I think having the entire corridor for the translocators lit up, decorated, and accessable via that cave to the surface will make for a good stretch goal. A ladder down to the caves just seems so, inelegant
A ladder is definitely not as fancy as some other options, but I will say that getting TOO fancy with it often leads to too much time spent traversing the same route again and again. That being said, I do want to do something more interesting than a ladder.... but it won't be a spiral staircase! Learned THAT lesson in the first season!
An episode themed around the letter L... which is the 12th letter of the alphabet... and it's Episode 12... coincidence? Yeah, probably. But cool nonetheless!
I will have to wait another week still, but man, this game amazes me. I may go back and watch your first walkthru on this just to get some more info on it. Also, good call on repurposing the windows, looks better and saved you time. My only hope for the future of the game is more expansion to the underground aspect of the game, the overworld is beautiful already, thats why I love indie devs who don't abandon their games and communicate with their fans.
I'm just so impressed with the lighting system in this game, I bet they could make some incredible scenery happen. I haven't even looked into the modding community for the game yet, there may be some kinds of things made already that implement this.
:D Thank you! Yes, most of the information in the first season is still valid, but small features may have changed (as well as some visual aspects of the game, especially flowers). I just saw Tyron's recent dev log post, and it looks like Saraty is working on updating ruins, so maybe we WILL see some underground work soon! Replying to your other comment, too--there is, or was, a lighting mod called Volumetric Shading, but I think it's been largely discontinued. There are over 1,000 mods now, though! So there is plenty to tinker with to make the game your own experience!
AND, if you mod, it is supported natively! The stock game modes are technically mods by the dev team! The official wiki is pretty complete about modding too! You don't even need to be a programmer to mod, although it helps. Most everything in the game has JSON files you can edit to change behaviors.
@@tehNashty Well, both you and Kura, I thank you both. Very kind and informative. I love to see people being appreciative and supportive instead of gate keeping and turning newer people away.
Blurgh. They also seem to respawn soon after you kill them. I'm thinking it's better to just trap them and then leave them there to at least get a 14-day reprieve!
@@Kurazarrh I was thinking of experimenting with a live trap by trapping a chicken, or rabbit on a post in the center of a pit to lure them in naturally... Until a bear sees it...
Thanks for the video, I'm not playing the same map as you, but I have the same problem you had with the amounts of aggressive animals, but, I have BEARS! I think I counted 5 or 6 bears by my base!
Yeah, I think the bear spawns are a little overtuned at the moment. I'm almost considering adding the "Less Bears" mod to make them a bit more manageable.
@@Kurazarrh Not only will I make nails and strips for you, u will absolutely hunt the bears, lol. I'm salivating just thinking about all those huge hides..... 🤤
note to self don't play clockmaker and hope to hit with ranged weapons, also glad i use the visible ores mod so i can see those gray/black ores in stone that looks similar.
Yeah the clockmaker is a bit weak in combat. I guess the melee combat isn't any different from when we were a hunter in the first season, so I'll probably be able to rely on that when we're underground. The range penalty is a bit of a bummer, and I'm so used to the extra accuracy of the hunter class that even 100% accuracy feels low!
Unfortunately, your house will never count as an inside room unless you put full/chiseled blocks under the ceramic shingle roof. I'm not sure of the exact requirements, but the shingle roof blocks don't count for determining if the area under them is an inside room for some reason.
Actually thus far I've been relying on Campaign Cartographer to label the TLs for me (it labels it with its exit coordinates), so I haven't really had to think about it. Also since our various TLs in the first season were so spread out, it was generally easy to remember where each one went. I'll have to think about how to label them. I'll probably put the coordinates on the waypoint but put signs up describing the coordinates, maybe rock types, and possibly other features like trader types, interesting ruins, or other TLs found in that area.
Ah, thank you! :D I think livestreams would be fun, but I would have a lot of trouble fitting them into my schedule, unfortunately. I work a full-time job on top of other responsibilities, so sometimes my recording sessions are exactly as long as just one cut in a video! @.@
Here is an idea... Do all of your play sessions as a live stream. Don't plan a schedule, just stream while you play. Some of your subscribers should get notified, have a notice that you are recording and won't be responding to chat. Who knows, they may even send money your way. On the back end, you can clip scenes you would want in your videos, not sure how that works, though. It's just a thought...
I just know that trying to clip around reading chat is problematic at best. @likegames3 was wanting more and longer viewing. Kibitzing was not mentioned... I understand the appeal, but I have watched creators try to combine the two and it takes much longer and they had to ask viewers to pipe down for scripted segments for the video. Just my 2 cents...
There is a mod I just saw that gives you blacksmith gloves instead. no more offhand tong.. If that helps.. Also have you considered Anvil Metal Recovery to not loose so much of your ingots mod.? Hopefully Tyron will add it into main game sooner or later kind of like Carryon which is SOOOO useful.
Ah, yes, the blacksmith gloves mod. I think I mentioned that in a comment the other day. I need to check back in on that because last time I looked at it, there were a couple concerning bugs with it. I thought about the metal recovery mod, and while it's more realistic, I think it defies the game's balance a bit too much. If I do a more heavily-modded playthrough, I'll probably add it to my list, though!
9:30 Have you tried the Culinary Artillery / Expanded Food mod? I can squeeze honey in barrels in my game, so unless it was added in 1.19 (can't find it in the patch notes) those mods 'fix' the issue. I warmly recommend this mod if only for the feature of making oil out of seed - which can then be used as a replacement for fat in some recipes. Goat genocide is no longer a requirement for building a windmill!
For the Guide series, that mod is far outside the scope of what I'm presenting. This series is meant to be as close as possible to "vanilla," with mods added that are aimed mostly at enhancing my ability to record and produce episodes (like CarryOn, to avoid having to make 10 trips to ferry loot around), as well as to facilitate cosmetic-only things (ChiselTools, etc).
@@Kurazarrh No worries. I know you've been playing a long time with custom settings. I'll comment the default when I notice. I haven't changed any of my settings
We'll be able to make something similar to that now that we're in the copper age, though to get large quantities of quartz for glass, we'll need to advance into the bronze age! Look forward to some better windows in our future!
your videos are really good and informative to help what you can and should do at the start. i don't have the game yet but want to buy it next month. really fun to watch even if some are 1h long xD
I am still a bit confused on the ore gathering, once I actually get into it tho, I guess it will make more sense. so the nodes spawn in disc shapes, and the higher the tier ores, say low to medium, medium would give more output? Also, do the stones the ore is found in matter, like how you had chert iron and another type? I do like the prospecting pick tho, its a very elegant solution imo. Sorry for asking so many questions.
I mean, Molybdochalkos, I never heard of this from school or even from anything beyond this game, but its a real ore alloy, whomever coded this is well versed in geology and history.
Sorry to blow up your comment section, but I got as curious to check the details of smelting temps of the metals and they are pretty much spot on. A small detail but its one that shows they really care about the product they are making.
Haha, no problem. I'll respond to your whole comment chain here. The game does try to be as realistic as possible wherever it uses aspects of the real world. Smelting temperatures, stone types, rock strata--it's all there. As far as the ores in different kinds of stone, it doesn't really matter what kind of stone the ore is in; medium copper chunks will always give the same number of copper nuggets no matter the stone type. However, for deep (not surface copper/tin) ores, SOME stones will only have up to medium or rich ores. You can always view this info in the handbook! :)
Luck really is the main theme of this season huh, the 12th episode is focused on the 12th letter, leather, lanterns, lead and Trans-Locators. [Live, Laugh, Love] _Loogie._
Hey I just bought the game and was wondering if your mod list in the description is a good idea for a new player to use rather than just the base game? I also see that some of the mods seem to be for 1.16 like farmland drops soil, will those work fine on the latest version?
Personally, while the mods aren't necessary to enjoy the game, I do generally recommend them. It slightly tweaks some of the game's quality of life for a smoother experience, with minimal impact on game balance. CarryOn is probably the most impactful in that way. A lot of mods don't actually need much upkeep, and I maintain and update the list as we go through the season, so anything you see here will work with the version in the video! :)
@@Kurazarrh Thank you! The only mod I cannot seem to find on the mod database is Nail Mold, but otherwise all the rest I have downloaded. Love the content btw, keep at it!
I sincerely doubt he is able to stop. This stuff gets addictive, especially when you can get paid for doing it. I don't think @Kurazarrh gets much, yet, but getting paid at all for a hobby is extremely gratifying!
@@silver333555 Ah, sorry... its full name is "Clay Mold for Nails and Strips." If you just search "nails" on the mod database, it'll take you right to it. The file itself is called NailMold, so I got that mixed up!
Nope, tannin never goes bad, so I could definitely have some on standby. I don't recall what the situation was at the time, but if I didn't have a ton of oak logs, I may not have wanted to use them all on tannin!
@@Kurazarrh i owe alot of my understanding of this game to your vids m8y. Just gotta figure out how to get lore books now. I've panned roughly 30 bone dirts and had NO luck at all
@@elijones7926 :D That's awesome! Glad the series has been helpful for you! As for getting lore books... sometimes it be like that. =/ You can also find lore books in ruins sometimes, and you can often buy certain lore scrolls from treasure hunter traders!
@@tehNashty I won't skip bronze in this series since it is a guide, after all. At minimum, while you can avoid mining iron with a pickaxe if you make ore bombs, you will at least need 9 bronze ingots of any type for an anvil in order to work your first iron ingots.
Of course I talk to myself! Sometimes I need expert advice! ٩(̾●̮̮̃̾•̃̾)۶ This one was nice to watch! And finally I get it with the tanning process.. You explain everything just perfect. Btw this seed is sick! You are such a lucky one! Knutsch the cats from me
Hehe, thank you! I'm glad to help you understand the tanning process! This seed really IS ridiculously good! :D Mew is already snuggled up against my leg as I type this! ;)
Yeah when they first added steelmaking to the game, I thought you couldn't use brown coal, either... turns out you could the entire time! >.< I didn't figure that out until close to the 1.17 release, though, back in the first season!
Yeah I apparently have a fatal attraction to settling in places that get a lot of rain. >.< The rainfall is actually not per world; it's regional... and it's in our region! lol
@@Kurazarrh ah yeah I totally forgot that, I happen to spawn in more northern climates where it rarely rains at all so I forget it's not like Minecraft in that aspect haha
What's the deal with the 7x7x7 in regards to temperature? Like I get it for cellars but I read conflicting information about how the game calculates indoor rooms & temperatures. There's even a video that shows that 8x8x8 also works fine. This is a little bit weird since restricting room sizes to 7x7 would be fairly limiting. Also, how would chimney's calculate into this? Would a room with a chimney just count as outside then, since there's technically an open space?
So the 7x7x7 rule is something that I addressed again later... turns out that for non-cellar "rooms" it's actually 14x14x14, which was apparently a change or something that I missed back when it was added (or it was unclear to me at the time). But yes, if you have an open chimney, it will cause the room to not grant its bonus, so make sure all your chimneys are decorative only!
@@Kurazarrh Sad A-frame longhouse noises... :( Is there a good way to check / detect if a room is working or not? I know there's a mod that shows the light levels for drifter spawns but I don't think I've seen anything for this yet. Because I use the layer of sticks block to sort of block the entrance from crawlers, with a thatch roof ridge on top to block rain but I don't know if it detects the open sides, since the sticks are kind of in their own blockspace. Are trapdoors insulating? They look grated but I'm not sure if that's relevant for the game, as they also seem to block light. But I guess if they are I could slap them on the sides of it.
@@Dark__Thoughts The Simple HUD Clock mod by Rhonen will display a little "house" icon in it if you're in a space the game recognizes as a "room." Sticks don't insulate, but trap doors do.
@@Kurazarrh Yep... Just reached that episode (17)... I avoided that mod because I'm like to keep the UI simple and uncluttered. Unfortunately that episode also revealed that roofing doesn't fucking insulate at all. Fuck my life. :( There goes my primitive A-frame design I guess. Even though you'd think thatching should insulate, as that's literally one of its uses IRL. So yeah, trap doors work, would also make for great windows since they are directional, unlike fence gates. However, the thatch roofing would still mean that the chimney isn't going to work unless I completely block it off, along with the rest of the entire inside of the roof, which really cuts down the interior space and decoration options. I also wonder if smaller houses counting as cellars means that they'll cool you down instead of warming you, making them a liability in winter.
Other than pure look. Is there another reason to use molybdochalkos for lanterns. I assume any plate with work. (Apologies for dumb questions. Never played this game, more of a minecrafter, but there are aspects this one does so much better)
Aside from appearance, the other reason I tend to like molybdochalkos (if and only if you're in a lead-rich area) is that lead isn't used for a whole lot of things, and even in an area with moderate lead deposits, it's easy to get all the lead you need for fancy windows (and solder, of which you really only ever need like 2 ingots which is only 1 ingot of lead). So you end up with a good deal of extra lead on hand, which makes it a great option for lanterns!
Only negative comment.... the music is way too loud and fights with your voice way too much. Otherwise loving the videos and I'd forgotten about Molyb.....whatever it is! Thanks for the reminder.
Thanks, I think something messed with my microphone settings and now it's like... 3-5dB quieter than before. I'll see if I can fix this up in future videos (though I have a few more already complete).
I think having the entire corridor for the translocators lit up, decorated, and accessable via that cave to the surface will make for a good stretch goal.
A ladder down to the caves just seems so, inelegant
A ladder is definitely not as fancy as some other options, but I will say that getting TOO fancy with it often leads to too much time spent traversing the same route again and again. That being said, I do want to do something more interesting than a ladder.... but it won't be a spiral staircase! Learned THAT lesson in the first season!
Nice... Lights, Lanterns, Lead, and Le Torch Holders... All the L's you could ever need at this point in time... ;) Keep up the great work!
"Torch HoLLLLders!" XD Thank you! ;)
🤦♂️
An episode themed around the letter L... which is the 12th letter of the alphabet... and it's Episode 12... coincidence?
Yeah, probably. But cool nonetheless!
Haha, wow I didn't even think about that!! You have a keen eye!
I will have to wait another week still, but man, this game amazes me. I may go back and watch your first walkthru on this just to get some more info on it. Also, good call on repurposing the windows, looks better and saved you time. My only hope for the future of the game is more expansion to the underground aspect of the game, the overworld is beautiful already, thats why I love indie devs who don't abandon their games and communicate with their fans.
I'm just so impressed with the lighting system in this game, I bet they could make some incredible scenery happen. I haven't even looked into the modding community for the game yet, there may be some kinds of things made already that implement this.
:D Thank you! Yes, most of the information in the first season is still valid, but small features may have changed (as well as some visual aspects of the game, especially flowers). I just saw Tyron's recent dev log post, and it looks like Saraty is working on updating ruins, so maybe we WILL see some underground work soon!
Replying to your other comment, too--there is, or was, a lighting mod called Volumetric Shading, but I think it's been largely discontinued. There are over 1,000 mods now, though! So there is plenty to tinker with to make the game your own experience!
AND, if you mod, it is supported natively! The stock game modes are technically mods by the dev team!
The official wiki is pretty complete about modding too! You don't even need to be a programmer to mod, although it helps. Most everything in the game has JSON files you can edit to change behaviors.
@@tehNashty Well, both you and Kura, I thank you both. Very kind and informative. I love to see people being appreciative and supportive instead of gate keeping and turning newer people away.
I think I jumped more than you when that wolf was still alive!
XD They are pretty good at doing that to us, aren't they?
I previously lived by a forest that had a clearing nearby my home, it had at least 14 wolves and cubs at one point.
Blurgh. They also seem to respawn soon after you kill them. I'm thinking it's better to just trap them and then leave them there to at least get a 14-day reprieve!
@@Kurazarrh I was thinking of experimenting with a live trap by trapping a chicken, or rabbit on a post in the center of a pit to lure them in naturally... Until a bear sees it...
Thanks for the video, I'm not playing the same map as you, but I have the same problem you had with the amounts of aggressive animals, but, I have BEARS! I think I counted 5 or 6 bears by my base!
Yeah, I think the bear spawns are a little overtuned at the moment. I'm almost considering adding the "Less Bears" mod to make them a bit more manageable.
@@Kurazarrh Not only will I make nails and strips for you, u will absolutely hunt the bears, lol. I'm salivating just thinking about all those huge hides..... 🤤
16:30 but polar deserts are a thing it's the lack of rain/snow that makes a desert not the heat
You're absolutely right; however in the context of Vintage Story while all deserts have little rain, only hot deserts contain certain resources.
'We are swimming in lead ore'
You might want to see a doctor after that!
I've been feeling unusually aggressive lately... XD
note to self don't play clockmaker and hope to hit with ranged weapons, also glad i use the visible ores mod so i can see those gray/black ores in stone that looks similar.
Yeah the clockmaker is a bit weak in combat. I guess the melee combat isn't any different from when we were a hunter in the first season, so I'll probably be able to rely on that when we're underground. The range penalty is a bit of a bummer, and I'm so used to the extra accuracy of the hunter class that even 100% accuracy feels low!
With my poor eyesight, I have to not only use the visible ore mod, I have to change the textures to make them glow or I would never find any ores.
This episode of "The Vintage Story Guide 2" was brought to you by the letter 'L' and the number 12! Ah, ah, ahhhh!
Hehehe indeed it was!
Unfortunately, your house will never count as an inside room unless you put full/chiseled blocks under the ceramic shingle roof. I'm not sure of the exact requirements, but the shingle roof blocks don't count for determining if the area under them is an inside room for some reason.
Yeah someone over on Discord mentioned that the other day. I'll have to go back and change that. Thanks!!
When you place a marker on your map for the TL, do you prefer Cords or What Ore or Strata thats at that TL? Also, A FREAKIN HELMET ! Awesome!
Actually thus far I've been relying on Campaign Cartographer to label the TLs for me (it labels it with its exit coordinates), so I haven't really had to think about it. Also since our various TLs in the first season were so spread out, it was generally easy to remember where each one went. I'll have to think about how to label them. I'll probably put the coordinates on the waypoint but put signs up describing the coordinates, maybe rock types, and possibly other features like trader types, interesting ruins, or other TLs found in that area.
Lets gooo new day new episodes!
:D
Fun to watch and full of great info and tips. Thank you.
Hey, thank you! Glad you enjoyed it! :)
Did you ever think about doing livestreams? I could watch this for hours :) Nice video as always!
Ah, thank you! :D I think livestreams would be fun, but I would have a lot of trouble fitting them into my schedule, unfortunately. I work a full-time job on top of other responsibilities, so sometimes my recording sessions are exactly as long as just one cut in a video! @.@
@@Kurazarrh you'd be surprised how little people would mind. Even if you just do a voice over in edit to help reduce time spent in game
Here is an idea...
Do all of your play sessions as a live stream. Don't plan a schedule, just stream while you play. Some of your subscribers should get notified, have a notice that you are recording and won't be responding to chat. Who knows, they may even send money your way.
On the back end, you can clip scenes you would want in your videos, not sure how that works, though.
It's just a thought...
@@tehNashty This has the added benefit of your viewers being able to make suggestions or corrections to what's going on
I just know that trying to clip around reading chat is problematic at best. @likegames3 was wanting more and longer viewing. Kibitzing was not mentioned...
I understand the appeal, but I have watched creators try to combine the two and it takes much longer and they had to ask viewers to pipe down for scripted segments for the video.
Just my 2 cents...
There is a mod I just saw that gives you blacksmith gloves instead. no more offhand tong.. If that helps.. Also have you considered Anvil Metal Recovery to not loose so much of your ingots mod.?
Hopefully Tyron will add it into main game sooner or later kind of like Carryon which is SOOOO useful.
Ah, yes, the blacksmith gloves mod. I think I mentioned that in a comment the other day. I need to check back in on that because last time I looked at it, there were a couple concerning bugs with it.
I thought about the metal recovery mod, and while it's more realistic, I think it defies the game's balance a bit too much. If I do a more heavily-modded playthrough, I'll probably add it to my list, though!
Welp, that's all of the backlog watched :P
Great content! :D
You're all caught up! That's awesome! Welcome to the present. ;)
9:30 Have you tried the Culinary Artillery / Expanded Food mod? I can squeeze honey in barrels in my game, so unless it was added in 1.19 (can't find it in the patch notes) those mods 'fix' the issue.
I warmly recommend this mod if only for the feature of making oil out of seed - which can then be used as a replacement for fat in some recipes. Goat genocide is no longer a requirement for building a windmill!
For the Guide series, that mod is far outside the scope of what I'm presenting. This series is meant to be as close as possible to "vanilla," with mods added that are aimed mostly at enhancing my ability to record and produce episodes (like CarryOn, to avoid having to make 10 trips to ferry loot around), as well as to facilitate cosmetic-only things (ChiselTools, etc).
“Ductility”-the proper utilization of a duck. (…long grass rustles, then stills…lurk mode activated)
Quack!
Control + click for default when filling with water.
Ah, thanks! Yeah I don't know how I'd play using control. It's too far down for my pinky to comfortably reach while using other controls.
@@Kurazarrh No worries. I know you've been playing a long time with custom settings. I'll comment the default when I notice. I haven't changed any of my settings
Great episode! Always a fun watching your videos!! 🤗
:D Thank you very much!
the flat glass you can make in minecraft would be that are just a thin one in the middle of the hole would look really good in this game too
We'll be able to make something similar to that now that we're in the copper age, though to get large quantities of quartz for glass, we'll need to advance into the bronze age! Look forward to some better windows in our future!
your videos are really good and informative to help what you can and should do at the start. i don't have the game yet but want to buy it next month. really fun to watch even if some are 1h long xD
I am still a bit confused on the ore gathering, once I actually get into it tho, I guess it will make more sense. so the nodes spawn in disc shapes, and the higher the tier ores, say low to medium, medium would give more output? Also, do the stones the ore is found in matter, like how you had chert iron and another type? I do like the prospecting pick tho, its a very elegant solution imo. Sorry for asking so many questions.
I feel like I need to be a geologist to understand what all the stones are, nothing wrong with learning tho.
I mean, Molybdochalkos, I never heard of this from school or even from anything beyond this game, but its a real ore alloy, whomever coded this is well versed in geology and history.
Sorry to blow up your comment section, but I got as curious to check the details of smelting temps of the metals and they are pretty much spot on. A small detail but its one that shows they really care about the product they are making.
Haha, no problem. I'll respond to your whole comment chain here. The game does try to be as realistic as possible wherever it uses aspects of the real world. Smelting temperatures, stone types, rock strata--it's all there. As far as the ores in different kinds of stone, it doesn't really matter what kind of stone the ore is in; medium copper chunks will always give the same number of copper nuggets no matter the stone type. However, for deep (not surface copper/tin) ores, SOME stones will only have up to medium or rich ores. You can always view this info in the handbook! :)
You can look at a rock block and press 'H', by default, and you will get a list of ores and their quality (poor - bountiful).
Luck really is the main theme of this season huh, the 12th episode is focused on the 12th letter, leather, lanterns, lead and Trans-Locators.
[Live, Laugh, Love] _Loogie._
Hehe, you're in for an amusing surprise in about... a lot of episodes... XD
Hey I just bought the game and was wondering if your mod list in the description is a good idea for a new player to use rather than just the base game?
I also see that some of the mods seem to be for 1.16 like farmland drops soil, will those work fine on the latest version?
Personally, while the mods aren't necessary to enjoy the game, I do generally recommend them. It slightly tweaks some of the game's quality of life for a smoother experience, with minimal impact on game balance. CarryOn is probably the most impactful in that way. A lot of mods don't actually need much upkeep, and I maintain and update the list as we go through the season, so anything you see here will work with the version in the video! :)
@@Kurazarrh Thank you! The only mod I cannot seem to find on the mod database is Nail Mold, but otherwise all the rest I have downloaded.
Love the content btw, keep at it!
I sincerely doubt he is able to stop. This stuff gets addictive, especially when you can get paid for doing it. I don't think @Kurazarrh gets much, yet, but getting paid at all for a hobby is extremely gratifying!
@@silver333555 Ah, sorry... its full name is "Clay Mold for Nails and Strips." If you just search "nails" on the mod database, it'll take you right to it. The file itself is called NailMold, so I got that mixed up!
Do the tannin barrels go bad? Or could you have some ready on standby?
Nope, tannin never goes bad, so I could definitely have some on standby. I don't recall what the situation was at the time, but if I didn't have a ton of oak logs, I may not have wanted to use them all on tannin!
@Kurazarrh nah I was asking for my own future plans =)
Finally gonna start messing with iron in my game xD. So much to do in this game xS lol
Awesome, sounds like you're well ahead of where we are in the series! :D
Will you skip the bronzes if you find iron first? Or is iron gated? I forgot.
@@Kurazarrh i owe alot of my understanding of this game to your vids m8y. Just gotta figure out how to get lore books now. I've panned roughly 30 bone dirts and had NO luck at all
@@elijones7926 :D That's awesome! Glad the series has been helpful for you! As for getting lore books... sometimes it be like that. =/
You can also find lore books in ruins sometimes, and you can often buy certain lore scrolls from treasure hunter traders!
@@tehNashty I won't skip bronze in this series since it is a guide, after all. At minimum, while you can avoid mining iron with a pickaxe if you make ore bombs, you will at least need 9 bronze ingots of any type for an anvil in order to work your first iron ingots.
Of course I talk to myself! Sometimes I need expert advice! ٩(̾●̮̮̃̾•̃̾)۶
This one was nice to watch! And finally I get it with the tanning process.. You explain everything just perfect. Btw this seed is sick! You are such a lucky one!
Knutsch the cats from me
Hehe, thank you! I'm glad to help you understand the tanning process! This seed really IS ridiculously good! :D Mew is already snuggled up against my leg as I type this! ;)
I've been noticing you've been using a crude door, but it hasn't fallen off. Is that due to a mod or the newest version of VS?
They don't fall off anymore
Since 1.18 they don't fall off, but can't be used to create a cellar or winterproof a room.
idk how in prew versions, but now i am runing cementation furnace with just a brown coal under it. so much easier =)
Yeah when they first added steelmaking to the game, I thought you couldn't use brown coal, either... turns out you could the entire time! >.< I didn't figure that out until close to the 1.17 release, though, back in the first season!
Hostile animals AI in this version is seriously lacking, I don't know what they did to them 😩
Yeah they do weird things sometimes, like just wait around for you to unlife them! lol
It sounds like you are complaining. I prefer not getting bit, but then again, adrenaline is fun too!
its probably going to get a rework at some point
and hopefully so will the bear and wolf spawn rates
It's always raining in your world, how odd
Yeah I apparently have a fatal attraction to settling in places that get a lot of rain. >.< The rainfall is actually not per world; it's regional... and it's in our region! lol
@@Kurazarrh ah yeah I totally forgot that, I happen to spawn in more northern climates where it rarely rains at all so I forget it's not like Minecraft in that aspect haha
What's the deal with the 7x7x7 in regards to temperature? Like I get it for cellars but I read conflicting information about how the game calculates indoor rooms & temperatures. There's even a video that shows that 8x8x8 also works fine. This is a little bit weird since restricting room sizes to 7x7 would be fairly limiting. Also, how would chimney's calculate into this? Would a room with a chimney just count as outside then, since there's technically an open space?
So the 7x7x7 rule is something that I addressed again later... turns out that for non-cellar "rooms" it's actually 14x14x14, which was apparently a change or something that I missed back when it was added (or it was unclear to me at the time). But yes, if you have an open chimney, it will cause the room to not grant its bonus, so make sure all your chimneys are decorative only!
@@Kurazarrh Sad A-frame longhouse noises... :(
Is there a good way to check / detect if a room is working or not? I know there's a mod that shows the light levels for drifter spawns but I don't think I've seen anything for this yet.
Because I use the layer of sticks block to sort of block the entrance from crawlers, with a thatch roof ridge on top to block rain but I don't know if it detects the open sides, since the sticks are kind of in their own blockspace.
Are trapdoors insulating? They look grated but I'm not sure if that's relevant for the game, as they also seem to block light. But I guess if they are I could slap them on the sides of it.
@@Dark__Thoughts The Simple HUD Clock mod by Rhonen will display a little "house" icon in it if you're in a space the game recognizes as a "room." Sticks don't insulate, but trap doors do.
@@Kurazarrh Yep... Just reached that episode (17)... I avoided that mod because I'm like to keep the UI simple and uncluttered. Unfortunately that episode also revealed that roofing doesn't fucking insulate at all. Fuck my life. :(
There goes my primitive A-frame design I guess. Even though you'd think thatching should insulate, as that's literally one of its uses IRL.
So yeah, trap doors work, would also make for great windows since they are directional, unlike fence gates. However, the thatch roofing would still mean that the chimney isn't going to work unless I completely block it off, along with the rest of the entire inside of the roof, which really cuts down the interior space and decoration options.
I also wonder if smaller houses counting as cellars means that they'll cool you down instead of warming you, making them a liability in winter.
@@Kurazarrh Oh and also, while thatch roofing doesn't insulate, hay balls do. This is kinda stupid.
Other than pure look. Is there another reason to use molybdochalkos for lanterns. I assume any plate with work. (Apologies for dumb questions. Never played this game, more of a minecrafter, but there are aspects this one does so much better)
Aside from appearance, the other reason I tend to like molybdochalkos (if and only if you're in a lead-rich area) is that lead isn't used for a whole lot of things, and even in an area with moderate lead deposits, it's easy to get all the lead you need for fancy windows (and solder, of which you really only ever need like 2 ingots which is only 1 ingot of lead). So you end up with a good deal of extra lead on hand, which makes it a great option for lanterns!
New Vintage story guide on the same day as new Minecraft survival guide! Its almost like they are related somehow.... Hummm
Oooohhh, uh-oh. You said the word. The one, illegal word. Don't make me dust off the banhammer, son!!! ;P
@@Kurazarrh Apologies, would ExcavationFabrication be acceptable?
@@CriticalPixel You've managed to scrape by... this time!!! ;P
Have they fixed the "Swear Fire" modding program for that thing yet? I hear there is Malware or something with it...
All the Ls without the bad L.
The bad 'L'?
I don't think my elevator went all the way up on that one...
today I built 64 fence gates, cause I remembered the recipe wrong.
Haha oh no!! At least they can be burned as fuel if you don't need all of them!
Who else is playing " I'm going to go ahead" bingo?
Hmmmmmmm....... :P
Only negative comment.... the music is way too loud and fights with your voice way too much. Otherwise loving the videos and I'd forgotten about Molyb.....whatever it is! Thanks for the reminder.
Thanks, I think something messed with my microphone settings and now it's like... 3-5dB quieter than before. I'll see if I can fix this up in future videos (though I have a few more already complete).
And then there is me, with the VS soundtrack play g on a shuffled loop on YT while I play lol
I would be down with a titch or two less music, not a lot though. Would be better than mic up, IMO.