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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Uhhh... wait a sec. lignite = brown coal - I have seen tons and tonnes of that stuff. I was thinking of anthracite.
  2. Remember that the story elements are inspired by Lovecraftian themes. I think the temporal stability isn't a measure of sanity as much as a kind of physical aspect of the world, a temporal weather if you will. Given the prologue when opening (and that we play as a seraph, not human) I suspect we players are "sent" or choose to enter this world to be part of healing it of the catastrophe that befell the world in a prior age. Soooo... I don't think we need mental comfort as much as the humans in the world do. Just read through the dialogue of the traders. Seraphs just need to make sure they aren't famished or temporally depleted, mentally they're tough as nails (at least in my thinking/lore).
  3. That other block game works with a half block of water to break ones fall (belly flop challenge?) but we in VS are way, WAY more extreme. We use spikes to break our orbital plummets to earth.
  4. I've had some quartz deposits yield stacks upon stacks of silver chunks of all grades (I think it was over 2 stacks of poor and about 1/2 stack of bountiful with about 2 stacks of medium and 1 stack of rich). Typically, there's better yielding ores the lower you go. The quartz I mentioned was somewhere around y level 40 on default world height.
  5. I'm sure this kind of thing can be modded until Tyron gets to implementing a more robust human population to the world.
  6. I have actually settled long term in temporally unstable areas (and seen youtubers do the same). It's not that hard to be sure to regularly spend time away from the homestead to recover stability. I'm sure @Thorfinn can easily agree that there's plenty to do afield; the hard part is remember to not spend to much time at home before attending to requirements outside.
  7. Crops MAY grow, but it is at such a geologically slow pace that it's best to harvest the plant, hope for some seeds to plant and farm the seeds into a greatly increased harvest than waiting. As of 1.17 I will confirm (because I have done it) that tilling soil of wild crops will cause them to mature in a day (possibly even less). Be sure to protect against your new rabbit magnet filled with bunny sirens.
  8. I concur. mining coal feels like it consumes more time than creating charcoal. Unless using ore blasting bombs. Some think that of the total time consumed to make charcoal but they forget that growing trees and burning wood into charcoal do not require direct attention like mining coal does. Regarding lignite? I have yet to see lignite. I think it's a myth.
  9. That would be the greenish temporal gear
  10. Once charcoal is mass produced it isn't that much to take a bit of it to use on firing clay items (primarily refractory and fire clay bricks).
  11. Half slab. I always found that term humorous. Seems like the Department of Redundancy Dept. has been at work again.
  12. That much firewood will murder multiple steel axes. I'm guessing a good half dozen from chopping the firewood alone, not to mention clear cutting the local forests. P.S. my comments should be taken in jest.
  13. Dear God, WHY?! Why must you torture yourself?
  14. Sure it possible.
  15. I meant for non storm spawning mechanics
  16. Would littering the floor with rocks also prevent spawning?
  17. If that were the case we'd have a reality simulator and I doubt many people would be interested in that game. Even survival games have to give up on reality to some degree.
  18. I'm not totally against more metrics to manage, so long as the added metric brings something meaningful to the game, such as the recently added air metric when swimming underwater. Currently, weight is a subset of inventory and water a subset of nutrition (water is existent in ALL food so one could argue the hunger bar incorporates thirst already). I am decidedly against a new metric/bar if it's just to simulate some aspect of reality (such as thirst to introduce a requirement to carry a liquid food item). I'd prefer something like a stamina/fatigue meter that as it increases the ability to do things physically declines, such as reduced damage in combat, slower walking and mining speeds, etc. Weight could be included in this meter where higher weight increases the speed of fatigue. This meter would also address another meter suggested - sleep. Sleeping, in addition to emptying the hunger bar would also reduce the fatigue bar, restoring the ability to mine quickly or do greater damage in combat.
  19. A thirst bar, then a weight bar, then an illness bar, then a...
  20. Those spikes do depressingly small damage. Not worth the bother, basically.
  21. I know for certain bowls can be used. Don't know about jugs as I haven't used them yet.
  22. I don't. Early game there's enough things to do that keep me inside while the moaning choir serenades me. Lighting up the homestead with lanterns prevents rifts spawning and allows nighttime navigation between buildings without drifter harassment, even on nights of apocalyptic level rift activity.
  23. Hmmmm... sounds like faulty construction. Might I suggest suing the construction company? Joking aside, I got no clue.
  24. Hmmmm.... There's three spawning conditions that come to mind - rift activity, caves and temporal storms. Obviously, the last overrides the prior two. In my experience, the first two have some interaction. In cases where I've settled close to open caves, I've had drifters wander out of the nearby cave during the night which seems more common when rift activity is higher (medium and above). I've also heard drifters in the cave from the previous night when going about chores near the cave as well. Lastly, there does seem to be a cap on drifter population. From my experience spending a night indoors on a medium rift activity night will create a larger mob of morning moaners than on a night of low rift activity, but it isn't a huge mob either. The mob doesn't seem to get appreciably larger with higher rift activity either. It seems to top out around 8 or 10 drifters.
  25. Ouch. In my last world I traipsed about 3,000 blocks for the beautiful orange rock. Later went through a bugged translocator and found bauxite <500 blocks while walking back home.
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