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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Yeah, particularly in Wilderness, you can't turtle anymore unless possibly you do it completely. If you want the supernatural loot, you kind of have to get out there, always moving, and deliberately using despawn rules to get rid of the ones you don't want to deal with. Might be some of those storm farming techniques will still work. You can definitely still set up farms deep underground that don't entail a lot of pain. Though maybe not bowtorns. I had an idea that I thought might work, but turns out I didn't understand their AI as well as I thought.
  2. I don't even notice them except when I'm trying to hear some other sound effect. I hit escape at character generation so whatever voice is randomly selected is it. It's just background noise that's not all that hard to tune out. [EDIT] It gets easier to do with time. I've been married for over 34 years now... j/k, it's a skill I honed mixing the various vocals and instruments to produce music. You've got to learn to not hear the screamin' guitars and thumping bass line to pick out what needs to happen in the midrange.
  3. Impressive progress, @LadyWYT! If RNG is kind to me, I can sometimes bronze in May, but usually it's late June, early July.
  4. And get off my lawn!!!
  5. Wood lasts 24 hours. I'd think even peat's 16 hours is more than enough to get you through a storm.
  6. Yeah, pretty sweet. But I probably couldn't afford the property tax on the place anyway.
  7. Looks like your pumpkin event mod is still working. All but the nightblade, that is.
  8. Maybe try kind of a quadrant pattern? They should path towards you to the fire of whatever type, and once all the baddies in any quadrant are dead, you should be able to cut them up, then move to the next quadrant.
  9. Spent 2 days running through rugged gravel. Very few non-gravel spots. Managed to find enough berries to avoid starving but only enough reeds to make 1 handbasket. Dawn of day 3, I see a possible promising site. Turns out to be a huge plains and by noon, I have one linen sack and 3 handbaskets. Huge forest area with the large maples, walnuts and oaks. By late afternoon, I have just shy of a full stack of flax seeds and spelt seeds, a half stack of rye seeds and onion seeds, a half dozen parsnips, and curiously, no turnips. I see a huge mountain with what looks like limestone, granite and bauxite. What I thought was granite turned out to be halite. The mountain is topped by glacier ice, so no need for window or greenhouse glass, and it's not only a great place for a windmill, I can kind of pick out how to run a path up there. At the foot of the mountain is a huge, shallow lake, perfect for building a garden, which I do. On the other side of the lake is a huge stand of cattails -- several hundred, easily. Come morning, garden done, I thought I'd start a charcoal pit, and stumble across copper nuggets at the entrance to a cave. Calm, so decided to take a look-see. Copper, tin and deep copper. Find another cavern with copper nuggets at the top. Still calm. Surface copper, black coal, fire clay, and I think iron. While trying to get a better look. my fingers end up on the wrong keys, and instead of backing up, I sidestep into a deep, deep hole. Oh, well. Wonder what the next world will look like.
  10. Pretty sure that's all covered in the fishing and rich ocean life elements in the roadmap. Not a big deal to me. It's just a new food source, not like it opens up a huge vista. I'd rather see something like a combination of the herbalism and status effects update. That opens up a lot to mod upon. It's tough to do a mod that deals with effects and run-times without just making it up from scratch, hoping that whatever you do will be adaptable.
  11. It's very pretty, yes. But if you repeat that with the view distances of VS, won't rendering make the gameplay a laggy hell? Your horizon there is, what, 60 blocks? 75? What happens when you try to render out to even 500?
  12. It would be nice if there were some indicator that the inventory is full. Just a dot between the hotbar and backpacks would be plenty. Not important or anything but it would give me a cue to pay attention.
  13. There are not going to be a lot of locations, but each should have a translocator. Probably one that gets activated after you finish the chapter. These tie in to a craftable (several TGs and a few Jonas parts, maybe, with several recipes so you aren't screwed trying to get THAT ONE FLIPPIN' PART!) base translocator that lets you select your destination from the activated chapter portals. Guess it doesn't help you get your ship back, but what would? Lore is all over the place. Tapestries on walls in random ruins, books and scrolls, um, somewhere other than just the RA, I don't recall, I've even purchased something from a trader that donged. Or at least I dreamt all these things. I thought it scaled difficulty by number of players. No matter. Concentration of fire is massive.
  14. Oh, hey, there's another good answer, @Branislav Kostic. I just forgot about it because permadeath. Bring a temporal gear with you and set a spawn where you left your boat. Or wherever.
  15. And just like that, the pressure is gone. You just give it your best, and that's all you can do. I'm almost positive there will be new lore in the new chapters, but what I've seen is that it's often very hit or miss. Some of it is placed, some of it is random loot. So I think I've seen a pretty good percentage of it, but anymore, only a few new pieces in any one game.
  16. So, when's the next installment of the Rudo-venture?
  17. I took the opposite approach, permadeath, and I've never looked back. It's the first few months that I find the most enjoyable anyway.
  18. Explore the cave first. If it's deep enough to be under a sea, it often is big enough to have a second translocator. But digging up is pretty easy. Once you either have sand collapsing or water pouring in, close it off, and dig a little "s" trap off to the side. The only tricky part might be finding the spot and getting back in. FWIW, you can build a tunnel to the surface fairly quickly, though you do only get 16y per stack of packed earth.
  19. Fair. It's not just the material, though. Early in the game, I want reeds to go to the hotbar. After I have the requisite baskets, I want 24, no more, no less, for one skep and a stack of poultices, so I need them in hotbar. Later, I'd rather they never show up there. Sticks, logs, ore, clay, peat, etc. I never want in hotbar unless I'm trying to fill exactly one slot, grass only rarely, like for a charcoal pit. Yes, you accomplish this in-game by grabbing a stack of logs and dragging it across as many spaces as you intend to fill. Food should never go to hotbar unless inventory is full -- you already have older food you should maybe be eating. Looted carcasses never have an immediate use. Firewood seems strange in that it never wants to be in hotbar, though that is the one place it's going to be needed, often immediately. Filling barrels with water would be incredibly annoying if the game insisted on putting the bucket into inventory. But so long as it's predictable, I'm fine with pretty much anything.
  20. That is a good way to do it. The only downside is when a mod is updated, you will need to update it in all Profiles. It might not be obvious, but the way I did it, I only have to keep mods updated on one machine on the LAN. It's marginally slower loading the mods, but there's no more hassle with trying to make sure everyone is running the correct versions.
  21. What are the versions? Usually, it would prompt you to update your world to the new version, but there are problems with skipping over too many.
  22. Welcome to the forums, @Matyáš Zapletal Sorry you are having problems. You are not supplying enough information to have any idea what's going on, First question is can you create a new world? Does it play properly?
  23. Wow. Weird that I disagree with all of the OG, but what is, is. If I pick up an ingot mold, I want it to appear somewhere other than my current slot so that it will continue to stack to 8 as I pick up the rest in the other pit kilns. Ideally, it's wouldn't even show up in a hotbar slot, because there is zero probability I want to place it right away. Same for bowls. I've never wanted to place them right away. Ideally, I'd like crocks and everything else to go straight to inventory slots, and not clog up my hotbar. It's silly enough that knife blades go to the hotbar and that knives go to inventory. In an ideal world, one of your new usable knives would go to the hotbar, the rest to inventory where they will swap in as the old tools break, but, no. The crap you can't use (axe heads, shovel heads, etc.) clog up your hotbar but once you convert them to tools, they all friggin' show up in inventory.
  24. Welcome to the forums, @Wandering Cow! Less mountainous, yes. It's the Upheaval Rate in world creation. Smaller biomes, not yet. Or at least not without using a mod. Lore is a crapshoot. Again, mods might help here. Better Ruins might be one option.
  25. But it does, because each intermediate "cracked" state also coincides with a tool strike. It wouldn't have to, no, but you know as well as I that if they did not, we would end up with the suggestion that they make it so about every other week. I agree durability is weird. Shoveling snow, and using a knife to harvest a puffball are other jarring oddities. If it were up to me, leaves and ivy would be free, snow would be free, and mushrooms would be free or maybe harvestable like berries.
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