Vintage Story Desert Life Ep 44: The Castle in the South
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- čas přidán 20. 06. 2024
- Vintage Story Desert Life is a desert-themed survival playthough in version 1.19, with a large list of mods to speed up the process of building and chiseling. While our builds will all (or at least mostly) be in the desert, we are not restricted to hot and arid climates for the purposes of gathering materials and resources.
This series exists as a series of VODs, as well, but for people who prefer their videos in a more manageable length, the VODs will be cut into these shorter episodes and released throughout the week after each livestream, provided that there is enough desire for this format.
Want to play along? You'll need the world files and all of these mods (likely) in order for it to work. Download links below.
World: www.mediafire.com/file_premiu...
Mods (Updated 15 June 2024): www.mediafire.com/file_premiu...
Mod List:
Airtight Sleek Doors
Animation Manager
Auto Map Markers
A Wearable Light
Beehive Kiln
Better Clay
Better Firepit
Better Jonas Devices
Better Moisture
Better Ruins
Block Pick
Bricklayers
Bullseye
Butchering Fix
Carpet
CarryOn
Cheese Meal Buff
ChiselTools
Clay Mold for Strips and Nails
COB Trader Camps
CobbleSkulls
CommonLib
Craftable Jonas Parts
Crateful
Dye Recipes Fix
Expanded Matter
Farmland Drops Soil
Flower Farming
From Golden Combs
Glass Sleek Doors
Hanging Baskets
HUD Clock
Joy of Sailing
Just an Arrowhead Mold
Leaf Lantern Lining
Lumber Sling
Medieval Expansion
More Parchment
Noisy Bears
Pumpkin Patch
Resin on All Sides
Shelfish
Simple Emote Menu
Simple Wind Direction
Slanted Display Cases
Spyglass
Stone Bake Oven
Stone Quarry
Temporal Gears Stack
Translocator Engineering Redux
Treetapper
VanillaPlus
VertPlanks
Visible Terra Preta Particles
VS Instruments
Workbench Expansion
Wrench Tooltip Disable
Zoom Button Reborn
Gaming With Kurazarrh Discord link: / discord
Want to support me and the channel? Check out what's on tap over at Patreon! / gamingwithkurazarrh
If you want to leave a question for me to answer during a future build/adventuring montage, include the hashtag #20Kuestions!
If you're purchasing Vintage Story and you'd like to support this work and channel, you can use this Humble Store affiliate link: www.humblebundle.com/store/vi...
You can also use the following referral link for other purchases on the Humble Store and support this channel outside of Vintage Story: www.humblebundle.com/?partner... - Hry
I think I was on toddler task when you went to that castle. Never thought I'd hear another insta-tanning of pants sound.
XD Oh stick around long enough and you're bound to hear a few more as time goes on!
I know that ruin, too, or one very similar. I explored it for some time and felt quite safe until ... I found the locusts. Very early game, with no armor and only a few spears. After that it looked much less tempting. 😂 In your landscape it looks much better than I remember it, I found it in a very open spot, and with that medieval feel ... it looked out of place, like it fell from the sky.
Oh man, a swarm of locusts can really wreck your day. An individual locust? Not a threat (well, a sawblade, sure). But 20 locusts is suddenly deadly!
The little houses at the top of the walls usually contain traders. I laddered up to them, completely avoiding the drifters and locusts. Bring an empty chest because they have some really good loot. The big one I found had 5 traders in different locations. I took over one of the trader’s room, made him cranky but he tolerated me.
I was wondering why I heard a trader voice when I went back to get a screenshot! TIL!
You know how slabs can be "crafted" again to change them from Dynamic to Vertical to Horizontal then back to Dynamic...
What if the Highfert/Terrapretta Mod maker added a crafting for the soil... its natural form is "High Fertility Soil (smokey) and then you can dig it up and "craft" it into a H.F.S (non-smokey) version. That would be fantastic!
That would be a nice option, yeah. Or just reduce the smokiness by like 75%!
Dude! Its not just me?!? Hell yeah!!!
So someone else has noticed that the Trader Camps seem to have different weighted values attached to different types of traders. I have 3 camps somewhat nearby and all 3 of them have 2 traders in common. Each camp has a Commodities and Building trader with the 3rd being something else but usually Furnature or Agriculture. Its like the good trader types have a lower % chance to spawn in with a camp.
Interesting, so you get Commodities and Building... I get Commodities and Survival!
Mine have been weighted to clothing and luxuries... so far.
That ruin looks amazing
It does! The jumpscares are equally as amazing! ;)
Thanks
On the woad again.
@Kurazarrh - around the 32:23 mark there is a white rectangle on the map. I've found something similar in mine and you might want to check it out. It's not the normal map rendering issue, if it's the same ruin I found. Should be an ancient pillars ruin. (Unless you've already gone back and check it out, I'm still catching up)
Thanks! Someone else pointed it out to me, too! Maybe in the next couple weeks we'll have to go on another outward adventure and hit some of the POIs we missed, and maybe head into the deep south in search of mango and breadfruit trees! ;)
Please go for the bench that is in the ruins that are close to the translocator 🙏🙏🙏
Go for the bench? I'll have to take a look--but we will need some benches eventually... ebenchually! ;)
Lol yeah i ignore Soybeans now too... at first I went after them like they were the best thing ever because i noticed they yielded a lot of veg per plant. I was totally looking for a fast growing high yielding crop for mass rot production... lol yeah that didnt happen, i had noticed that soybeans last for like 18 years outside of preservation methods... then i noticed their satiation and compared it to the red meat i had wandering all around my base in mass numbers all day every day... yeah soybeans are worthless! Ive ignored them since, only time i see them being useful is when red meat is extremely scarce and and only veg is accessible... yah know that time i lose my mind completely and disable Primitive Survival mod.
Yeah the soybeans aren't terribly exciting if you have ample red meat nearby. Since we're not ranching anything but chickens right now, soybeans do have their place in our farm, but there are tons of animals to hunt nearby, so I'm not making it a priority.
im very behind so.. im skipping episode 10 and start from here.. 👀
Haha, uh-oh! Well I hope you enjoy the videos! :)
@Kurazarrh Did you know you could BOUNCE on your bed in VS? I just found that out by accident!
I learned that early on, even the straw bed gives you some bounce. I figured this would be a thing since Vintage Story did after all begin as a Minecraft modpack and in Minecraft beds are bouncy and VS is more realistic but a lot of beds are bouncy in real life too so why not in Vintage Story? I jumped up and bounce bounce bounce, I laughed and went about my day.
I did know that! XD It's a neat little detail... though I somehow doubt straw beds are particularly bouncy!
I think you got the titles and thumbnails mixed up for the last few episodes BTW.
I miscalculated when the flax farm got built and didn't check it after rendering the episodes! XD Whoops!
Wait, why are you using the hoe on the grown wild flax?
You get extra drops on harvest.
So the game is silly in some respects. One such respect is how Crops drops are calculated. "Wild crops" on natural non-tilled ground yield a lower amount of both their grain/veg and seeds. "Cultivated Crops" on tilled farmland yield higher drops than their "wild" versions. The real silly part now comes into play... the ground below "wild" crops can be tilled without the crop breaking but the game then changes the classification of the crop from "wild" to "cultivated" thus, for the flax he was hunting, gives more grain, flax fibers and seeds than it usually would.
;) You get more drops. Check out the Shorts category on the channel; I did a little highlight about it.