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Fawkesian's Achievements
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Is there no way to apply the covering to angled gears? My windmill setup has been a mess for ages and I'd hoped to basically run the entire power train through the walls of my workshop, but now it seems that's not possible if I can't add turns... hmm.
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I have seen this once before, in an area with crazy terrain generation. It definitely appears to be rare.
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Wow, thanks for the update! That sheep & pig aggression tweak is awesome.
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Thought I'd drop back in to mention that yes, collecting enough bears and wolves in a pit will stop new spawns entirely! It has been over a year in-game since I've found a predator anywhere near home. My final count was 15 wolves (4 of which were pups when I got them), and 3 bears. I haven't needed more than one pit - the safe zone seems to be at least 200 blocks or so, which is more than enough for me. If you're still getting spawns then your pit probably just needs more creatures. For anyone who's thinking of doing this, do take note... the howling has driven me nearly insane. It's like having the world's most inconsiderate neighbors, and I can't even complain because I created this problem. I'd recommend only trapping bears if you can help it. (I do plan on getting rid of my wolves eventually, and dealing with having local predators again while I "upgrade" to a bears-only collection.)
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Took me about four in-game years to find out that translocators existed! There was one in the cave nearest to my base, too, I just... don't ever go in caves, haha. So far I've been closing off the translocator rooms and digging straight to the surface. I love to name landmarks while exploring, so I label both endpoints with what they're near - something like "Wolfstone Camp to Mount Atara". Saves me a lot of headache that way. Is it common to find a cave system with more than one translocator in it? I've found two that were about 250 blocks apart on the surface, but no direct neighbors. Then again, as I said, I really don't touch caves unless I spot something interesting when I'm walking by the entrance, so there's probably lots that I haven't seen yet. The most useful translocator I've found was just a long-distance warp, about 7k north and 2k west. It's fun to explore around the newly-generated areas, but they haven't been much help as shortcuts to existing places. That's a great idea, thank you!! I just recently got access to elk and am still learning what they're capable of. I hadn't considered that you could bring them through a warp point!
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This has actually been happening to me in singleplayer, though not often. When you put the crafting materials into the input grid, the output is simply blank. Quitting to menu and re-launching the world does fix it. Seems like a bug from the new update?
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Funny, horrifying, maybe a bit of both? It is Vintage Story after all... I just went on a mining trip to get some gold and silver in a deep pit that I'd marked a while ago. That mission was very successful, actually! Got plenty of the rare metals and a bit of sulfur as an unexpected bonus. I was about to pillar up and leave, but I noticed something odd in the darker depths of the cave that I hadn't bothered to check. Something glowing. Little pinpricks of light, like stars in the sky. It was beautiful. I thought, what could that be? Are there bioluminescent cave mushrooms that I don't know about? Went closer... yeah, no, those are horrible mechanical spiders. Lots of them. Here's your PSA to always have an escape route planned...
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And here I didn't even know rusty gears stacked past 64, haha. What I'd personally like to see is ground storage for temporal gears, in some form or another.
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I feel this has a lot of potential after fine tuning. Bears creating resin logs is the part that jumped out at me - I like the idea of making the logs themselves a renewable resource, and it'd make resin hunting easier, but would be overpowered without any sort of restriction. Maybe they have a percentage chance to create a resin log, and/or there is a limit on how many can be created within a given area? Anyway, I'm getting sidetracked. I'd really love a world where you spot a bear and spend the day stalking it, eventually tracking it back to its den... then maybe you mark the location on your map and come back when you're geared up to deal with the problem (or bring some hunter friends if you're in multiplayer). That would be very immersive, and much more fun than what we have currently, where any given forest will contain an unknown number of predators at all times - and they don't even have the common courtesy to stay in the woods. It boils down to... I want to be able to learn about places I visit often. It'd be awesome to note the locations of dens and know what's a generally safe forest, versus one where I need to be very cautious if I want to forage there. Heck, I would drop everything and build a woodland cabin if the predators were a little more predictable. I can live with a neighboring pack of wolves, but I cannot live with a dozen random wolves on my doorstep every other day. (I mean, I can and do, but I'm not happy about it.)
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Yes! Same here. 1.22 brought sheep directly to my doorstep, when previously I hadn't seen any in the world. Already making plans for a barn to keep some new friends... and a fishing hut down at the nearby lake! Life's pretty good. Also major props for the hunger tweak. I've been meaning to make the leap and tackle the first big story location, but have been putting it off ever since I did a scouting trip and saw what might be involved. I wasn't sure how I'd ever bring enough food, given the huge satiety drain for natural healing. Feeling much more confident about the adventure now!
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Yes, I've been excited about the fishing update! At some points during the winter, when my compost isn't really making progress on rotting due to the cold, I have entire stacks of bushmeat (and pelts) sitting around waiting to decompose. I haven't really dipped my toes into catching fish yet but it'll be great to get some use out of all the bushmeat. Also, realized I never mentioned my strategy for actually fighting wolves and bears. Simply... water. I give the creature a good slap on the rump to get it going, run to the nearest pond or lake, and swim backwards in circles while poking with a spear or other weapon. With this method I've been able to take out bears with just a flint spear and no armor on day two, but it's risky. Of course it's no longer necessary to run once you have decent armor and weapons! With iron-tier plate armor I can go toe to toe with a grizzly and have no issues. As for the pit: so far I've gotten five adult wolves, a pup, and a bear down there. I haven't noticed any decrease in predator spawns just yet but I'm hopeful! Do we have any idea of how far the game checks for existing wolves/bears when attempting to spawn new ones? (Ignore the dead rabbits and deer, I felt bad and chased some food in there for them.)
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Two wolves over the course of years?! That's crazy. I don't think I've seen anywhere with such low spawns. Unfortunately I'm quite attached to my base, so no moving for me - it's my first + main world, and I've spent over three years building up this camp. I'm lucky that I've gotten far enough in the tech tree as to make wild animal fights trivial. At this point I just keep my plate armor permanently in my hotbar and slap it on whenever it's hunting time. Besides, if I moved, my leather stockpile might diminish (gasp!), and I don't know if I'm ready for that sort of life... Right, time to give the pit strategy another shot!
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Fawkesian started following Wolf Strategy
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Not really a newbie question, just felt like discussing. How do you deal with the wolf (and bear) populations around your base? I live in a dry, windswept gravel biome and have a wall built around my camp. Visibility is pretty good in most directions, so every morning I climb up and walk a lap of the perimeter. Most days there's at least one wolf (or pack) spawned out in the flats, sometimes a bear or two to keep it spicy. Today I think the total was 4-5 adult wolves and another 4 pups. I've given up on keeping pace with leather production, to be honest, and now everything goes directly to compost except for the wolf pup pelts, which make pretty good parchment. I think I read somewhere that keeping some predators in a pit will limit additional spawns, but in my other world I'm up to like half a dozen bears in a hole and they keep coming, so I'm not sure if that's true. Maybe I should try it again? (Leaving the skeletons definitely hasn't helped; I keep stepping on wolf bones every time I march out there to deal with the new spawns.) What strategies has everyone else developed to handle the eternal wolf siege?
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Nice build! If it were up to me, I'd plonk the greenhouse by that path, or maybe even a little further spaced out. It can be nice to have a couple things leading up to your main base - gives it more of an "established settlement" feeling. In one of my worlds I have a greenhouse on a cliff by the sea, and it's one of the first things I spot when I'm coming back from a sailing trip. Makes you think: "I can see the greenhouse, I'm nearly home!" All up to your personal taste though, of course!
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That'll be the deer, I believe! They make a short, sharp huff - and they're very stealthy given their size.