I might not have found that yet.
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Lanterns should be equippable at the cost of an inventory slot.
Maelstrom replied to Acanthos's topic in Suggestions
Uhhh... your comment makes no sense. Backpacks have nothing to do with clothing slots and the loss of inventory space would have equal impact for those playing with or without seasons, in cold climate or hot climates, etc. -
I'm undecided on another dimension in VS. Having read quite a bit of Lovecraft's work (which provides the eldritch inspiration of this game) he rarely goes to other dimensions in his stories. His stories are based on how people respond (and what happens to them) when something from a different dimension affects or invades our world. In this the devs have done an absolutely masterful job of bringing Lovecraft to life.
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Dovetailing on this topic. Is the heat map for ores the same for each seed? Or does it get randomized when a world is first generated?
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Much appreciated sir! My gaming time is limited and I don't want to spend a significant amount of time to find out I don't like the setting I chose. You're response has given me exactly what I was looking for!
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Breeding rabbits is... difficult to nearly impossible. They will eat food dropped on the ground, but the food may despawn before they eat enough to breed. I suppose you could plant crops in a large bunny hutch for them to feast upon as well.
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Sooo, I haven't been able to play since 1.17 and excited to start up again (when my new computer is finished shortly). From what I recall of the 1.18 world gen settings there are two settings that determined ocean size vs. land coverage. Could some one give a simple explanation of how those two settings affect world gen?
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Looks like my basic premise was correct: there's two ore generators. I misunderstood that surface nugget generation can be accomplished by both. Thank you for the correction.
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Ores that the game defines as surface ores will generate surface nuggets - copper, coal (particularly brown) and lead being the most common. Surface ores will not generate more than 7 blocks below the top dirt block. Other ores (like meteoric iron) may generate close to the surface but are not defined as a surface ore. At least that's my understanding. @Streetwind may have more info to provide which I consider more accurate than mine.
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Sounds like drifter spawning reverted to pre 1.16 mechanics when rifts were introduced as the surface drifter spawner.
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How do you deal with temporal instability? especially while mining.
Maelstrom replied to estancio's topic in Discussion
In general temporal stability decreases as you descend into the depths. If'n it's slightly unstable at the surface that iron deposit close to the mantle is going to go berserk. -
The malachite that spawned about 10 blocks below ground was not defined by the game as a surface deposit and subsequently did not spawn surface nuggets. That deposit likely would have shown up on the density search mode for the prospecting pck though.
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How do you deal with temporal instability? especially while mining.
Maelstrom replied to estancio's topic in Discussion
Easier said than done, when the only iron for kilometers is in such an unstable area. My first iron deposit (serendipitously directly under my starter dirt hut) was unstable enough that I could dash down to the mine, gather almost 1 stack of chunks before my stability was down to about 20 to 25 percent. -
You probably won't be that lucky. My first world I planted my temporary first home directly above a vein of hematite. In my last world the best iron reading I got within 1,500 blocks was a decent reading that didn't spawn any iron. But I had copious amounts of copper, cassiterite, sphalerite and bismuthinite wherever I went. I wouldn't mind that ore generation again on my next world as my last world was 1.17.
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In my experience I have yet to fail finding iron on an ultra-high reading. Once I found two ore deposits separated by 5 blocks vertically.
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Sounds like you selected the Wilderness Survival setting which defaults to no map. There might be a game command you can enter to activate said map; check the VS wiki or someone else will likely provide it soon.
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Battle Jammies FTW!
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VS be like "This is the way"
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How do you deal with temporal instability? especially while mining.
Maelstrom replied to estancio's topic in Discussion
I argue 15% due to drifter spawnage, but that also depends on armor being warn.