The game mechanic would be *disabling* recipes, making them not work if a flag is set.. and yes, that could be interesting. Experienced players have very little reason to poke surface ruins right now; this would give them that reason, and maybe encourage some early dungeon crawling to get not-quite-basic smithing recipes or whatever.
There's nothing useful to make out of nickel, just the ingots, or bits (by chiseling an ingot), or cupronickel which you COULD make with nickel bits but raw pentlandite works the same so there's no reason to make nickel ingots in the first place
And this is why the wiki doesn't say much.
The workaround I found was to change tools... like, for me, I always have the hammer in slot 1 of the hotbar and charcoal in slot 3, and typing "3 1" corrects the problem. They're definitely still poking at the changes they made for 1.19, so hopefully it'll be more reliable soon
And that's seriously annoying when your pit trap is thirty blocks away! I've found that if you hit 'em with a couple thrown rocks, they stay mad long enough so you can pull them where you want them to go
Aluminum would be an obvious component for the level 2 glider, which doesn't exist but if they DID. Or mirrors. Anyway, yeah, Al metal is much more difficult to make than steel, but once you HAVE it at all, it's really easy to work, and it doesn't corrode. Maybe find bits or chisel-able items in deep ruins?
I can tell you guys live somewhere with wussy grasshoppers; the ones in the desert are about twice as big as that and get proper wings when they're fully mature. Walk up to 'em and they'll go twenty or thirty feet before they land, making that classic big-bug baritone flutter.
Desert hoppers, for Manly Insect Power!
The largest temporally unstable area I've seen was about 2k x 4k blocks. It was very annoying. That said, they ARE all finite, and it's best to spend your first day or two on a new map running like mad to see the different biomes and geomes that are available.
New 1.19.5 world. Got myself to iron and made an iron anvil the usual way with the top and the bottom and the borax and the hammering to weld the halves together. Worked fine, I get a "Tier 3 Iron Anvil".... except.
When I try to break the anvil to haul it up to my helve hammer installation, it breaks BACK INTO THE PARTS. I've got a top, bottom, and borax again, not an anvil!
Is this a deliberate thing with the new build? Do I have to make anvils in place now?
Yup, wolves stay in their spot, always have. You can't stand-up fight them without real weapons and armor. Until you do, run away (you are faster than them going up hills if you time the jumps right) or else be clever.
"Clever" usually means a pit trap (3x5, 2 deep); you can jump over the 3-wide pit, they can't. Then you either spear or throw rocks (takes about 20) to kill the wolf from above.
Saw this happen a couple of times in 1.19.3. It wasn't reliable at all, seemed to happen about 1/4 of the time. There *was* a wolf pit not too far away, so the bees might have been going after whatever rabbits or pigs had fallen in.
Nightshades would be a really good mod. Potatoes, tomatoes, peppers, and of course the delicious nightshade berry plant. If you can make it so that you have to cultivate potatoes by dumping a soil block on them halfway through the growing process that would be extra nifty. (No, seriously, that IS how you grow potatoes IRL. Makes 'em produce more tubers.)
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.