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Philtre

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Posts posted by Philtre

  1. 18 hours ago, Stephan Jerde said:

    The tool durability "challenge" isn't even that. It's not hard to wander around randomly, looking for surface copper. (Assuming you are not on a multiplayer server and someone just walked around and collected it all. Then finding copper other than in exposed cliff faces can be an issue.) It's just grindy. Lather, rinse, repeat. Worse, because you have to go full nomad to go from deposit to deposit, pretty much any base building you did earlier is going to be wasted. [...] But if the game model is one of a lone wolf, durability is one of the only ways of giving a goal. It's not like building a nice house, or a  leather sofa, or pretty much anything else is that engaging in single player.

    Unless you turned copper surface spawns down, you shouldn't have to go all that far from your base to find enough copper to get started. You'll need to do just as much exploring to find crop seeds, resin, and other basic resources, so just multitask. Later on, as the game progresses, you will continue to find copper by accident while looking for other resources (ores, limestone, ruins, translocators, etc.). So again, just multitask. And since you need quite a bit of infrastructure for later-game activities such as advanced metalworking, leatherworking, etc., you will need a well-developed base; being nomadic is quite difficult unless you are willing to stay in the stone age. I would say the motivation for base-building is *all the stuff you need to have in order to make all the other stuff*. One of the game's strengths is giving resource-processing an engaging level of complexity, beyond just collecting it in the first place.

  2. As well as the reed baskets and clay storage vessels mentioned, you can also build tool racks for any surplus/intermittently-used tools, and there's a variety of items that can be stacked on the ground, including in particular most fuel types (firewood, peat, charcoal, etc). In a pinch, you can also use the fuel and input slots on (unlit) firepits to hold random items.

    20 hours ago, Moheron said:

    Seems kinda far away seeing as I'm not yet even able to mine basic stone.

    In case you haven't figured this out yet, you will not be able to mine stone of any kind until you have a metal pickaxe. The solution to this is small bits of copper found loose on the surface. (Remember to mark the locations where you find such bits on your map.) Read the guides in the in-game handbook for more information.

  3. I think the game is supposed to be set in alternate-history Europe in the 1300's, so before contact with the Americas. I don't know the justification for having New World crops like cassava, peanuts, and sunflowers....

    The main crop type I feel is missing is the European legumes. The only legumes we have are soybeans and peanuts, but the Medieval peasant diet would have included legumes as an important component, in particular broad beans, lima beans, lentils, chickpeas, or field peas, depending on region and era. Bread, beans, and beer were pretty much the poor person's staple foods.

  4. 1 minute ago, Sparkle Kitti said:

    I'm a little concerned about armor if only tailors can make it.

    I think the only tailor-specific armor is the colored gambesons (the regular gambeson is still available to all). I haven't looked at the wood lamellar in ages, but I'm pretty sure it wasn't a tailor-specific item previously. I'll try to remember to check if it still has a recipe next time I log in...

  5. Did you notice what the animal body condition descriptor was (eg, "weight: good" or whatever it says)? If you started in a colder area, it might be possible for them to have the winter-underweight condition applied, since May is still pretty early in the year?

    (Nitpick: rams are male. Female sheep are ewes.)

  6. 38 minutes ago, Aledark said:

    Rainfall is specific to chunks areas. Some are more arid, some rain all the time,etc. It will be always the same at X chunk. So if you hate rain dont establish yourself in an area it says it rains almost all the time ;)

    That was my understanding of the situation, but Sparkle Kitti was mentioning seeing the rainfall value of an area change, so I wondered if it was a new mechanic, or a bug....

  7. 52 minutes ago, Bastez said:

    A tainted drifter spawned inside the house even though it was very well lit and the floor covered with (lower) slabs and took me down to 0.5 health which pretty much ruined the next day's plans.

    As far as I can figure out, that's not supposed to happen except during temporal storms (anything can happen during temporal storms - your only option for a safe-room is a space physically too small for drifters to spawn in, using vertical slabs or chiselling or what-have-you). So it seems that rifts are maybe a bit buggy? (Or I just don't understand the code...)

  8. 5 hours ago, DianonForce said:

    I think understand why you guys implemented the rift mechanic but it makes the game nearly no fun to me now. Back in 1.15 i could go to sleep early and miss the drifters entirely or have 3-4 arround my base in the morning, wich vanished after sun come up. Now i have nearly every, but surely every second day a rift arround my house. Thats not the problam allone, but now i have now 10+ drifters every night, witch dont vanish when the sun comes up. I have to fight my way out every morning, mostly dying twice or more and when i finaly killed them all it is afternoon.

    According to the patch notes, rifts should not spawn near "lit bases", but I have not been able to find out exactly what this requires. For now, perhaps try putting some lamps/lanterns/torches around the outside of your base. Even if there is a rift, drifters should not be able to spawn in places that are brightly lit, so at least make sure there are no dimly-lit places inside your base. (I think surface drifters require a light level of 9 or less to spawn, so if I counted right a lantern should protect about 8 blocks on every side, a torch 4, and an oil lamp only 2).

    You can also try making a small fenced area around your base with gates in different directions, so you can lure all the drifters to one side then leave out the other - hopefully after you have been out exploring/resource-gathering for a while, the drifters will have despawned.

  9. 12 hours ago, Smile said:

    You can probably use the code from my mod to find something that works, modding the music is fairly time consuming but otherwise should be able to use the file I replace with my modded file to change tracks played in different locations.

    https://mods.vintagestory.at/smileschillplaylist

    Thanks! It's definitely helpful to have an example to follow, thanks for letting me (try to) adapt your code. I've never tried to write a mod before, wish me luck...

  10. 11 hours ago, Sparkle Kitti said:

    One discovery that I just made: Rift activity and area rainfall is variable and changes as the game progresses. I was so happy to see common rainfall and low rift activity but now they've both changed

    Rift activity I knew about, but rainfall changes is new to me. Is that a new mechanic or am I just insufficiently observant?

  11. The climates cycle between equatorial and arctic in the N-S direction, with the interval between cycles set by the options you selected at world gen (defaults to 50 thousand blocks, IIRC, so a looooong way). So if you spawn in a temperate region (the default) and head south, it will get warmer, then colder, then warmer again, then colder again, etc, until you hit the world border. Starting from a temperate spawn on standard settings, expect to walk for a couple of real-world hours before you hit an equatorial region.

    • Like 1
  12. For jam, fill two slots of the pot with honey and the other two with fruit/berries. The current recipe seems to require 1 litre of honey per piece of fruit, which I think is a bug. Each piece of honeycomb provides 0.2L of honey, so that's 5 honeycomb per berry or whatever, which is a much higher ratio than it was before the liquid rework. I would maybe hold off on making jam until it's been looked at, and in fact for now maybe just save your honey in comb form to be safe.

    • Haha 1
  13. Wolves cannot be tamed, unless you have a mod. They would always run away after falling below a certain HP, like pretty much everything else.

    Opening the character info screen (C by default) shows the temperature, among other things.

    Music changes if you're in caves (or areas the game thinks are caves, such as if you wall yourself in with dirt), but I don't think there are other location-based effects.

    Rifts spawn and despawn periodically at random, and their probability is affected by the local rift activity value, which you can see in the aforementioned character menu (C key). I think being too near a rift affects your temporal stability, not the other way around. However, having very low stability causes effects similar to standing in a rift (or perhaps it's better thought of the other way around, standing in a rift causes similar effects to low temporal stability).

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