Survival Guide - Your first day: Difference between revisions

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Added information on trucks.
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| style="padding-right:0.5em" | <translate><!--T:71--> {{Keypress|F6}} || Show/Hide user minimap</translate>
| style="padding-right:0.5em" | <translate><!--T:71--> {{Keypress|F6}} || Show/Hide user minimap</translate>
|-
|-
| style="padding-right:0.5em" | <translate><!--T:72--> {{Keypress|B}} || Show/Hide block info</translate>
| style="padding-right:0.5em" | <translate><!--T:72--> {{Keypress|Ctrl}} + {{Keypress|B}} || Show/Hide block info</translate>
|-
|-
| style="padding-right:0.5em" | <translate><!--T:73--> {{Keypress|H}} || Survival Handbook - can also be used while hovering over an item in the inventory</translate>
| style="padding-right:0.5em" | <translate><!--T:73--> {{Keypress|H}} || Survival Handbook - can also be used while hovering over an item in the inventory</translate>
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| style="padding-right:0.5em" | <translate><!--T:75--> {{Keypress|M}} || Show/Hide {{ll|worldmap|worldmap}}</translate>
| style="padding-right:0.5em" | <translate><!--T:75--> {{Keypress|M}} || Show/Hide {{ll|worldmap|worldmap}}</translate>
|-
|-
| style="padding-right:0.5em" | <translate><!--T:76--> {{Keypress|N}} || Show/Hide block interaction help</translate>
| style="padding-right:0.5em" | <translate><!--T:76--> {{Keypress|Ctrl}} + {{Keypress|N}} || Show/Hide block interaction help</translate>
|-
|-
| style="padding-right:0.5em" | <translate><!--T:77--> {{Keypress|V}} || Show/Hide coordinates</translate>
| style="padding-right:0.5em" | <translate><!--T:77--> {{Keypress|Ctrl}} + {{Keypress|V}} || Show/Hide coordinates</translate>
|-
|-
| style="padding-right:0.5em" | <translate><!--T:78--> {{Keypress|F12}} || Take a screenshot</translate>
| style="padding-right:0.5em" | <translate><!--T:78--> {{Keypress|F12}} || Take a screenshot</translate>
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|-
|-
| <translate><!--T:93--> Wilderness Survival</translate> || <translate><!--T:94--> Hard Mode - '''not''' recommended for new players. Standard Mode with additional challenges - inventory is dropped on death and the player will respawn in a random location in a 5k block radius. Player health points are reduced and creature strength is raised.</translate>
| <translate><!--T:93--> Wilderness Survival</translate> || <translate><!--T:94--> Hard Mode - '''not''' recommended for new players. Standard Mode with additional challenges - inventory is dropped on death and the player will respawn in a random location in a 5k block radius. Player health points are reduced and creature strength is raised.</translate>
|-
| <translate> Homo Sapiens</translate> || <translate> Turns off all lore features, use to play as the "first human".</translate>
|-
|-
| <translate><!--T:95--> Creative Building</translate> || <translate><!--T:96--> As the name implies, this is your typical flat building world with Creative Mode enabled from the start. If you'd rather like to build in a normal map, customize a different preset to start in Creative Mode instead of Survival Mode.</translate>
| <translate><!--T:95--> Creative Building</translate> || <translate><!--T:96--> As the name implies, this is your typical flat building world with Creative Mode enabled from the start. If you'd rather like to build in a normal map, customize a different preset to start in Creative Mode instead of Survival Mode.</translate>
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Players appear in the world at the "spawn location". If a player dies in the game, the player will reappear (respawn) at the initial spawn location until the player spawn point is reset (a way to reset player's spawn location can be found later in the game.) It's a good idea to set a marker for this spawn point when a player first appears in the world. Either use {{RMB}} on the world map or through the command <code>/waypoint add [waypointcolor] [title]</code>. This command adds a waypoint with given color (any .NET Color or a Hex Code) and text.
Players appear in the world around the "spawn location". If a player dies in the game, the player will reappear (respawn) near the initial spawn location until the player spawn point is reset (a way to reset player's spawn location can be found later in the game.) It's a good idea to set a marker for this spawn point when a player first appears in the world. Either use {{RMB}} on the world map or through the command <code>/waypoint add [waypointcolor] [title]</code>. This command adds a waypoint with given color (any .NET Color or a Hex Code) and text.


=== Stone tools === <!--T:7-->
=== Stone tools === <!--T:7-->
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# Find '''Flint''' or '''loose knappable stones''' (basalt, granite, andesite, obsidian or peridotite).
# Find '''Flint''' or '''loose knappable stones''' (basalt, chert, granite, andesite, obsidian or peridotite).
# With the flint or stone in your active hotbar slot, {{SneakClick|place}} it ({{Keypress|Shift}} + {{RMB}}) on solid ground to create a {{ll|knapping|knapping}} surface. Only flint will immediately create a knapping surface. In order to use the other loose stones, you need to place it once, then {{SneakClick|target}} it ({{Keypress|Shift}} + {{RMB}}) again with another loose stone.
# With the flint or stone in your active hotbar slot, {{SneakClick|place}} it ({{Keypress|Shift}} + {{RMB}}) on solid ground to create a {{ll|knapping|knapping}} surface. Only flint will immediately create a knapping surface. In order to use the other loose stones, you need to place it once, then {{SneakClick|target}} it ({{Keypress|Shift}} + {{RMB}}) again with another loose stone.
# Choose the tool to create from the menu. An {{ll|axe|axe}} and a {{ll|knife|knife}} are highly recommended as first tools.  
# Choose the tool to create from the menu. An {{ll|axe|axe}} and a {{ll|knife|knife}} are highly recommended as first tools.  
# Using a stone in the active hand, {{LMB}} on the orange boxes to remove them from the stone and shape the finished blade or tool head. When the last orange box is removed, the completed tool head will transfer to the player's hotbar.
# Using a stone in the active hand, {{LMB}} on the orange boxes to remove them from the stone and shape the finished blade or tool head. When the last orange box is removed, the completed tool head will transfer to the player's hotbar. If an orange box (or group of them) becomes completely separated from the main tool, they will disappear as well.
# Press {{Keypress|E}} to open the inventory GUI and access the crafting grid. In the grid, combine the stone tool blade with a {{ll|stick|stick}} (handle) to create the finished tool.
# Press {{Keypress|E}} to open the inventory GUI and access the crafting grid. In the grid, combine the stone tool blade with a {{ll|stick|stick}} (handle) to create the finished tool.


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Here are some of the first day options for food:
Here are some of the first day options for food:
* {{ll|Mushroom|Mushrooms}} can be harvested with a {{ll|knife|knife}} or empty hands. They will regrow at the exact spot, so marking mushroom clusters on the map can be advantageous. Make sure to check the mushroom with the Handbook to check for poisonous variants, as some mushrooms can drain your {{ll|health|health}} or even kill you when consumed raw or cooked
* {{ll|Mushroom|Mushrooms}} can be harvested with a {{ll|knife|knife}} or empty hands. They will regrow at the exact spot, so marking mushroom clusters on the map can be advantageous. Make sure to check the mushroom with the Handbook to check for poisonous variants, as some mushrooms can drain your {{ll|health|health}} or even kill you when consumed raw or cooked. They can be found on the ground or on trees, and are (mostly) found in forests.
* Ripe {{ll|Berry|Berry Bushes}} can be harvested without tools, and then broken and replanted anywhere else. After a while they will start to bloom again.
* Ripe {{ll|Berry|Berry Bushes}} can be harvested without tools, and then broken and replanted anywhere else. After a while they will start to bloom again.
* {{ll|Cattail|Cattail}} roots can be harvested using a knife and cooked over a fire as a source of early game forage.
* {{ll|Cattail|Cattail}} roots can be harvested using a knife and cooked over a fire as a source of early game forage. However, eating the roots gets rid of the plant, so it is best to try to avoid until you make all reed chests and baskets you plan to make.
* Most animals can be killed and harvested with a knife for nutritious meat and fat. Sneak and hold the {{RMB}} with a knife in hand to harvest animals. Meat must be cooked in a fire pit.</translate>
* Most animals can be killed and harvested with a knife for nutritious meat and fat, as well as items useful later in the game like bones and hide. Bones can be gathered after exiting the menu by destroying the skeleton left behind. Sneak and hold the {{RMB}} with a knife in hand to harvest animals. Meat must be cooked in a fire pit.</translate>


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Clay is a required resource to progress through the ages, and in early game it can be used to build comparatively cheap stationary storage options and your first means to preserve food for a bit longer. It is also required to craft a cooking pot, which is necessary for advanced cooking.
Clay is a required resource to progress through the ages, and in early game it can be used to build comparatively cheap stationary storage options and your first means to preserve food for a bit longer. It is also required to craft a cooking pot, which is necessary for advanced cooking. Clay items must be fired in a {{ll|Pit kiln|Pit kiln}} before they become useable.


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Once the sun sets, a player might also like a shelter. There are different blocks that you can use to make a shelter using the early resources you have available. {{ll|Dry Grass|Dry grass}} can be used to make a {{ll|Bed|bed}} early on, or form hay blocks/cob for early building blocks. {{ll|Soil Blocks|Soil}} is also a good building material, and can be used to form Mud Bricks.
As the sun sets, {{ll|Drifter|Drifters}} will start to spawn. Drifters are hostile, and can be dangerous to players (especially if they have no armor or weapons), but can be easily avoided if players prepare a shelter beforehand.  
There are different blocks that you can use to make a shelter using the early resources you have available. {{ll|Dry Grass|Dry grass}} can be used to make a {{ll|Bed|bed}} early on, or form hay blocks/cob for early building blocks. {{ll|Soil Blocks|Soil}} is also a good building material, and can be used to form Mud Bricks.


===Stationary Storage=== <!--T:37-->
===Stationary Storage=== <!--T:37-->
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<!--T:38-->
* {{ll|Reed chest|Reed chests}} have 8 slots for items, however they require a total of 24 cattails and shouldn't be used to store food if possible.
* {{ll|Reed chest|Reed chests}} have 8 slots for items, however they require a total of 24 cattails and shouldn't be used to store food if possible.
* {{ll|Containers#Food Storage Containers|Storage Vessels}} have 12 slots. They require clay to craft and have the best spoilage rates in the game, which make them suitable for food storage.
* {{ll|Containers#Food Storage Containers|Storage Vessels}} have 12 slots. They require clay to craft and have the best spoilage rates in the game, which make them suitable for food storage. As with all clay items, they must be fired before they become useable.
* {{ll|Chest|Chests}} have 16 slots, but require {{ll|boards|boards}} and {{ll|Nails and strips|Nails and strips}} , which also require access to {{ll|smithing|smithing}}.
* {{ll|Chest|Chests}} have 16 slots, but require {{ll|boards|boards}} and {{ll|Nails and strips|Nails and strips}} , which also require access to {{ll|smithing|smithing}}. You can also combine two chests into one trunk in the crafting grid, which takes up 2 blocks of space and has 36 slots, making it slightly more effective, but more bulky.


</translate>
</translate>
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The player's body temperature needs to be kept around 37°C. Prolonged times with body temperature under this mark will result in freezing animations and even damage taken. Beware that dipping in water or being out in the rain will make your temperature drop faster.
The player's body temperature needs to be kept around 37°C. Prolonged times with body temperature under this mark will result in shivering animations and even damage taken. Beware that dipping in water or being out in the rain will make your temperature drop faster.
Standing near a lit campfire can warm the player up and the body temperature will stay up a while even after stepping away.
Standing near a lit campfire can warm the player up and the body temperature will stay up a while even after stepping away.


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* Some surface areas are temporally unstable
* Some surface areas are temporally unstable
* Caves, underground caverns, and places below surface level are generally more unstable than the surface of the world
* Caves, underground caverns, and places below surface level are generally more unstable than the surface of the world
* Temporal storms (occur at regular intervals)
* {{ll|Temporal storm|Temporal storms}} (occur at regular intervals)
* Being near a {{ll|Temporal rift|Temporal rift}} will rapidly drain temporal stability


<!--T:29-->
<!--T:29-->
'''Recovering temporal stability''':
'''Recovering temporal stability''':
* Move to a location of high stability on the surface or at higher elevations in the world
* Move to a location of high stability on the surface or at higher elevations in the world
* Transfer the temporal stability from a temporal gear: equip the gear in the left hand, a knife in the off hand, and hold {{RMB}} to provide a 30% boost at the cost of some HP
* Transfer the temporal stability from a {{ll|Temporal gear|temporal gear}}: equip the gear in the left hand, a knife in the off hand, and hold {{RMB}} to provide a 30% boost at the cost of some HP
* Killing drifters recovers small amounts of your own temporal stability
* Killing drifters recovers small amounts of your own temporal stability


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