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redram

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Posts posted by redram

  1. Actually I'll bet you can fix the translocator.   It's just a right click interaction, which is the same as containers, and you can use containers in a trader's claim.   However, it appears you won't be able to actually stand on the pad, due to that cobble block.  But, as Junawood mentions, you can just switch to creative mode, clean things up a bit.

  2. 22 hours ago, Brynn Bernstein said:

    Currently I'm stuck on getting bronze because finding the parts of the alloy has been frustrating especially because I don't want to abandon my sheep or chickens for too long

    fyi, they won't die of hunger or anything.  The females need food to breed, and during winter males and females can become lean (yield less meat) if not fed well.  But They won't die.

  3. On 4/5/2021 at 12:37 PM, Andre Simon said:

    where to find bismuth

    Bismuth does not spawn shallow enough to create surface nuggets, fyi.  So you'll need to search deeper, probably in caves, unless you are good with the propick.   It only spawns in igneous and metamorphic stones, not sedimentary.  As Streetwind mentioned,  you can check the handbook to find out the exact stones. 

    • Thanks 1
  4. Many of those things are planned for future implementation.  The big hurdle is moving crop maturity from 'every few days' to a more realistic time scale on the order of months.  That'll change gameplay a lot, and there need to be systems in place to support that playstyle.

    • Like 3
  5. All sizes of hides produce the same leather - just more or less pieces.   You could roll with leather armor as your standard armor.  That might keep it used up, depending on how much combat you get into.   I do think there is a trader or two that might buy it sometimes.  But probably not a reliable outlet.

    • Like 1
  6. I'm not aware of any plans to address wolf stuff soon.   I'm not even 100% sure that's how their spawning works (coding isn't my department), but it's the impression I've gotten from a couple past incidents similar to yours.  It's one reason I usually base in open plains, since wolves are unlikely to spawn in plains.  Trying to base in non-wolf territory is the best way to avoid it really.

    • Like 1
  7. 6 hours ago, Aanika VII said:

    there is only 1 option on the prospecting pick.

    You can enable the second propick mode in an existing world.  The wiki has a list of server commands for a variety of configs, to apply after the world is made.  The command you want specifically is /worldConfig propickNodeSearchRadius [0-12].  Anything above 0 will enable it.  The number is the radius in which the propick will detect actually-existing ore.  I believe somewhere in the 6-8 range is the most common choice.  Some folks say that if the radius is too large, it makes it hard to zero in because you can detect separate deposits, and end up getting jerked around between them.

    There's also a config on that page for increasing tin spawn rates specifically.  However in an existing world, it will only make a difference on newly generated chunks.  The thing to realize is that the verbal descriptor is relative for the ore in question.  Because tin spawns in rather small deposits, a "decent" chance for tin is much different from a "decent" chance for iron or coal, which spawn in much, much larger veins.  Blind mining for tin without the second propick mode enabled can be very difficult.  Without the second mode, I normally find a decent or better propick mode 1 result, and then try to find a cave in the area.   The cave will expose a lot more area a lot faster than digging your own mineshaft.  But it does help to keep the cave systematically lit, to avoid getting overwhelmed by drifters.

    If you have the second mode enabled, it should be much easier to find tin while blind mining a shaft.  Just keep in mind the detection radius you've chosen, and sample accordingly.

    Hope something there helps!

  8. 7 hours ago, Aanika VII said:

    3. Armor crafting.

    Just as an fyi, armor is extremely unfinished right now.  It was rather quickly put in as the same time as the tiered drifters, because *something* was needed to protect against them.  Crafting of armor will changed entirely, eventually, at all levels.  But it'll be a ton of work to code and make assets for - probably just about an update all it's own.  So until the time is deemed right for that, we'll just be sort of stuck where we are.    And one more fyi, copper and bronze tiers were intentionally designed to be sub-optimal, especially for upper tier armors.  And *especially* copper, as there's almost no historical precedent for it's use as armor.  But it was felt that metals should not be excluded from any given armor type, because there's physically no reason you couldn't make it ( Also...other reasons...🤐), even though it might not be your best bang for your buck.  So even in the final version, armor probably won't be the most efficient use of copper. 

  9. 12 hours ago, Thalius said:

    I'm a bit torn on a detailed butchering process. Harvesting bladders and such and washing animal organ parts might be a bit much for some players to engage in. 

    In fact, it's a bit much for some members of the dev team.  And so detailed butchering will likely not ever be in vanilla.   Meaning it'd be good mod territory, not likely to ever be superseded by vanilla mechanics.

    • Like 2
  10. In the game configs when you're making a world, there are options for mob aggressiveness.  I believe there's one option that makes drifters non-aggressive.  You can also change most of these settings after starting the world.  See this page of the wiki.  Specifically in this case, you're looking for /worldconfig creatureHostility [aggressive|passive|off]

    • Like 1
  11. Yes, it's already planned to make it so can only wear one backpack.  You'll still have 4 slots, the other 3 will support various other containers, some specialized (like the current mining bag), some not.  There will be some re-shuffling of capacity when this happens, to account for no longer being able to wear 4 backpacks at once.

    • Like 7
  12. Halite is difficult to find.  You won't usually find it just running around, or glancing down caves.  You'll need to use the propick, and then do some cave searching in a high chance area.    Limestone (and chalk) only occur in the top (sedimentary) layers, so is they are easier to find running around, or looking down caves.   It helps to be aware that there can be multiple sedimentary layers at once, and so even if the top sedimentary layer is not limestone, there could be limestone underneath.  Also, basalt can be above *any* rock type (it represents a geologically recent eruption of lava).   So you can also find limestone beneath basalt.   But if your top layer is igneous or metamorphic, there is 0 chance of limestone or chalk in that area.

    Several traders will sell you salt, so not being able to find halite isn't the end of the world.  Especially in a single player game, you don't really need it at all.  

    I think commodity and maybe one or two other traders will sell you lime, but you do need lime in fairly large quantity to get steel (for the mortar), so it's more important than halite.

  13. As Junawood said, if you find surface bits, that means there's a deposit in the stone beneath.  If you don't have a tier 3 tool, you can also use ore blasting bombs - they require sulfur, saltpeter, and charcoal, and one recipe gets your like 8 or 10 bombs iirc. 

    • Like 1
  14. On 1/22/2021 at 4:51 AM, AngryRob said:

    I am also wondering if just leaving a skep around in the forest will help? just plant some flowers around it and check back from time to time? 

    The flower and hive detection range of skeps is fairly short - only around 7 blocks or so I believe.   So the odds of you randomly placing a skep within range of a hive that you somehow did not hear is extremely low, I'd say.

    • Like 1
  15. On 1/21/2021 at 10:07 AM, Bastez said:

     I was also shocked when a gang of drifters materialized in my house during a temporal storm, even though all the floor is slabbed (lower half) and there's no other free surface

    drifter spawning during temporal storms is more liberal, on purpose - half slabs won't stop them then.

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