coolAlias
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Everything posted by coolAlias
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Whenever I try to make a clothing or armor set, it's a kind of tedious process looking up the recipes, and I am not always sure which other items complete a set. It would be very handy to have the other items in a set linked to each other when viewing any of them in the handbook. For example, when viewing the Fur Coat entry, it should link to Knee-High Fur Boots and Fur Gloves.
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Could do the Valheim way and have different crafting stations for different types of items, at least as a somewhat "quick" fix before they figure out how to turn all the crafting into systems like we have for pottery and metalworking.
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I can verify that a lot of crops are struggling in the last growth stages in 1.22 rc2. A lot of them seem to get stuck at 33% growth for a good month or two, and the especially unlucky ones can get down to 0% N and 11% growth. This is on medium fertility soil, first planting and/or second planting using a different crop type (N/K/P). Needless to say, I'll be lucky to get a second harvest this year - I'm near the end of October and a lot of them are at 7/9 stages...
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I've noticed that if you sneak, after a few seconds the fish will de-aggro and start swimming around peacefully again. It's probably not really useful for spear fishing, but it does help with the fishing rod as they don't seem to bite when panicked.
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Seems the account manager site is not responding. Perhaps too much traffic? Been refreshing every 5 minutes or so for about 45 minutes now with no luck. EDIT: Site is working now, yay!
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Suggestions from an Athropology/Archaeology student.
coolAlias replied to Alexzandr's topic in Suggestions
For stone axes and hammers and the like, definitely. I think a flint knife would usually be secured with some sinew or some rough cordage, though, if it was given a handle at all - I bet a lot of the early knifes were just handheld sharp stones or even bones. Speaking of, some bone tools would be neat. Stuff like bone scrapers and sewing needles for early leatherworking. -
Finding Limestone, Bauxite and other Stone Types via Rivers
coolAlias replied to jerjerje's topic in Suggestions
Another approach would be to increase the chance of limestone and chalk around oceans, if that's not already the case, and make worlds with less % land and more % water the default rather the current 95+% land. -
As a linguistic aside, did you know that some languages have only one word for preserved fruits? While in English we make distinctions between jam, jelly, marmalade, fruit preserves, and probably other things I'm forgetting. So perhaps you are technically correct in a very specific context, but I think the broader point of making some sort of mashed fruit with a sugary substance to preserve it is also quite fine, specific nomenclature aside.
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Suggestions from an Athropology/Archaeology student.
coolAlias replied to Alexzandr's topic in Suggestions
I would also like to be able to harvest grass and reeds by hand, even if it's slightly slower than with a knife. Especially if we then needed a little bit to tie the knife blade onto the stick, and there was a knot-tying mini-game involved rather than the crafting grid... -
I enjoy grunting for worms. I wish we could also use the small fry we catch directly as bait for larger fish. I do kind of wish that fishing itself required a little more effort to reel the fish in, rather than a single click and you're done, but I'm also okay with where it's at. It'd be nice to see more actual fish populating the waters, too - I've only ever seen 2 at once even in a fairly large pond / small lake (maybe around 50-60 blocks across).
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Yeah, RNG gonna RNG. I'm actually in a sandstone area, but from what i can tell the layer below it is mostly peridotite, and like I mentioned, I flew around in creative for a bit and the top layers don't really chang much at all for 1500+ blocks in any direction. I'm not about to dig down through 10-20+ blocks of sandstone to see if there happens to be chalk limestone underneath - I'd have to either get very lucky or spend tons of time methodically drilling for it. No thanks. At this point, I just cheated and gave myself some lime so I can make a couple barrels of leather.
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I second LadyWYT's suggestion. It's what I did in my current world - all you need is to find one copper deposit with that first prospecting pick, using the heat graph one to get close then drilling down and using the node finder every once in a while to see if there's anything nearby. Highly recommend rope ladders - they take a lot of cattails / reeds, but they are awesome because you can pull them all back up from the top.
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It has been reported on their github bug tracker, and they are aware of it. I'm sure it will be fixed in the next patch.
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I flew for 1500+ blocks in every direction and didn't spot any chalk or limestone sticking out anywhere, just peridotite, sandstone, and granite as far as I could see. I did spot some borax when I went in a random cave, but it's very far away, and I can't mine it with my copper pick, so it'll have to wait for tin. I guess leather is supposed to be a bit of a struggle since the backpack is made with it, and there'd be no point in having the hunter's pack or sack if it was too easy to get leather, but still, it's very frustrating that such a basic material as leather can be so difficult to acquire. Panning for shellfish would be a great backup solution for this exact scenario. Do I love panning, no. But I would prefer it to restarting in hopes of a better seed.
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My main gripe with hunting as it stands is that when the animals run off, even if I stand still and watch where they head, it can sometimes be really difficult to find them again with all the vegetation and terrain - even when I come upon them and can hear them, I cannot always see them. Lots of good ideas already how to fix that, just wanted to add that I would welcome a change of some sort so it's less annoying.
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Would be worth it just for resin, with syrup as a nice bonus.
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My first world, there were copper bits everywhere I looked. Current world, not a single one within a half day's travel in any direction. Sometimes, RNG is gonna RNG.
- 3 replies
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- early game
- panning
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Thank you for this post, I was having the same issue lol.
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In this same vein, my master and other volumes are at 100%, and my music volume at 20%, and the music is WAY louder than everything else. I turned it down to 10%, and it's closer to "normal." Does anyone else have this issue? Why is the music so much louder than everything else?
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I'd like to see basket-making use green branches such as willow (or any of those generic "birch" and other shrubs) and have a more hands-on approach like smithing does. It might also be interesting if green branches could serve as an early form of twine for attaching tool heads or tying other bits of things together. Similarly, pounding grain, chalk, lime, and other bits of stuff with a sturdy rock ought to allow earlier access to powdered forms of stuff. I understand there may be some game-balance reasons not to do that, but from a realism standpoint, it would make sense, and that's what drew me to Vintage Story over other games in this genre. Oh, and sinew from animals would be great for attaching arrowheads and making bowstrings.