dakko
Very supportive Vintarian-
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Everything posted by dakko
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No flint or rocks spawning on ground when starting in colder climates?
dakko replied to StarFeather's topic in Questions
v1.17 added "Arctic Supplies" cracked vessels that drop flint, stone, clay, and various plant material. I wonder what exactly prompts the generation of this type of cracked vessel -- is it the same conditions that prevent stone & flint from spawning? -
I'm glad you've asked, as I've wondered the same thing! I had no idea that we even have a referral link associated with our account. I'd assumed it might have something to do with someone using the VS discord invitation link that I sometimes post in the forums. I've certainly never posted my referral link anywhere.
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I've seen the males in youtuber videos. (they are sheep) eta: if you bait a trap with food in a trough, you may lure one in
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Oddly, was looking again for butterflies while playing tonight - didn't see any in maybe half an hour of playtime. Then exited and re-entered the game, and 2 butterflies immediately flew up right in front of me! I mean, almost seeming to emerge right from under my feet. I've never had this happen before. No idea what caused the change. @AutumnCreature22344
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I see what you mean now. There is a post about this in the issue tracker. There is another setting that must be made when rebinding shift and ctrl. Please see the solution which is shown in a screenshot.
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Are you aware that knapping stones works slightly differently than knapping flint? When you place a piece of flint, you instantly see choices for knapping. However with stone, you place a piece of stone and it just sits there. You have to act as though you are placing it again to see the choices for knapping. I suspect this may be the problem you're having, since you say that you "can only knap flint." Regarding rebinding the keys: I think you already know this, that when you rebound Crouch to Ctrl (instead of Shift) it changed knapping to Ctrl right click. If you can actually knap flint using Ctrl right click, then I think the issue is what I wrote above.
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Vanilla already has trader camps. They don't happen very often, but they are there.
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Do you have "Block Interaction Help" turned on? It is in Settings > Interface. With this enabled, you can see which tool will extract a material by looking at the material. I understand your frustration with the manual. Please know that it is not finished, and will not be finished for quite some time. You may be able to influence the design by posting in the "Suggestions" area of the forum.
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Mischief of Mice: Importing Your Home [or whatever] to a New World
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You may be right @AutumnCreature22344 Just went into my world created in 1.22.3, walked around for a good long while and nary a butterfly to be found. Might be worth reporting it at the Issue Tracker.
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No, blueberries have fall colors. It is normal. Some varieties irl are quite strikingly beautiful too!
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HA! Been there, done that with the deletion! Another method is to dig a hole and place the block on the ground next to the hole (I did corners touching so that it would look less natural). I like the haybale method too.
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The walls have ears, lol! As soon as we start talking exploits, it seems like The Powers That Be remove them.
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This one is super important, yet I rarely think to mention it... Mark where you see surface bits of desirable ores, such as copper. There will be copper ore directly underneath the surface ore, usually needing to mine several blocks to get to it, but sometimes it will be the first minable block. I mark it on the map, but I also mark the exact spot with a piece of grass (placed as if about to make a firepit). If for some reason your map is stingy on surface copper for that first pickaxe and hammer, you can always pan sand or gravel blocks to get those last few nuggets. (knife + log = pan; panning requires that the player be standing in water)
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Don't purchase a wolf puppy expecting it to be your best friend forever. Seriously though, my best tip: meals cooked in a pot will keep you satisfied much longer than raw food. Oh! And welcome to the forums!
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Berries were completely reworked for 1.22. It used to be that you could break a bush and put it down again wherever you'd like. Now it requires a cutting be taken from the bush, using a knife, which can only be done once a year. Then the cutting takes time to grow, etc etc.. and it takes longer to get fruit, etc etc... so berries are no longer the huge easy food source that they were before.
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Everyone has a different way to approach early game. Some are nomads until they find a place they would like to build. For myself? I set my world for a very leisurely experience, so my days are longer and I don't need to worry so much about hunger. I start by making a knife and setting out to find reeds to make 4 hand baskets and 1-2 reed chests (I use the CarryOn mod that allows carrying a chest on your back). At the same time, I'm looking for berries, crops (especially flax to get seed for an early farm), and clay. Also at the same time, I'm looking for a place to spend the night. **I'm careful about how many types of berries and crops I gather so that I do not run out of inventory space. They get marked on the map though. I usually set up some type of shelter fairly close to spawn and have at least enough built that I'm fully protected before nightfall. I usually spend the first night making clay items so that I am able to cook as soon as possible. I also "bury" one chest to act as a mini-cellar to keep my food and raw hides fresh longer (a block of hay acts as a 'door'). The shelter gets expanded as I have time and resources; same with the cellar. [it is not unusual for me to dig clay in a way that preserves the surface layer so that the landscape is not destroyed by my digging. This creates a large underground room which may become my first shelter, providing overhead protection from rain and a great place to set up pit kilns. It also has plenty of space to store stuff.] I hope this helps!
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Okay, that makes sense. This was my first voxel game too. I didn't even know how to exit the game. Animals: When creating a new world, it is possible to set animal aggression to "passive" (they will only attack you if you attack them, or if they get hurt somehow and think that you did it). Alternatively, you can stay away from aggressive animals (wolves, bears, male bighorn sheep, etc) until you have better weapons, learn how to kill without being killed, or have some kind of protective armor. For meat, consider digging a trap rather than hunting: the pit needs to be 2-3 blocks deep (deer need 3 blocks), and it can be baited with a patch of farmland that is growing a crop. Here is a video clip showing how it's done. Alternatively, a ditch could be dug along one side of your garden (or surrounding your garden). Hunger: When creating a new world, you have options to get hungry more slowly and have food stay fresh longer. Avoid or limit things that make you hungry faster, such as running or holding a torch in your off-hand. Meals cooked in a pot will fill your belly better than raw foods. To this end, a clay pot and eating bowl(s) are a priority and they must be fired in a pit kiln before they can be used. There is more I would say about starting tactics but I don't have time right now.
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Wow, what a great spot for a build! Purely for inspiration and shapes, take a look at this video from Kurazarrh's Desert Life series: Episode 370: Finishing the Central Skyway Stairs and Paths.
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1. Since you've determined that mountain tops and swamps are not your preferred spawn point, I recommend generating a new world until you get a better location. 2. Customizing your worldgen might be helpful too. I recommend slowing down your hunger rate so that finding food is not your sole focus. There are also adjustments that can be made to the monsters: increasing the grace period so that you have some time to settle in before monsters appear, and perhaps making adjustments to the temporal rifts and temporal storms so that surface monsters are toned down a bit. From the questions you've been asking, it looks to me like you're wanting a level of understanding that is best delivered by a very detailed tutorial (I'm the same way. I do not know if the devs intend to provide that level of detail, but they are refining it with each update so who knows), using the wiki (which may not be up to date for 1.22 yet) or by watching guides on youtube. There are several youtubers that are both instructive and also enjoyable to watch: Kurazarrh has a full guide for 1.18, and has just begun a guide for 1.22. He also provides information for recreating his world so that you can play the same seed. He is also really good if you're interested in chiseling or building design. Hmuda has an excellent start in 1.22 that includes running water suitable for a waterwheel; he also provides the worldgen settings and seed. There are others that are very good, but these are the ones that come to mind at the moment. There are also lots of videos that cover individual topics. I hope you give VS another chance. Once you get past the initial learning curve, I think you'll find it enjoyable.
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The dead bird (which is a "hen," or female chicken) cannot be picked up. Enable "Block Interaction Help" (settings > interface) and it will show that you need to equip a knife, use sneak (shift key by default) and hold down the right mouse button to harvest the carcass. Flaying is the act of separating the meat from the bones so that you are left with a filet of fish. eta: it is done the same way as harvesting any carcass LadyWYT was trying to explain to you that cooking a full meal in a pot will give you the largest amount of value from your food. They have changed the refund policy over time (it used to be extremely generous) and perhaps LadyWYT did not know the current policy, however the policy also includes this statement: "However, even if you fall outside those limits you can still request a refund and we'll take a look. In principle, if you don't like our game, then we also don't want to keep your money."
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Extending the grace timer past its usual max· length?
dakko replied to catcrazies's topic in Questions
You could make a copy of your save, go into it as if to play and use the "/time calendarspeedmul" command to shorten the day to something ridiculous. Default is "/time calendarspeedmul 0.5". We must have had a command to disable monsters way back when (or Tyron may have provided one for me) because I remember being concerned that the countdown continued as if the command had not worked. I think that was when there were only drifters though, and my memory is pretty sketchy. eta: but it was the countdown that was incorrect Btw, the same command could be used to give yourself a more relaxed game experience (to simulate what you are trying to achieve by having a longer grace period). I play with /time calendarspeedmul set to 0.1 eta2: Now that I think about it, maybe that was a command to lengthen the grace time. This would have been before we had customization of worldgen. -
Extending the grace timer past its usual max· length?
dakko replied to catcrazies's topic in Questions
What about installing a mod that disables monsters, and then remove the mod when you're ready to face them? Here is one: No Monsters (I've not used this one - "No Monsters, Really" is a good mod but has not yet been updated for 1.22). eta: Oh! That chat dialogue may not change to reflect the updated days. With "No Monsters, Really" installed, it still gives that chat dialogue.