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Broccoli Clock

Vintarian
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Broccoli Clock last won the day on March 2

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  1. Yeah, maybe a guest bed that's less quality, would make sense now the traders are in their own structures now. I like the idea that you gain reputation with traders, after all it fits in with the lore of a new person arriving, but equally I'm not sure if I want rep to exist as I feel people would game it.
  2. I gave the bushmeat stinkbait a go, it's safe to say it was a success.. I fished in a large(ish) lake, maybe 100 blocks width and 500 long. I have fished in this location before but a few days had passed since then. I started fishing at about 7 in the morning, and it was raining. Within 3 hours in game, this was my catch. It's RNG so I'd need to repeat this several times to confirm, but the fish were bigger (3 at the top left were the largest I had caught, 10x fillets from each) and the catch time slightly reduced.
  3. I'd understand them allowing you to sleep at their compound if you had built up a (trading?) relationship with them, but it seems surprisingly tolerant that they allow you their only bed, without complaint, after you just walked in the door. As I say, the trader beds have saved my bacon several times, so I'm loathe to remove that ability completely but if they plan to make it so you can't sleep there, only hide during the night, then I'd be fine with it. It seems like every spawn now has a random trader nearby, I am guessing this is for easy onboarding with them giving you that lore dump, so it 'would be a shame' to see people 'exploit' that.
  4. If you are new to the game then literally the easiest way to clear out wolves or bears is using a spear (stabbing, not throwing) and to be in a confined area they cannot get you. Say something like a walled in garden (simple dry stone fence) and neither animal can get into the enclosure but will try to, meanwhile you can stab them repeatedly with the spear. You'll need to jink a little to keep out of their range while landing shots, but it's a really good way to judge their hitboxes/melee range. If not "cheesing" it, then I tend to only take on wolves in the open if I have a spear (ideally copper or higher) or falx, both of these weapons shouldn't take more than 4 or 5 hits to despatch it, normally the last hit is on the run as it scarpers when it's close to death. With wolves there is a strategy of being able to hit them, knocking them back, and not getting hit. It's one of those things that once you learn you'll find is easier than you expect, but you do have to contend with the wolves slightly off hitbox and their reach (more so if they lunge, it can feel they cover 4 blocks distance). Then you have the terrain around you which you have to be careful with, an unseen block that stops you retreating can end up with you getting a wolf paw to the face. As for bears, you can cheese them with height (ladders being the meta here) but it's a dangerous strat, as unlike the wolves you could get one shotted in early game down to a lack of armour and health. Probably my least favourite strat is one that always gets mentioned because it works. I hate that it works, but it does. Just dig a fuck off sized pit. That's it. The pinnacle of neolithic tech.. a hole in the ground. As I say, it works and it works for everything not just bears/wolves, but yeah... not the most "elegant" of solutions.
  5. That's it, that's the thread, that's a wrap. As mentioned by a few people, including myself, the fishy meals seem way OP considering the ease of their catch, but in general it also feels all meals are more filling. I discussed this with @LadyWYT in another thread, about the start of 1.22 not being as rough as previous versions and whether that was intent or design and whether that's a good thing or not. Obviously it's all RNG, and we can get thrown to the wolves (both figuratively and literally), but it does feel there is less of a grind in this version. Whether that is anecdotal or what who knows.. ..the main thing is cook that fish, so so much more sat.
  6. First off, I don't think you should be allowed to sleep in a trader's bed, maybe if he had two but who would stand by all night while some random turns up and takes over their bed? That said, I understand that it's a strat that has saved many a seraph, mine included, so I get why people wouldn't want to lose that. However, while playing 1.22, I entered one of the new trader compounds which had fireplace with a pot on it. If we can use the bed, why not the cooking pot as well? I had the ingredients and the firewood, while the tooltip suggested the pot could be interacted with. Just to be clear, I am mindful of turning traders into something they aren't. Info and loot should be their sole purpose, but I thought I'd ask the question anyway.
  7. Quite the opposite for me, the fact the world is huge is the pull, and if I had to guess I think you probably are in "a minority" who want an arcadey and less realistic world. Those sorts of player found their home in Minecraft. The world gen is pretty damned configurable, either directly or via mods, so it shouldn't be hard to find/generate the sort of terrain/size you want.
  8. As nobody has shared this link yet, I feel I should...https://wiki.vintagestory.at/index.php/Framerate_and_Performance Although for me I've seen an increase in performance for 1.22. Admittedly I am running it vanilla, whereas 1.21 was played with mods (not a lot, but some), so that could be the performance increase. Shadows, anti-alias, and render distance would be the settings I'd be change if I was suffering.
  9. Certainly looks interesting, although with the new cabinets in vanilla we have a lot more precision over where things can sit in 1.22 than we did for 1.21. I am unsure if it'll be a great addition or if it'll just become chaos with my ADHD brain. I can see myself spending hours adjusting things. I also wonder how much z-fighting there will be. There is a video on the mod page that shows a build, and moving items about.
  10. You could easily write code to avoid that issue, there is a ton of untouched land in anyone's playthrough, even if you've developed the map so it looks like modern day Tokyo. The dynamic dungeons that will be introduced soon is an example of that. In fact, I was pretty sure that places like the Archives are generated only once the treasure hunter gives you the map co-ords, as I'd never encountered them without that trigger. The Archives would be a lot easier to place to be fair, considering how deep it goes, and you tend to find the entrance high up the mountains (at least in my playthroughs I have).
  11. Nothing in particular, from reading through some comments when the fishing was being developed it seemed like it took a bit of finagling to get it to work the way they wanted so I'm guessing they had a framework in mind and that framework we see now. One that can be expanded by mods (presumably). Taking that into consideration, and that there's other stuff to complete, I'm guessing (and it is just a guess) that other than slight tweaks or balances, it'll roughly stay the same for a while. And, yes, hooks do seem an odd exclusion. Perhaps there is a reason for that. Interestingly the fishing rod doesn't have durability whereas just about everything else has, the grunting stick degrades pretty quickly while the pole itself is infinite. Which is either intentional or perhaps we will see hooks, but that's where the durability comes in.
  12. Quick question, is this something specifically new to 1.22, or is this a mod? If it's vanilla, and triggered by buying a map, I'm surprised the chests aren't dynamically created upon map purchase than the chests already existing in the world from it's generation.
  13. If the comparison is to 1.21 speared fish and 1.22 caught fish, then from memory the 1.21 fish meals were much less sat, like a 4 item meal with fish being the first two, tended to fill up half my hunger bar (roughly) whereas in 1.22 it's filling the hunger bar fully from one meal alone. So, yeah, I'd agree with that, and that it's probably an oversight somewhere, but maybe push back that it's an already existing "bug". That said, the last couple of world in 1.21 I played in I had the Primitive Survival mod installed and tended to grab my fish that way. Not sure if that resulted in less sat from the fish caught that way.
  14. There is a slight bug with the fishing rod, it's not serious or game breaking in any way, but if the rod "lashes back" you can no longer left click the bait over the rod in your inventory (like you do with a bowl and a filled crock) you have to assemble the baited rod in your crafting grid.
  15. That's a fair point, from my limited testing where I have several smallish ponds (say max 10 block diameter) and at most I've managed one fish from the ponds, while the coast near me is pretty open (it's fresh water, so not the sea, but it is large enough for it to be worth making a raft for crossing it) and the fish are effectively jumping onto the hook (heh, if there was a hook). In fact, just writing that makes me wonder why they didn't include a hook. Lots of mods make flint hooks for fishing, and they could take the DayZ approach where the quality of the fish is based on the equipment you catch it with. So the pole, the hook and the bait would all combine to determine the catch. Just musing here, btw, I doubt the fishing will get changed all that much.
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