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coolAlias

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Everything posted by coolAlias

  1. As a new player with only a little experience in 1.21 prior to rc1 dropping and starting anew, I neither love nor hate the changes. My fruit intake has dropped sharply, though, from my first world, as berries were harder to find and all the fruit trees that I've found are immature and without fruit. In other words, I have yet to actually engage with the new fruit and berry mechanics beyond harvesting a handful of wild ones. I ended up eating a lot more mushrooms, wild game, and some fish prior to getting my first crop in. That all said, it seems fine? If all it takes is bonemeal, I have so so so much of it from hunting and fishing, with several piles of bones yet to be ground, so I can't really see how getting to use some of it would be bad.
  2. Since you seem like an expert, how does one go about acquiring vast quantities of fire clay? The only way I know of is to calcinate flint, grind it, and mix it with regular clay, which is quite a tedious process and somehow I keep running low on flint lol. EDIT: According to the handbook (very important resource, I'm learning yet again), fire clay can be found in vast quantities underground near black and anthracite coal deposits.
  3. Status effects, herbalism, and flower/herb/mushroom farming would all be great, for sure. I'd also really like to see rivers fully implemented, with at least some of them navigable by boat, as well as whatever else they have planned for world generation. The ultimate hope behind my wish is that if the world generation were "complete", we could keep playing in the same world without missing out on whatever content comes next.
  4. I hope not. I would prefer to have a smaller field that I can pay extra attention to by watering, improving soils, etc., and a change like this would incentivize me to make the biggest field I could, plant once, and just forget about it until harvest. Forget fertilzing or anything at that scale, medium fertility soil is so plentiful it'd be more efficient to just stack it on top of the old farmland as needed.
  5. If you're flying around in creative mode, I've noticed sometimes it takes a minute or two for the trader entity to spawn in. It's pretty weird, but they'll often suddenly show up if I hang around going in and out of their rooms a couple times. As for berry bushes, many of them are lower to the ground now, rather than the giant shrubs they all were before.
  6. Wait, are you sure? I thought that was either a bug or something they were moving away from. Dang. Yeah, this looks like the way. My farm was around 60 blocks total for all my crops, and I just didn't get enough flax in the ground. This was my first time harvesting anything other than turnips (start #2, first was in 1.21 for a few in-game months), so I wasn't sure how much to expect. On another note, my second set of black bear hide armor is lasting a lot longer than the first one, even with taking random hits. Maybe it was a fluke or a bug, or maybe my brain is playing tricks on me. Still, wouldn't hurt to have an extra setting.
  7. 1.22 rc2. Good to hear it's probably a bug. You're not wrong, but also see above - it might be a bug in 1.22 rc2. I feel like I was reasonably efficient with setting up my farm and finding flax, yet crop #2 failed terribly, leaving me with quite a deficit from what I was expecting.
  8. Went through my first translocator and ended up some 5000+ blocks away right next to a giant mountain of limestone and bauxite... so that's pretty rad. Leather won't be nearly so difficult now.
  9. After checking the different armor recipes and getting a feel for how labor-intensive the various resources are to gather, this was my conclusion as well for the optimal path. I just didn't get enough flax in my first harvest, and apparently I wasn't fast enough to get a second harvest before winter. It's all good, though. I just turned on keep inventory and let myself get murdered a bunch. Them's the breaks lol.
  10. I agree it should if it doesn't, but also if it could be a separate setting, it would be extra groovy for people who want to fine-tune things, ya know? See that's part of my problem - they most definitely are NOT cheap to craft, or do not appear that way to me. In my first year, I scraped together enough flax for maybe 20 total linen, which I perhaps foolishly used to craft a a few sacks and a windmill. My second crop of flax failed entirely at 7/9 growth stages by the end of October. I planted it near the end of July or the first few days of August at the latest, on soil that had not been used for that nutrient type. Also, my first batch of leather went toward backpacks and a bellows, and since it costs 40 leather to make the leather armor set, I just went armorless for most of my year and dedicated myself to other projects while I slowly accumulated the supplies. I finally made some black bear hide armor, which yes, has quite low durability, but it was destroyed after just a day or two in which I wasn't even doing combat, just taking stray hits every now and then from night-time surface monsters. Lamellar armor is probably the easiest to make, but it requires 19 ingots' worth of metal, which is quite a substantial investment, and copper is still only tier 1 so not really any better than the bear armor other than having triple the durability - even still, that's a lot of resources to spend for a mere 3-6 days of protection during light activity. During year 2, as soon as I get my first harvest I'll be switching off class recipes and making tailored gambeson armor for sure. It seems like probably the only armor actually worth the amount of effort required.
  11. Ah, a hammer, of course. Searching for water, wheel, and water wheel didn't seem to bring up anything in the handbook for me, but I'll check again next time I play. I've got plenty of materials other than resin. My local pine forest is in very rough terrain, so it's been a chore to gather and I just used it all up making transmissions and clutches. Back to the spiky hills I go! EDIT: Turns out it is in the handbook after all. Searching "water wheel" had it as the top result. Not sure what I was doing before. Thanks again.
  12. Currently, it seems the elbow chute must connect to either the block above or below it. It would be very handy if these could also be used to go around corners horizontally, rather than having to use a 3-way chute.
  13. I smithed 2 x iron small 4-way hubs. I have a wooden axle. I can't figure out any way of putting these items together, either in the crafting grid or by placing them in the world. I thought there was a handbook entry for the water wheel, but I can't seem to find that either. Has anyone been able to craft this in survival?
  14. Having played now up to my first winter, I personally feel like armor is not worth the effort due to how quickly it seems to get worn down even when not really engaging in much combat. We already have a setting for tool durability. I do not know if applies to armor, but regardless, I think a separate setting for armor would be very nice so we can tweak the two options separately. For example, I'd like beefier armor and standard tools.
  15. This is amazing, but I still hate it lol. Why does the quern have to fill up its output slot before we can start siphoning items out, rather than supporting output directly into a single chute or something similar? E.g. Chest above with chute to fill quern, power from below, chute on one of the sides into another chest to receive the output. Simple and easy, nothing stays in the output slot and we can automatically grind mixed materials in one setup. I hope that's something they address as they add more mechanical options (per the roadmap).
  16. They say we can never get old growth trees back once we cut them down, but what if we play our world to year 300+? I've seen some fairly massive pine trees, but I agree trees in general should be larger.
  17. I'm finally at the point where I'm making iron tools and the whole quenching and tempering process as it is just isn't for me. The current calculus leans far too heavily on the side of risk rather than reward, not to mention it is a very tedious process. I like a lot of the OP's suggestions, but my preferred take on it would be we get to choose 1 option (e.g. durability OR power) with no stacking, so we just do whatever the process is once and we're done. Smithing, as much as I enjoy it, is already a very long and convoluted process.
  18. To add to this, recipe cycling in general needs a way to both pause and manually cycle each item in the recipe. It's really frustrating right now trying to view and evaluate the available options.
  19. When viewing an entry for a piece of armor or especially clothing, it would be really nice if it indicated which equipment slot it uses - probably by displaying the appropriate icon in the handbook entry.
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  20. 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.
  21. Traders seem much rarer in 1.22. I've only seen a few, and none so far have had lime or salt, whereas in 1.21 there were traders everywhere. I did finally find some borax, though, so that's good. Took a long time.
  22. 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.
  23. 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...
  24. 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.
  25. 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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