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junawood

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junawood last won the day on December 20 2021

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Community Answers

  1. Find the right trader and buy some flax and oak seeds. That's what I did in a world where I started in an icy climate.
  2. Turn off "Waving foliage" in the settings. That gets rid of the warping during storms, but also the "waving plants", so if you want to keep that, you'd have to turn it off only during temporal storms. But if you were ever annoyed by leaves blocks on trees not having their hitbox where you see them because the wind made them move too much...that's also the solution.
  3. My recommendation is to start with Exploration mode and change the walk speed to "normal". And if you keep making new worlds because you have problems (not really a solution anyway, because the spawn area is normally not really the problem - just play and explore more, you shouldn't really stay in the spawn area anyway, unless you really like it for some reason), try changing the settings for the next world. Problems with starving? Change your hunger rate and/or food spoilage rate, until you know what you're doing. Monsters/animals killing you too often? Change creature hostility to "passive" or "never hostile" and/or lower the creature strength, until you know what you're doing. You feel like you just need a few more days before drifters appear? Change the grace timer to up to 10 days for a smoother start. Just want more HP? Change it. And so on. Give yourself time to learn things. Don't force yourself to play "Standard" just because it is called that way. The game has so many settings - use them!
  4. Could the polar bear spawns be changed a little that they don't spawn right where you just made sure that they are not in the way and can kill the sheep you are just trying to painstakingly lure to your base? In my current icy world I started luring sheep to my base with troughs and it's a looooooong way, so it took a loooong time until I got kinda close and then the sheep were killed by polar bears. Yep. In yesterday's stream I was back on the same track with new sheep and even more careful now, and then first one spawned right where I had just built a little pen as the next safe spot on the track to lure them into, and later another one spawned again in an area I had just checked and again he spawned right next to the path I had prepared. o_O It's one thing that we have to use those kind of methods to get sheep/pigs to our bases, especially in areas where the next spawn is far away...but now with bears that can kill them on the way? o_O That's just painful, even for someone like me who likes the grind and is really stubborn.
  5. It would be nice to have a creature hostility setting between "Passive" and "Aggressive", as "Passive" and "Never hostile" are very similar and on the peaceful end of the spectrum, and there is no option for those who like a bit more spice, but not as much as with "Aggressive". In my rather new icy world I was pretty surprised when it turned out that the "Passive" mode for creature hostility apparently now means that they don't attack you unless you hit them, and even then it seems like it can happen that a drifter just lets you kill him with a few spear pokes without attacking you back (might be a bug, not sure). And, well, I actually really like that as a creature hostility mode and I even asked for it (so: YAY! ), because I like to play rather peaceful in a lot of worlds and it's a bit weird with "Never hostile" when they just let you kill them without fighting back, buuuut.... this now means we have, on a scale of creature hostility options in VS: a 0 with "Never hostile", a 1 with "Passive" and then a 10 with "Aggressive" So there is nothing in between, for when you want some risk of monsters/animals attacking you when you get too close, but they don't hunt you as aggressively and from as far away as with "Aggressive". I might be wrong, but I remember from when I started to play VS that "Passive" meant you would not be attacked when you stayed away far enough, so that for example in caves you could maneuver around the drifters and they wouldn't really chase you like with "Aggressive", but if you weren't careful and one got too close, he would hit you and possibly kill you. And now in the icy world that I recently started, I expected that I could relax a little because drifters wouldn't start hunting me if I just got close to a dark cave entrance, and that I could mostly deal with wolves and polar bears by staying at a healthy distance, unless I'd run into them by accident and when I wasn't careful enough. But there was still the sense of danger that I had to make sure I kept an eye on where they were so that I could keep that distance (white polar bear on white snow in the dark.... o_O), and sometimes you'd be surprised and would have to fight. Well, when I realized that I can walk through a polar bear now as long as I don't poke it or it had not fallen down a few blocks and gotten fall damage...it was a bit disappointing. Not because of this creature hostility option (I really love to have this option and would choose it once in a while), but because I thought I had chosen something else for this world and because that means there is nothing in between "Aggressive" and basically two peaceful modes. SO IN SHORT: I would love to have a creature hostility option that is between "Aggressive" and "Peaceful, aka Never hostile" and "Peaceful unless hurt, aka Passive". A mode where you have the option to avoid most fights if you are careful enough, but there still is a sense of danger and not paying attention for too long can mean predators get too close and you have to fight.
  6. They are already working on one and specifically add things to the game for a really good new trailer. Other people don't have access to those things yet, so they could only create trailers now that will be outdated in probably a few weeks.
  7. Simply place the right one and then the left one.
  8. @Tyron Were the vine baskets supposed to be craftable in vanilla?
  9. There is no vine recipe in the vanilla handbook, and it doesn't work in vanilla. I don't know why it's in the wiki. Maybe it used to work a long time ago, but I don't remember that ever being the case. Or whoever added it to the wiki didn't realise that it was part of a mod.
  10. Not really a solution, but maybe in the meantime turning off the rifts could help you a bit, as it gets rid of most drifters.
  11. Just place a sign and a chest in the crafting grid and you get a "labeled chest". It doesn't work with the new trunks yet, but I'm sure that will be added sometime soon-ish as well.
  12. You can at least turn that storm wobble off by turning off "Waving foliage".
  13. I think only malefactors have a 10% chance to collect cracked vessels.
  14. I wasn't really that interested in mushrooms, so I wouldn't have asked for that many versions, but now that they exist, I absolutely love that there are so many different mushrooms with differents forms and colours to discover in different areas and that you can eat most of them, but have to be careful to not eat the wrong ones. It just makes the whole world richer and more beautiful and makes exploring more interesting. They don't all grow in the same area, so you should never really have a full inventory of all types of mushrooms, even if you also harvest poisonous ones. And deciding to harvest them is just like deciding to harvest any other wild crop, just that they even only take one single slot per type because they don't also drop seeds or fiber. And even if it could have been a few less versions... they are already in the game, the work is already done. Why getting rid of them? Just don't harvest every mushroom that you find or eat it to empty the slot or store it in a container.
  15. @l33tmaan Awesome. "This is the problem with a toxic community: [...]" "You are aggressive and toxic and [false assumption]!!" "? Err, nope." "SEE?!?!" Well... I'm outta here.
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