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Author Topic: Vintage Story - Better than TerafirmaCraft!  (Read 31837 times)

LuuBluum

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #195 on: May 06, 2023, 08:07:29 pm »

Yeah. The new version has the second mode available by default. They work best in tandem: use the first mode to figure out that there are ores, and the second mode to find out where.
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Akura

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #196 on: May 06, 2023, 08:22:20 pm »

Do note however, the first mode doesn't report the actual concentration of ores in that particular chunk. It reads the ore maps which, like forestation maps, are created on world-gen and don't change afterwards. There is also no guarantee that ores actually spawned in that chunk on worldgen, it's more of the chance that it spawned. Also, going by the report of parts-per-mille(‰, per thousand, not percent), isn't quite as good as reading the quality reading - poor, decent, etc. That is a better indicator that ore may be in that chunk. You're almost guaranteed to find ores at Ultra concentration - remember some ores spawn smaller deposits than others. Once you find a likely chunk, in contravention of typical Minecraft logic, dig straight down, as deposits are disk-shaped. Bring ladders.

If you feel like modding, I recommend ProspectorInfo, which saves notes on the map of which chunks you've already prospected(after activating the mod, prospects before are not). Beats trying to remember what chunks had what.
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Ozyton

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #197 on: May 06, 2023, 08:50:36 pm »

ProspectorInfo is such a great tool, I can't imagine playing without it.

Basically, prospect with density mode. If there's no trace of what you're looking for you'll need to try a few 'chunks' away (which are more easily visible with the mod). Once you get a reading with the ore you want start narrowing your search in nearby chunks until you find the highest concentration. You want to go by the wording, not the number.

Then go to the center of that chunk with ladders and start going straight down. Once you're about 10 or so blocks into the rock layer go and mine 4 blocks out in each direction and on the 5th block use the prospector's node search. Each direction will give you a reading on how much ore it's found. You want to head towards the highest reading. If you don't get a hit, mine down 10-12 more blocks and do it again. The node search by default is a 6 block radius which means ores you find can be above or below where you search. It's possible you'll need to go quite deep to find what you're after. Once you find medium or high quantities of ore you know you're close to what you're looking for.

Make sure to lay down loose stones on the floor to help prevent spawns, and don't stay down too long, your stability drops when you're far underground.

Sirus

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #198 on: May 06, 2023, 09:59:00 pm »

Well hell and damnation, I might have to pack up and move for greener pastures. I've been dealing with an ongoing wolf problem, where the things spawn not far from my house. That wasn't fun, but I was managing. But now in addition to the swarms of drifters infesting my front yard I can hear a goddamn bear outside.

If the game is going to start throwing bears at me every night I might have to throw in the towel. I just finally got a small farm going too.
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Ozyton

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #199 on: May 07, 2023, 08:35:44 am »

Wolves only spawn in cold areas that have "forest floor" tiles at worldgen. Bears seem to like to spawn in shrublands, where you see all those birch leaves with no trunks everywhere, but I can't say for certain.

If you set your starting point to be tropical the tropical biomes are much easier. Panda bears aren't hostile and hyenas aren't super aggressive like wolves, plus you don't have to deal with winter.

How much time are you spending around your base? It might be worthwhile to go exploring a bit so that all the crap sitting in your lawn can despawn.

Sirus

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #200 on: May 07, 2023, 09:05:07 am »

Awesome. I seem to have somehow built my base right on the nexus of those two areas. There's forest floor not so far away (I was wondering why it was labeled differently from plain old soil!) and there's birch leaves (and pine leaves) growing everywhere. I can't walk in a straight line for more than five minutes without encountering at least one wolf or (more rarely) bear. If I'm lucky I see it at a distance and steer clear, if not I have no idea it's there until it either growls or I see it charging through the undergrowth.

I'm not trying to spend so much time at base, it's just that there's always stuff to do there. If I want more charcoal I need to chop down several trees and get a charcoal pit going. If I need more clayware I need to shape it and fire it. If I run low on food, I need to hunt/gather it and then cook it. If my tools are wearing down I need to cast or smith new ones. All of these things take time, and for many of them if I just leave them running they'll burn through all of my fuel which leaves me needing to find or make more, and so on.

I wander when I can (like there's a charcoal pit running but nothing that needs immediate attention) but sadly I don't tend to find much. Every bit of rock for miles around is either peridotite or slate, there are startlingly few wild crops to gather (and most of them are rye, for which I already have more seeds than I can possibly use unless I devote a huge field to it), and while I'm sure there's plenty to find below the surface I just don't have the tiniest idea where to start. Call it choice paralysis combined with a healthy fear of sudden bear attack.

Speaking of which, bears really need to make more ambient noise. They're huge omnivores, you should be able to hear them stomping and snuffling from a good way off, but I have lost track of the number of times a completely silent bear comes charging through the foliage straight at me. It's worse than a jump scare. At least wolves have the courtesy to growl and snarl when they come after you, and they howl so you can try to avoid them.
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Akura

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #201 on: May 07, 2023, 01:58:22 pm »

I completed a small mega-project, a canalway going from an area near my base, to a zone a couple thousand blocks away because it had chalk as a layer stone. Had to use creative mode partly because of the lack of patience to do it normally, and also all those rocks I was producing. I already filled one crate(1280 rocks, 20 stacks) up with andesite, nearly filled another, and another still with chert. And it's all almost useless since I misread the recipes using small rocks and found that the only stone-based blocks rocks can be used in are cobblestone or dry stone which requires full stone blocks to make anyways. Sure, I have a near endless supply for throwing them, but so do the drifters. And why did they think it was a good idea to give drifters a rock-throw attack?

I am pretty disappointed with rafts, with how slow they are. I can swim a lot faster. The only advantage that it provides is that you can carry a light in your off-hand, which is good because much of the canal is under a mountain(hence all the rocks).
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IncompetentFortressMaker

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #202 on: May 07, 2023, 02:00:32 pm »

And why did they think it was a good idea to give drifters a rock-throw attack?
It's probably better that drifters have a rock-throw attack, because it only does 1 damage and means they're distracted from trying to close melee with you. The really powerful drifters, such as nightmare or double-headed, can oneshot you with melee unless you've got very good armor, but their rocks only do 1 damage. So if you consider that, however annoying, rock-throwing might actually be better for your health.

Sirus

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #203 on: May 07, 2023, 03:01:05 pm »

I completed a small mega-project, a canalway going from an area near my base, to a zone a couple thousand blocks away because it had chalk as a layer stone. Had to use creative mode partly because of the lack of patience to do it normally, and also all those rocks I was producing. I already filled one crate(1280 rocks, 20 stacks) up with andesite, nearly filled another, and another still with chert. And it's all almost useless since I misread the recipes using small rocks and found that the only stone-based blocks rocks can be used in are cobblestone or dry stone which requires full stone blocks to make anyways. Sure, I have a near endless supply for throwing them, but so do the drifters. And why did they think it was a good idea to give drifters a rock-throw attack?

I am pretty disappointed with rafts, with how slow they are. I can swim a lot faster. The only advantage that it provides is that you can carry a light in your off-hand, which is good because much of the canal is under a mountain(hence all the rocks).
Speaking of all those trash rocks, I don't suppose there's any way to dispose of unwanted items is there? I never considered a Minecraft base complete unless it had a lava disposal chute, and any mining project will swiftly fill an inventory with stacks of stones that are nearly impossible to get rid of unless you want to devote vast quantities of clay or soil to making semi-useful blocks out of them.

That's a shame about the raft. Vintage Story could really use some ways for an established player to get around faster than holding Ctrl+W everywhere. I know that
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supposedly exist but they aren't exactly convenient, you know?
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Great Order

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #204 on: May 07, 2023, 04:31:10 pm »

The other issue with them is you don't choose where they are.
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Sirus

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #205 on: May 07, 2023, 04:42:18 pm »

I don't think you choose where they go, either. So that's another issue.
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Ozyton

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #206 on: May 07, 2023, 05:11:55 pm »

Trash rocks can be combined with soil to create path blocks which increase your movement speed which is nice for making roads.

For trash you can throw them into a body of water, which will make them despawn quicker than dropping them elsewhere. Dropping filled crocks/bowls/etc. into water is also how you remove food/rot from them. Dropping hot items into water cools them down quickly.

Speaking of which, bears really need to make more ambient noise. They're huge omnivores, you should be able to hear them stomping and snuffling from a good way off, but I have lost track of the number of times a completely silent bear comes charging through the foliage straight at me. It's worse than a jump scare. At least wolves have the courtesy to growl and snarl when they come after you, and they howl so you can try to avoid them.
Again getting into the realm of modding, there's the Noisy Bears mod, or the no bears mod. There's also a mod that adds footstep sounds to mobs but I don't know if it works in the current version...

Sirus

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #207 on: May 07, 2023, 06:23:53 pm »

Yeah, I'm getting the impression more and more than modding might be the way to go with Vintage Story. Vanilla does a lot right but it could be improved, and the parts that it gets wrong are just painful to deal with.
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Ozyton

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #208 on: May 07, 2023, 06:36:45 pm »

I play with a handful of mods. Nothing too crazy, mostly QoL stuff like hud clock and prospector info, plus one that lets me pick up chests and move them so I don't have to break them and scatter their contents any time I rearrange my house.

crazyabe

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Re: Vintage Story - Better than TerafirmaCraft!
« Reply #209 on: May 07, 2023, 06:38:16 pm »

personally I've got a handful of 'early game' tech mods, a mod to expand food, a mod to make damn reeds farmable, etc.
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