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Maelstrom

Vintarian
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Posts posted by Maelstrom

  1. Do I see a rough hewn gate in the last screenshot?  If it is, that might be the problem.  Try replacing it with a dirt block.

    It can take a while for the game to recognize a greenhouse.  You may want to implement a fix go do something for a bit and come back to see if anything changed.

  2. 2 hours ago, l33tmaan said:

    Hot take: Classes either shouldn't have unique recipes, or shouldn't affect any statistics whatsoever. Pick one or the other. 
    Ideally, classes should have exclusive capabilities other classes cannot replicate. Right now, the Tailor is the only class that can do that, yet it's saddled with so many negatives in exchange that it's very difficult to justify playing it, and making a variety clothes just... isn't too important right now.

    I think that should be the basis of the different classes but I don't have an issue with a couple stat modifiers as well, as long as they make sense.  Hunter's speed bonus makes sense for instance.

  3. I've only played commoner in single player as it didn't make sense to me to select anything other than the jack-of-all-trades option when playing solo (although some comments have encouraged me to explore).  I've logged a max of 100 hours in the game and still playing a learning playthrough (just built my very first windmill about 3 play sessions ago), so I haven't taken the time to explore much yet.  Given my limited experience and the comments in this thread, I'll venture my opinion about classes...

    It seems to me that making the commoner the jack-of-all-trades but master of none would be the foundation of the class system.  From this base class specialists would branch off with specialists with advanced skill that the Commoner only has basic skill in accomplishing.  For example, the Commoner could craft wool or fur clothing for winter providing greater thermal protection than the starting clothing offers but the tailor could craft wool AND fur clothing to provide even greater winter time thermal protection.   This top tier clothing could potentially nullify the freezing effects of extended daytime winter exposure but not sufficient to prevent freezing during extended nighttime operations.  Or the Commoner (and non-hunter classes) could craft the crude bow and arrow but only the Hunter could craft the more advanced bow.  Black Guard could likewise craft superior armor not available to the other professions including Commoner. Perhaps Clockmaker can forge the metal gears (not temporal gears) required to repair TLs (also reduce the availability of those gears to traders and rare frequency in dungeon loot tables).

    I think this change alone would encourage a more robust population of class use.  Any modifiers in numerical things (like boosting/nerfing various stats) would become less emphasized.

    • Like 6
  4. Thanks.  Looks like I'm gonna have to do some hiking and exploring.  Apart from that lone lucky bee's nest, all I really have within a half day run is pine forests.  At least I don't have to worry about resin; only have 64 of that and now passing up resin when I find it.

    [edit] Of course minutes after I post this I find my bee nest only about 750 blocks away from my home in an oak and maple forest (no birch).  Common rainfall seems to be a good indicator for moisture.

    • Amazing! 1
  5. So I accidently destroyed the wild bee hive near my living quarters and I'm out and about looking for another and having a hard time.  I've found them easily in previous playthroughs but not in this one.  The wiki gives rainfall range of .35 to .85 condusive to bees.  How does that equate to the in-game description for rainfall.  I assume almost all the time is above that .85.

  6. 15 hours ago, SeismicWolf said:

    I came to the Forums just to find this out, The Wiki had not been Updated and there is no mention in any of the Games Guides. I kept moving the Stave to different Locations but it still had a 0% Dry on it. What is considered an Open Container?

     

    I think Chrysander discussed that...

     

    On 7/30/2021 at 7:18 AM, Chrysander said:

    Hi Doctorego7,

    yes, it is kinda obvious. Keep it in an "open" container until it is cured. Your inventory works fine. Crates and baskets won't, as they count as "closed". I heard technically, a barrel should work but there was a bug with that so it didn't work. Maybe that was fixed. See if it works. And please be patient. Without the Better Archery mod, drying those things takes a while!

    EDIT: If you mouse over the bowstaff, it should tell you the drying progress in%.

     

  7. I think the title says it all.  Quarrying suevite currently results in raw suevite rock which cannot be polished like other quarried rock.  Given the scarcity of suevite I think it would be at least cool and maybe a flex to use polished suevite in my builds.

     

    • Like 1
  8. Welcome to VS!

    Yes, nights are dark without light.  First day tasks are stones (flint or obsidian), sticks and 64 reeds (40 for creating your 1st tier inventory & 24 for a storage basket).  Sticks and stones for tools (knife and axe) so that you can gather reeds and some firewood for your first night.  A shovel is advisable if monsters do not have delayed spawning.

    The handbook (press 'H') has a lot of info in it, such as crafting "recipes".  If you hover over an item in your inventory (and I believe target a block in the world) and press H the handbook will bring up info about that item or block, including items that can be crafted from it.

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