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Cattastrafy

Vintarian
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Everything posted by Cattastrafy

  1. Iron and some of the other rare metals are actually quite easy to find with a very poor or poor reading. I think limonite and hematite or a bit more reliable than mag though. I get excited when I find very poor reading for iron and I'm looking for it. Just find the "best" spot (even if still very poor) and dig a straight shaft down through the eligible rock stratas till you hit the point it can't spawn (look on the mining wiki for deets). Do a prospect every 10 or so blocks as soon as you're in the eligibility zone. Never have had a very poor reading that didn't have a node down there, usually find it in the first three shafts or so.
  2. It's probably been said, but I hope we have a solid "learn by doing" skill system in AM!
  3. Indeed, the key there is play style no doubt. But I don't think we're encouraged to avoid combat. I think we're merely given the option. Which is spectacular.
  4. Feel like this is fairly untrue. Caving - ultimately an exercise in combat - yields: the "best bed" in the game Easy access to lore scrolls Translocators - debately one of the most powerful tools for accessing new distant lands, giving possible access to possibly elusive ores and rocks in your home territory like bauxite, ilmenite, lime related rocks, better areas for certain livestock like goats/sheep, etc. also requires the drops from monsters to even use (not so useless, eh?) Drops for terminus teleporter (prob the only real useful Jonas item imo) Easy to see ores and minerals sometimes, saving you a trip to mine potentially. Plenty of gears to spend over time found as loot, directly related to your level of "wealth". Certainly easier and quicker to obtain with trade routes but...cherry on top. Then there's temporal storms, I don't think the devs intend on you hiding for 15 minutes doing nothing waiting it out. That's a waste of time. Also doubt they intend on you making mob farms, which, is still the opposite of "avoiding combat" either way. You still gotta murder em when they fall into that hole! Giving increasingly better tools to fight and survive mobs seems....well, it seems like a good excuse to test your mettle against mobs right? The tools giving you the ability to combat them in general vs tools to run away better? The temporal gears being used to sustain yourself longer is caves is funny, contrary to the fact that the nightmare bowtorns that eventually spawn and are easy to kill compared to other nightmare monsters are insanely more effective at restoring stability than a gear. And you require combat to unlock this benefit. All this said, I'd like more variety in combat but can understand and be perfectly happy with it staying roughly as it is in the distant future. More weapon types is really all I'd ask for personally.
  5. Clever! I finally found ....two actually...of the real things. It turns out they're in what seems to be a particularly rare underground ruin prefab, it also is the only one I saw with an aged owl chest in it. Prob took like 50 to 75 underground ruins for me to find them almost back to back heh.
  6. No doubt at all! I thoroughly enjoy the process too. I'm WAY to lazy to add a crust style lol, all default. But I respect it and love that it's an option.
  7. Few days before winter, I just bake a lotta pies. Like 3 or 4 stacks of each satiety type (minus dairy until I get to that point). Half the fruit pies are regular, half are charred. Sometimes if I have a lotta meat I'll char some of those too, but can usually slaughter some pigs mid winter for fresh ones year round. Once ya get fruit trees, no need to char berry pies anymore since fruit stays fine all winter. Pies are just op! Literally never used crocks, but I think they're good for long expeditions (that I have yet to make)? I like cooking pot prior to making quern and ovens though. Wish there was more non modded food options, maybe more healing food under the cooking pot to balance things out. Or other neat benefits.
  8. 1) That this game existed years ago. 2)
  9. Cattastrafy

    Cheese

    Heya friends! Going to start into cheese making for dairy stat. Figured I'd make cheese pies. Anyways, sad to see such a loss in sat from milk to cheese, but also noticed blue cheese appears to have less sat than cheddar but they require the same mats and is overall harder to make? So what exactly is the point of blue cheese other than selling to traders? "Just because"? Couldn't find any special use other than variety.
  10. Totally makes sense from a builder perspective to want steel tools. If you want to "legitimately" acquire the resources for said building instead of just going creative mode. That'd be the key for steel armor to have some merit itself, we'd need content tuned for steel armor available (in due time, I'm sure!). Where we currently got ra (t2 tuned?) and new chapter stuff (no idea, heard very little about it, maybe t3?) but that might be a lot of work for such limited content other than caving. Which....has mostly building esque rewards? Seemingly contrary to the type of player that seeks high lvl armor and weapons as their "endgame". Being able to go into something like ra with steel armor and weaps is something I do like about this game, be as op or up as you want for any given content! Id love rng dungeons with specific tuning so you can test your mettle and get tier level rewards, maybe even require tier specific enemy drops for the next tier of metal to slow down progression and force the player to live in each era longer. But I don't think the majority of players want this to be that kind of game
  11. I haven't done anything with steel other than start to make it in my last playthrough, but on the same game, with iron chainmail (certainly not the BEST iron armor in terms of protection) t4 enemies were tearing me to shreds. I imagine the only sustainable way to manage killing hoards of these is steel and a shield. Can't speak for the tools, idk how good they are compared to iron. As far as making it, I guess there's merit in the long journey to be able to make steel. Feels accomplishing in itself. If that's your thing. My problem last game was I couldn't be bothered to look into the story and was itching to start over new and play differently. As soon as I got the ability to make steel, I no longer had a reason to play, because there was nothing else after that. The "ability to make steel" was the end of that particular journey for me. But that's how it goes with any games end rewards, once you get em you don't need em. Maybe I'm rambling....ahh well.
  12. I'm a bit biased cause I shy away from mods in general (no hate whatsoever to people that like em) but I dont think it's a bad practice to "do a run" without mods FIRST and then choose mods after awhile. This also gives you first hand experience to know what you'd like to change about the base game to tailor it better to your preference anyways.
  13. That is a good idea! I was thinking, perhaps the higher level ores could take more and more durability from the hammer, to the point that it absolutely pulverizes (hahaha) hammers for even a small amount of, say, iron ore. But crushing copper ore does the standard small durability loss it does currently. Then the pulveriziser is soft required for high lvl stuff but not absolutely required.
  14. Makes sense tbf, I too noticed most of this was a reference to silver and gold for the arrastra anyways. And yeah these are all pretty over the top increases to realism, honestly not sure of the exact level vs devs are going for but I'm down with whatever, having a blast one way or the other! Was just a thought....might increase immersion and add layers to the progression arc if done a certain way but probably just over the top and unnecessary.
  15. Probably better suited for suggestion forum, but was curious if this ever came up. Couldn't find anything with a Google search. I found it interesting after awhile that, with how immersive and realistic vs tries to be, we are using hammers to instantly and easily crush ores into usable nuggets. Makes sense that copper and other low end ores can be done with just a hammer for progression purposes and maybe even realism, but was curious what y'all thought about the addition of arrastras and/or converting higher end ores to require the pulverizer (pretty much a stampmill adjacent or equivalent right?) to crush the ores into a useable substance. Which realistically I believe then had to be further process to remove the gangue via froth flotation or other methods but maybe that's taking it too far. Arrastra could be another item powered by mechanical power or manual turning, or even powered by an animal! I'm not an expert on any of these subjects but I know other games use these processes for realism and wasn't sure if it historically made sense for most or all of the ores in vs.
  16. This was an interesting read. I was gonna make a second cellar room off the first one, with 3 querns and a clutch in the wall to turn em off and on. Sounds like the exposed wall with the axles will invalidate it? Not a big deal, just means I can't store grain like I was gonna in that room vs the other.
  17. Doubt it'll make it in 1.21 but I can't wait for the possible procedurally generated dungeons I think were mentioned in the roadmap. Hope they're tuned for a certain progression tier. Kinda sad not knowing how deep a cave is going to go to determine if it's worth your time in less than steel armor etc. I think all we have now is the one and done story content which is tuned for certain progression tiers (exactly what I'd like to see a constant supply of). would love mob "loot" expanded too, on a related note.
  18. The pro pick is def interesting and kinda hard to figure out certain aspects, but it kinda sounds like you just don't know a proper strategy to using the node search. I can't find streetwind's reddit post where he taught me and others how to triangulate, but it works 95% of the time amazingly.
  19. It'd be cool imo for m.iron to be more necessary, but also a bit easier to find. Maybe there could be some way to detect it from a fair distance. And I probably just suck at finding it to be fair lol. I really like multiple tech tiers and feel m iron is under utilized. I guess bronze alloys fall under this same category too.
  20. Wasn't magnetite in particular was it? With a 30% chance to even consider spawning, I don't ever go looking for that one with any reading to be fair.
  21. Kinda off topic but might help people struggling: To confirm, I can say the "decent-ultrahigh" reading for a lot of ores is super over rated for some ores: Iron, borax, any coal, sulfur, chromite, possibly more I can't think of - I've found TONS, EASILY, with "very poor" ratings. Things like borax I've even settled for/found with miniscule out of desperation. Just know the rock layers and alt they spawn in, and make them bore holes every chunk or two nearby. Iron ore in particular, I have zero issues, and have exclusively found with very poor rating, every single game. Half the time in my first hole. I think the devs actually messed up the ppm associated with the rating on most iron ore veins. The literal best iron rating I've ever found was a poor hematite and a couple of poor magnetite. Vast majority are always very poor.
  22. The ol, "bitch and ye shall receive" in video games happened, I found him! Still want to compile all info I can on the subject!
  23. Heya homies, could use some help. ....can't find treasure hunter trader. Prob up to 12 or so traders and not one or the luxury trader either. So I'd love EVERY TIP to finding any and all traders in an attempt to find em easier. Like every single stupid small and large thing you know of you make my life easier. What I (kinda?) know already -confirmation appreciated though: They kinda seem to spawn along the same line going from east to west, where the north and south coord stay roughly the same. Spread apart by 600 to 1000 meters usually. After looking for awhile I might find 3 or so traders along this line but then run dry after, unless I'm just blind. Does this continue indefinitely? They don't seem to spawn in super mountainous areas with spiky terrain, and large watered areas. Forests are no problem which makes it hard to find if it's in there unless by somewhat random chance. Looking at night...is best? Cause they glow from a good distance and look obvious. Would love to know if there's a range on when the glow shows up or disappears. Be cool to know if I could see the glow from literal miles or not (probably a limit). Using translocators can be useful to search more unique area, have no had much luck here though. Lots of chilly terrain where my trannies take me Thanks for any info, I'll take it all! Or if the treasure hunter is unique in any way that's really the only guy I REALLY care about at the end of the day finding, so if he's different or overall just more rare as intended I'd love to know.
  24. This makes me wonder....can I just burn down an entire forest real easy to try and see caves, traders, etc easier? Lol
  25. So the ones that I've ran into that require glue are just trash, and not the beds I'm looking for?
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