V1ncent
Vintarian-
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Everything posted by V1ncent
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Then we would only need one more vegan ingredient to complete the nutrition spectrum!
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I guess the current order is from some inherent item id order based on the introducing order of certain ore, which could be the natural way the game recognizes items. And yes, an alphabetical order would be the natural way for human player.
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Actually, I guess the option only applies to the crops growing on farmlands. Other plants, from stationed flowers to fruit trees(and berry bushes I guess), can grow happily at y-level 0 and serve their purpose. I was utilizing this to have all year-round bee farming and then tried with the olive tree in the cold winter.
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If you are interested in a modded game experience, I recommend this mod Substrate, which implements the whole experience from collecting spores to cultivating your own fungus on growing beds.
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Well, the fire damage itself is negligible, but the on-fire light effect and the damage stun can save me some hassels to pin-point and neutralize those nasty bugs in the storm.
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Indeed, clearing out all the leaves makes me feel satisfied for all those efforts being put into planning the forest farm. It is like maxing out all the life power from these leafy lives. Is that drop rates increase still the case? I do have the memory of the increased drop chance of both sticks and seeds with shear when I last played in 1.20, but the tool tip now says "drop rate is unaffected by tool used to harvest the leaf block" for all vanilla seeds and sticks.
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Am I the only person who find shear is a blessing to axe durability, as directly cuting down tree without destroying most leaves just dooming the axe durability with really low gain ratio on sticks? That's why I found the reverse need to find mod to craft sticks into firewood because those sticks in crates are too many to fit all the roles.
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From my experience, projectiles do despawn quite fast. If you keep an eye on those bone arrows fired by the mindless bowtown greeting from the other side of your fortification, those arrows disappear in less than half a day.
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I guess while most people are asking for limestone/bauxite in this forum, someone being troubled with too much limestone would not surprise me too much. On topic, since native copper is hosted by most rock layers, and do not forget igneous rocks are BELOW sedimentary rock like limestone, so native copper can still spawn even if the surface rock is limestone. So I guess you are just unlucky, but I also suggest spreading your prospecting sites wide enough to cover a larger area. Speaking of mods, most mods I have tried which do interfere with ore spawning are those adding new rock layer types like geology additions/Material Needs - Geology. You can check if those are in your mod list.
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Do Cellars not work in the south? (1.22.0 pre.2)
V1ncent replied to Sakura Zensen's topic in Discussion
If that is the case for 1.22-pre, I suppose this is either an intended change from 1.21, or an unintended bug. I am now playing in a rainforest/savanna region and the climate can damage crops like spelt with heat, but the cellar still works fine with a spoilage rate as low as 0.29. -
Though not entirely related with no-map gameplay, I shall recommend the spyglass mod as well as the relevant utility mod, for the extra flavor of clear perception near the horizon.
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There is this mod that can reveal the surface rock layer on the map, which I find very convinient.
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Well, there is 3rd person view, and I guess 1st person view is more for interaction with the objects and for immersion.
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Welcom to the forum, @tide0v0! Personally I feel 5k is a reasonable distance for irregular land travelling, so I was used to go with a similar setting. But after some wrestling with the sailboat system, I would like to adapt a world with more water and leave long-distance travelling to sailing. So I will leave my 2 cents here: Landcover: 70% Landcover scale: 200% World width: 51k blocks World length: 51k blocks PE distance 25k blocks So basically the world has only one equator and one pair of polar points and most landmass are ~5000k blocks away from ocean waterbody to set sail. Drifting on the ocean and searching for new land to claim really inspire my spirit of exploration. Some mods like river or terra pretty can certainly add more flavor.
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- polar–equator distance
- climate
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How do I expand my crafting abilities in this game?
V1ncent replied to gluemchen's topic in Discussion
No, there is not much technology lock based on knowledge, the tech advancing is mostly based on tool availability (need copper tier item to get bronze age and bronze for iron and so on). There are one or two blue prints in the game, but those are story location based and not vital items. -
Finding Limestone, Bauxite and other Stone Types via Rivers
V1ncent replied to jerjerje's topic in Suggestions
I do highly appreciate this approach of locating those certain sedimentary rock layer in the game, but I would also like to point out that unlike locating peat and clay which are more like a hit or miss due to unfamiliar with those blocks' texture trace, sedimentary rock layer are not guaranteed to generate as the top layer (the 'shield' generation only have igneous rock layer) and the game tend to generate massive landscape of granite and andesite, leaving no room to any sedimentary rock. Besides the dominant igneous rock, the 'useful' sedimentary rock like bauxite and limestone have to compete with 'useless' ones e.g. chert and shale for a max thickness of 50 in standard setting. Side notes, the sedimentary rock appears more like volcanic rock as tending to be found on higher attitude like mountain top, rather than sedimenting in lowland. So I guess more effort need to be input in the world gen along with river to implement the mentioned feature. I feel an approach similar to DF (dwarf fortress) style except the historical and cultural part would be similar to the imagined method, where world overview is generated at the beginning and player can reject unfavoured generated result and regenerate until game actually start and then the detailed local map, in VS' scenario the chunks, are generated as needed. I guess this hybrid method could be a feasible solution. -
As supplement to @Dark Thoughts, you can even 'break' a full storage vessel, and the content will simply drop along with the storage vessel itself. Most item 'put' in the world can be retrieved with this method, though do take care check the block info in handbook beforehand. Some block like planted tree seeds are destroyed when broken.
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From you description and some trial and error, the glue now works similar to water (in other words, as liquid). If you have tried to cook some portion of soup in cooking pot, the multi-click is for determing the number of portions of 'meal'. So an educated guess is the glue-making process inheriting some cooking pot mechanics. Weird but understandable.
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Black Bronze: an alternative for the tin-deficient seraph
V1ncent replied to InternetDragon's topic in Guides
Based on wiki ore deposits data, though bismuthinite only bountiful in basalt, it is at least rich in all the igneous rock layer in addition to medium in slat&phyllite, which means it is actually quite widespread. Additionally, bismuth is only 10% needed for the alloy, which translates to a small amount of 20 nuggets for pick+anvil. Interesting enough, bismuth can be more easily found than tin, as tin is only bountiful in Peridotite and medium in other igneous and slat & phyllite. The zinc can be easily byproduct when mining copper, as the Sphalerite is everywhere except the three special rocks (marb, kim, suev). So overall, if one keeps on prospecting, the bismuth bronze is easier than tin bronze and far more feasible than black bronze. -
If you want more 'dynamic' world like the sudden landslides, I would also suggest turn on the lighting fire, which can sometimes fight the nasty rusty with sheer nature force of FIRE
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Your suggestion is exactly the idea implemented in mod Primitive Survival, which I really enjoyed.
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Oh, that's cool, especially thinking that the game's sanity-related mechanics effects of seeing otherworldly images are quite similar to mushroom poisoning IRL.
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Is this a mod? Only found similar visual illusion due to the Primitive Survival snake venom.
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Is that the case? I have started my new world this Monday and in passive setting the drifter wandering in my base do fight back with throwing rock when I hit it with my spear.