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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. When I build that way, I leave 4 blocks of air at the bottom. 2 blocks of air means the skeps prevent you from moving freely through the space. 3 blocks is fine, but a little more difficult to get a good angle on seeing the yellow door (harvestable) as you run through. 5 is a bit much, but 4 seems to be Goldilocks for me. YMMV. The rest of your description, spot on.
  2. If you stay in the game, it will run whether or not anyone else is. You only starve to death once. I assume they never changed the fact that time progresses while you wait to respawn.
  3. Not sure what you are asking. The deeper in the earth you are, the lower the temporal stability. That is, most places, you don't have to dig very far to have the gear start spinning backwards, and at the mantle, it's really booking it. You can't spend much time there at all. Are you asking the mechanism or the lore or what?
  4. FWIW, 18.8rc-1 seems to be running fine in our multi server. Not that we are using all that many mods, but if you are using mods that worked under the .net7 release, I'd give that a shot.
  5. Was there a .net7 release for 1.18.7?
  6. Sure. Look at the commands /op and /moddb
  7. Bad weather is an issue for us at home, yes. We have a satellite connection, and if we have to restart for any reason when it's raining, we have to find something else to do. Seems weird. You can actually play single player with whatever login was last used, but join your local server using the logins you were using just a few seconds ago, NFW.
  8. Right. Which is why on wilderness, you have to make the platform out of packed earth (or, as I recommend, packed earth and cobblestone) then top it with dirt of whatever flavor is handy.
  9. If it's in a good location, (close to somewhere you can farm, for example) that's actually a great way to go. Just build the platform 4 or more tiles above the ground, attach the skeps to the underside of the platform in the standard 2x2, and then then you can clear all the undergrowth on the ground (no flowers!) and make it very difficult NOT to find all the drops, because you basically have a flat billiard table for them to fall on. In survival, you can make the platform with medium fert for the tiles you want the skeps, and low fert everywhere else, and make it easy to figure out where you should replace them from below after harvest. On Wilderness, use cobblestone and packed dirt as a base, add soil on top, then flowers.
  10. That's easy to have happen, even with Buzzwords. An IRL month or so ago, I found one by sound alone and stood directly under it for about 1 game hour just to make sure, and Buzzwords never popped up. Found out you can hear it from 32 blocks below (Z=128 and Z=160), while Buzzwords was, IIRC, 11. Ran into one of those a couple IRL days back, and while I was building a platform for flowers, saw a second hive probably 20 blocks away, but also way high in the treetops. Bees are a whole lot more common than I used to think. [EDIT] But they are often fiendishly difficult to hear over the rain or even a moderate breeze. Even knowing exactly where it was, I failed to distinguish it in a high wind. [/EDIT]
  11. I have not yet figured out the circumstances under which they restart the swarm timer. But one thing that will work is to pick up a skep (in a backpack slot) and put it back down. It resets all the timers, and will give you the swarm estimate in one game hour. You lose the honey, yes, but it restarts everything. If you watch closely, and pick the hive that the swarm came from shortly after it swarms, then set it back down, you force that one to swarm sooner than it otherwise would.
  12. That's the important bit. Farmland is not quite a full block high, as you can see from your first pic. In order to be an enclosed space, you have to put a row of full blocks around the outside of the greenhouse the same elevation as the farmland. That means if you put water under the walls, you can't share walls in adjacent greenhouses. At least I've never been able to get that to work. I've always had to put something like an enclosed breezeway between two greenhouses built with water under the wall.
  13. Fine as an option. Pretty sure there are mods that do that. Predators have to be able to stalk prey, though. Those that can't go hungry.
  14. I'm the exact opposite. "Oh, no, not another f-ing limestone start!" A top-tier start is basalt, followed by granite. As for not being able to make building blocks, I just go with the flow. Whatever is nearby should by definition be my building material. There's no way in heck I would consider hauling several hundred tons of rock in my backpack dozens or hundreds of kilometers just because I wanted a marble floor. If I want a polished granite castle, I'll build it where there's a lot of granite.
  15. One more source -- some of the ruins now have limestone.
  16. Oh, yeah. Personally, I skip most armor levels. Improvised, gambeson, then straight to steel. Backpacks are nice, but linen sacks are only 1 fewer space each, and so long as I can make a mining bag, I'm money ahead without having spent any time or effort on leather. Usually, I'm to the point of raising pigs and sheep by the time I need actual leather. And by then, I've covered enough territory finding bronze and especially iron that I've run across some lime somewhere.
  17. Sure, but how many generations are you getting in a year? Even if every generation had one beneficial mutation/trait, and there were never any bad traits or recessive genes, and it bred true within that direct line of that packet of seeds or for that lamb or piglet, how long would it take to crossbreed something that would be better than, say, just planting another couple blocks of parsnips, or milking an additional ewe? IME, a multiplayer server that runs for 4 game years is pretty unusual. I'm not sure I've ever seen a game with 10th generation sheep, for example.
  18. If one is playing with map, a maximum view distance gives you over 3k x 3k without leaving spawn. I would not limit myself to a territory that small. At a guess, that's probably not even a full stack of flax seeds. You probably do not have enough shoreline to make it with shells. If you are going to limit yourself to just what you have explored, I'd check out the tall mountains near the bauxite. You have several rock types exposed, and it's not that uncommon that there is some lime type rock in at least thin seams in those regions. I'm not arguing with you that maybe it should be easier to do leather. I'm just saying that the game as balanced pretty much requires more exploration.
  19. Yep. Forests are dangerous places. And it's really tough to chase down all the wolf pups when the adults are trying to eat your face. Just say, "No" to forests until you are skilled enough to hunt them.
  20. That's pretty much it. Food vessels drop grain. Low fertility soil in some of the ruins, so with glacier ice, you can make a greenhouse if you can get some lucky drops from seed vessels. It's lean enough on food that I think you pretty much have to cheese the polar bears. Pit them, drown them, fling a couple inventory's worth of spears from beyond aggro range, etc.
  21. Rock layers can be massive. Several thousand across. A 1600 diameter circle is not nearly enough. Probably too small to try to survive with foraging, even. Peridotite is a pretty good place to be, though. Look for really uplifted areas, as it's not unusual to find several different stone types exposed on those cliffs.
  22. If you are having trouble getting used to the perspective, try the mod Zoom Button to confirm what you think are copper bits. Pretty soon, you'll gain confidence in your ability to see copper, flax, terra preta, distinguish between rye and spelt, between wolves and pigs, etc., at a distance, and won't need it. If you are a purist, technically, I don't think its "cheating" because it's just automating the Field of View slider from the game settings page.
  23. I must be missing something here. It's only, what, 7 copper nuggets to make a chest, which lets you store 16 slots of anything, rather than 20 slots of one thing. If you had down time with some apocalyptic activity, you had time to make a half dozen storage vessels, 12 slots each, which didn't cost you any copper at all. You could also get that much storage with just 10 pieces of dry grass, albeit it requires more real estate, which, it turns out, is available in abundance. What am I not getting about crates?
  24. 10,000 isn't even that far. With good terrain, 2 days, with bad, maybe 4. In fact, if you crank view distance all the way up. you "see" a block over 3k across.
  25. There sort of already is, at least for animals. It's just that it's been streamlined to "3rd generation can be slain with cleaver", etc. You wouldn't want anything "realistic" genetically speaking -- centuries of artificial selection to get even minor variations, millennia for anything significant. In a game that lots of people don't play more than a year or two before generating a new world.
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