Jump to content

Saricane

Vintarian
  • Posts

    85
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Saricane

  1. Yes, I use them to draw a transportation network from north to south, to have access to the most climates as possible. I spend a long time tracking every TL around my base, including those in "hidden" caves (caves that don't have any entrance, you must find them by hearing waterfall and drifters sounds). And now with the v1.18 and all the devices that use temporal gears as "fuel", you'll need always more of them.
  2. No. The pit kiln will roast every drifter during the storm. At the end of the storm, dead drifters have already disappeared, leaving only the last of them on the grill. This trap does not sort drifters on their strength (based on health points). Sorting them by gravity allow you to keep the corrupt and nightmare alive while killing (and so despawning) the weakest ones. This way, the game generate more drifters.
  3. No link between forest (or another specific kind of vegetation) and bears. Not linked either with wolves. Each kind of bear (5 types) spawns when min/max T° and min/max rain conditions are fulfilled. So roughly, it depends mainly on the latitude. Keep in mind that bear stop spawning when light is 8+. So, putting lights around your base and most importantly around your animal enclosures will prevent them from spawning.
  4. Since v1.16, a double headed drifter (enhanced version of the nightmare drifter) spawns every temporal storm. This one has even more health points than the basic nightmare drifter. And killing him is VERY interesting. The reward is juicy (temporal gear + a fistful of rusty gears). The challenge is to make sure he spawns. But we know that the more drifters you can kill during the storm, the better is the probability to make him spawn. Problem : killing them actively during the storm is very difficult. But you can kill them using a more clever and passive way. Gravity is your friend. Let's imagine a pit, deep enough to kill most of the drifters, but not enough to kill corrupt and nightmare drifters. Let's say you can easily guide them to this pit, so that the gravity kill the weakest ones. When the storm is over, you just have to go down the pit (using you own personal pit with ladders, ha ha ...), and kill the remaining corrupt and nightmare drifters using spears. This is the trap I use now, and it is very efficient. I trapped the double headed drifter 6 times out of 7, without being hit. First, you build a temporal storm proofed cabin, using 2 chiseled blocks, closed by a door (placing the door can be tricky, you have to put a removable block above the moat, on the bottom-left corner on the following picture, then place the door, then remove the helping block). Since v1.17, you can build the cabin out of glass, so you can safely enjoy the show of drifters falling, struggling against water flow, fighting themselves, and then ... falling into the pit. But now, there is a deep pit at the bottom of the moat. We could call this a "Darwin pit", that allows only the strongest to survive . Mine is 35 blocks height, but you can add a little more height if you want to kill even corrupt drifters. To help the drifters to get close to the pit, you put a flowing water at the bottom of the moat, enough to cover all the moat, BUT not the pit itself, of course. To get sure the flowing water stops exactly before the pit, you have to dig 3 blocks at the opposite corner, and then place a water block at the end of this little tunnel. When the temporal storm begins, you lock yourself in your glass cabin, looking at the drifters trying to walk against the water and finally fall into the pit. At the end of the storm, you go down the pit using another vertical chimney with ladders, and you kill the remaining drifters trapped behind the wooden gate. The 'Z' shaped hallway is essential to ensure you can hit them without being harmed.
  5. Strike the earth ? I love this title Have you found adamantine ? Good job. You deserve a fresh beer at the local tavern, Urist Mc Wampcroft. Oups ... wrong game, sorry !
  6. As Dizuki said, use spears. Craft a handful of them, go on the roof by removing a block (If your house has some roof that wolves cannot reach) and get them vaccinated with spears. Once they have just a few HP remaining they run away.
  7. What starting climate did you choose ? I ask that because I don't understand how you can have larch (cold and icy climates) and redwood trees (south temperate and warm climates) in the same forest ?
  8. I have already suggested that the axle could be considered as a block for this same reason, so that the room effect would not be ruined. Another solution could be to create another kind of axle, with thermal insulation (could be somewhat more complicated to build). I build a glass box at the center of the windmill. This box is surrounded by the mechanized devices. The box is small, just have 2 forges inside, it's generally enough. The doors are right in front of the anvils, so I can put ingots without moving. You can even let the doors opened, you keep the thermal insulation.
  9. Hares don't drop fat. Only 1-3 meat and sometimes a raw hide.
  10. This was precisely a bug of this earlier release. Upgrade to rc7.
  11. Building several 7x7 greenhouses instead of a bigger one has its own advantages. Depending on the kind of seeds in each greenhouse, if the outside temperature raises too much, you can simply remove one block of your roof to cancel the greenhouse effect, turning the whole room in a basic garden.
  12. Now we have rifts. Good. Imagine a link between rifts occurrence and temporal storm. IRL, temperature is increasing, the air is getting heavier and heavier, and you feel oppressed, waiting for the unavoidable storm. After that, temperatures become comfortable again. Why not applying the same cycle to the rift+temporal storms mechanism ? The first 2-3 days are so quiet that you can barely spot a rift. Then their number slowly increase, to the point where the player is so annoyed that he would wish for the temporal storm to come.
  13. Starting from v1.16, drifters will throw you rocks from under . Even if you open the wooden trap, I think this will not be sufficient to avoid all rocks. The only 100% safe way now seems to be the "carved closet", accessible as soon as you can get a chisel.
  14. Now, you must craft a unlit torch with a stick and 2 grass. Then you can lit this torch on the campfire.
  15. I just made some tests using the same seed with 1.15 and 1.16. I know, I absolutely know that even with the same seed, I cannot have the exact same map, because grass, plants and trees placement are not the same. But the overall look of the map will be the same. Where there must be, let say, an acacia forest, there will be an acacia forest, even if each inidividual tree is not at the same place. So, even if this little test is not a validation, we can see a great difference of density between the two versions, for the fern trees. That's just my personnal feeling, because after having played on several 1.15 maps on hot areas, I have never encountered such dense areas.
  16. The bamboo and fern trees forests seems to be way more dense than in v1.15. In v1.15, the density calculation was perfect, because it was always possible to find a way out without struggling more than 2 seconds. But now, it is a hell. The player can easily get stuck in those large mazes, which can turn into a nightmare, especially when followed by drifters. I really think that v1.15 design was optimal.
  17. This was true in 1.14, but since 1.15 we can use compost as an all purpose fertilizer and not only as a type of soil, it's worth producing some.
  18. The redwood tree is always 2x2, even when you farm them. But they are way smaller than the natural ones. Too bad.
  19. I set a new layout for my little "poultry factory", according to what @Philtre said. I built a very long but narrow enclosure, not too close to my base. I placed the trough at one end (the closest to my base), and the henboxes at the other end. So i can fill the trough without disturbing the ladies in their boxes. And it works. There are chicks now. Fortunately, if the hens are disturbed and leave the box, the process will not abort.
  20. I have the same issue. An enclosure in the heart of the base, with 3 henboxes, 4 or 5 hens and a rooster. I gave them hundreds of grain, but they are all stuck at 4 portions, and the eggs in the henboxes all have the label "a broody hen is needed". I really wonder if this new process introduced in 1.15 is fully functionnal or not.
  21. I use the flax grain from the flax farms. I turn them into doughs to make them rot quickly (you must have at least one mechanized quern to do that). And I collect meat from wolves or hyenas too, though this is a smaller income than flax.
  22. I don't know if the title really reflects the question. I play (single player, survival) till months on the same map, having explored a huge amount of land. Travelling from arctic zones to tropical zones, etc ... The problem is now the save file is 6GB. And 90% of the revealed map is totally useless for me. I would like to keep only the interesting zones (large radius around the base) So is it possible to remove those thousands of "useless" chunks from the map and from from the save file ? And of course with a kind of mass processing command (by example, defining a rectangle by giving top left and bottom right corner with coordinates, or something like that). I think this is not possible, but I prefer to be sure. Thanks.
  23. That's the deal. She does not really become aggressive, she just refuses the bucket. So, as soon as you have the message "stressed", release the action, wait for the message "can be milked", and you can repeat until success. Sometimes, that can be very long, but most of the time, you can have milk this way. If you still try when you have the message "stressed", you'll ruin the process.
  24. Once you'll have flax farms, you will end up with so much flax grain that you'll cannot eat it all. So you can either give this grain to your animals, or turn it into flax dough that you let rot to make compost (since 1.15, compost is now worth doing it). Or like Junawood said, have huge farmland zones left on fallow. Or even plow the soil (by removing it and putting it back on the same place), but this is really tedious.
  25. It's rather Shift + Left click. This way, you can not only collecting a corpse, but transfert a whole stack from a source to a destination. But you'll have to to this for every item (meat, bones, pelt ...)
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.