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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. I see your point. Might be a bit of fuzzy line. I was looking at the possibility of planting crops on day 2 or 3 to shorten the time spent foraging and maximize that first harvest.
  2. Unless this has changed recently (or mods installed), wild crops mature at a geologically slow pace. It will be much more productive farming the seeds you can get from harvesting immature crops.
  3. I'll bet large sums of money (which I don't have, mind you) that the quality of the gems you want to sell are different than the gems the trader wants to buy. The items you sell to the trader must be an EXACT match.
  4. Check out the Useful Things mod.
  5. Sounds like a mod. I know the pit kiln time left was from a mod.
  6. Welcome to Vintage Story! I love your idea because I ran into the same thing after typing my waypoint title. I don't know how much the developers peruse this forum, but have you thought about modding the game until such behavior is implemented in the base game?
  7. Oceans provide some additional geology challenges (for those of us who enjoy overcoming difficulties) and who's to say that future updates won't make changes that make oceans more profitable? By reducing or eliminating oceans you may be limiting future benefits from that feature.
  8. Correct. I usually build an apiary in modules of 3x3 skep layout. Harvest the perimeter skeps so the central one can repopulate the harvested skeps. Once one of the perimeter skeps is populated, harvest the central skep. I typically have skeps pinging 120-160 flowers but those produce as quickly as skeps with 95-100 flowers.
  9. Killing drifters does increase your personal stability. Down mining iron a few blocks above lava and a bell starts its claxon? Kill some drifters and you're good to go for a bit longer. I've come out of temporal storms with almost full stability. At the end of the day drifters will be in one of two categories: an annoyance to the experienced player OR a source of resources to be farmed like another unnamed block game.
  10. I agree with Jackal that the drifters purpose SHOULD be to be a threat at night and in the deep. It would be nice if there were variety in drifters beyond the obvious we currently have. Make some surface drifters able to open doors but most can't. Perhaps some can withstand brighter light levels, but again; most can't. And give no indication of which kind of drifter you're dealing with. Smithing something and all of a sudden you're getting your back aggressively scratched by a drifter? Apparently I didn't "lock" my door properly (which is what door opening drifters would lead to). That's something I'd LIKE to see. In the end, I don't think there's a single solution that will satisfy everyone as there's such a wide variety of desires for what players want drifters to be.
  11. I will confirm that when bees are dormant due to low temps, no message will display except population size and if there's honey to be harvested. I believe the hive's population drops to poor when it goes dormant.
  12. To my knowledge they are global events. Seems like something broke in your world. Perhaps enter the command that sets the temporal storm frequency to your desired setting?
  13. I've noticed this odd behavior as well (at least in 1.17). Chop a larch or pine tree with branches low to the ground and the leaf blocks on the ground remain after the rest of the 20 block tall tree fell (with no other trees nearby.
  14. I can kinda see things bizarrely sometimes. Looks like this is one of those times.
  15. I doubt it as the map is essentially a top down view of the world.
  16. Having quarried rocks detach based on a single face makes some building impossible. If I want a single rock on the side of another block it will automatically pop off. Other methods of quarrying would be more effective as @ArtiKs mentioned.
  17. I have tried to plant such trees. Part of the problem is my brown thumb, but even so not all the seed created by a plant is viable either. How much is outside of my understanding and I have no desire to research such info. I argue that seraphs aren't arborists and the seed drop rates are a reasonable facsimile of their lack of expertise in raising trees.
  18. Soil fertility would also have an impact. Low fertility soil would not be able to support much plant life.
  19. In my experience almost all unstable surface areas are not that big a problem. It only adds another layer of resource management to all the other resources to be managed, in this case hunger, inventory, time and now location. Admittedly, most will find this added amount of management tedious or otherwise unfun but being the weird left field non-conformist I is; I actually like this added challenge occasionally.
  20. And yet most of those seeds do NOT result in a sapling. My next door neighbors 20+ year old maple dropped TONS of seeds but only three over 10 years ever sprouted.
  21. Especially when those unknown lands are below your home!
  22. Other bits of lore indicates the world is recovering and not becoming more corrupted.
  23. Thank you for taking picture during daylight.
  24. Maybe investigate in a non-permadeath world. Grant yourself a stack of ladders and investigate? I suspect it shouldn't take too long to discover conditions for the pancaked status.
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