Thread #1907240
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>Latest Patch Notes & News
https://www.valheimgame.com/news/
>Wiki
https://valheim.fandom.com/wiki/Valheim_Wiki
>Map Viewer
https://valheim-map.world/
Last Thread: >>1678630
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Greetings. Although I did not really had time to play these days, my modded server is still up and running, if anybody is interested, for at least a month or so. Yagluth and up is still alive, regarding progress.
Here is the modlist: https://pastebin.com/B0srZS14
IP: 185.36.205.5:2596
PW: fatcatnap
Happy adventuring.
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>>1907888
Oh, and a sidenote. I am hosting it on EUGAMEHOST, and they will be doing a maintenance on august 15th at 12:00AM BST until August 15th 08:00AM BST. Just a heads up. So the server WILL be offline most likely in that timeframe. I will see to it to start it up again, if the server does not do so automatically.
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>>1907661
just to help you keep track of what day it is since there's no calendar
it doesn't say this anywhere in-game, but the weather is (mostly) on a set cycle on every world, so for example it will always rain on day 6 (in the meadows). i think there's a site that displays what the weather will be like on any given day, and what direction the wind will blow
tl;dr it's just the date, you don't need to rush
>>1907888
nice digits hostman
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how do you guys determine where to build in this game?
I started building something in the first area, meadows or whatever? then I went to the black forest and started getting new materials and just felt very confused. am I supposed to go back and upgrade my meadows house? am I supposed to have small cabins until I get to the final area? am I supposed to have a house in each area?
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>>1908793
There's no way you're "supposed" to build your base. You just find a spot you like and start building whatever you want/need.
I look for a few things when I make my first base.
>located in the meadows
>relatively flat
>close to the black forest for easy access to resources, but not too close, otherwise you get constantly swarmed by greyniggers
>access to the ocean, preferably by being next to a wide river that connects to it, otherwise just build on the coast
If all those conditions are met I'll build a small hut with a bed, storage and crafting stations, secure the area with palisade walls, then set up a small dock for when I get around to making a ship. Then I just go from there.
I usually avoid making bases in the black forest and the biome after it, because those are simply too fucking annoying to live in long term. I like building outposts though. If I find a ruined stone structure near resources I want then I'll fortify and fix it up a bit to make it livable.
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>>1908893
so it's normal for people to make a mansion in the meadows?
do things respawn? like I encountered some of those dungeons that give red stones, and trolls. I think the goblin things respawn at night in the biomes? and the deer I notice will be back in the same areas.
or is all this info on the wiki and I should go read up there? I'm trying to keep my playthrough relatively spoiler free but this game explains no mechanics.
either way thanks broski.
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>>1908936
Yeah it's normal for people to stick to the meadows, simply because it's the most peaceful biome and therefore the least annoying. Later biomes all have something annoying about them that makes living there long term annoying if you don't know how to deal with it all. You'll see for yourself as you progress. You certainly CAN make permanent bases in other biomes, if you're willing to deal with the hassle that comes with them. If you build a proper wall and maybe a moat, that'll take care of most things.
I make my final base in a later biome that I find comfy, but most would find it too inconvenient for a permanent base. Can't really go into detail without spoiling things for you.
Mobs will respawn infinitely. Including trolls. I believe cave trolls are an exception, but regular ones will randomly spawn in the black forest. Resources do not respawn. If you grab the red cores, money, or whatever else from a tomb then they'll never respawn, if you want more you'll have to find other tombs. You can get an infinite amount of the cores later, but right now the tombs are your only option. Ores and trees also do not respawn. But you can plant new trees with the seeds they drop.
I don't recommend reading a wiki. The game is far more enjoyable when you discover things for yourself. My advice is to just harvest everything you see to unlock recipes, then try them out and see what they can do.
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>>1908793
Eventually you'll have enough surt cores to build portals all over the fucking place. The only thing you won't be able to teleport is metals and such, so you need boats for that.
Basically, have a main base and little huts you can safely teleport to for whatever.
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>>1908936
Yeah, most if not all people do what >>1908949 does, myself included. Convenient water access is a must imo, much of your resource collect will be expedited via use of ships
NPCs will generally respawn, but dungeons are instanced, so once you've cleared one of its enemies and resources, it's empty for good. Well, that's not explicitly true, yellow mushrooms will respawn in dungeons, but that's it iirc
If you have questions and don't want spoilers, I'm sure ppl in this thread will be happy to oblige
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>>1915291
Because who doesn't love toggling entire modes and exploiting unintended physics just to get an animal to follow them?
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>>1915326
It's the click of a single button, and the harpoon is literally designed to drag animals around
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>>1915394
If they didn't expect you to use it like that, and it's within their power to change it at any time, then it wouldn't work like that, simple as. The whole point of the harpoon is to move things around. The whole point of turning FF on is so you can harm things that are in the player faction. What is it about this interaction that makes you think this isn't intended?
>>1915442
He doesn't know about the validity of your line of thinking, because it seems to be retarded. I hope you're merely pretending to be retarded and that you're not actually this ignorant.
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>>1915326
It's not unintended at all. Dragging mobs around is the whole purpose of the harpoon. Originally your animals weren't even affected by the friendly fire toggle, they could always be harpooned.
That being said I can agree that fucking harpooning your own animals just to move them around is dumb and I would prefer a better way to control them.
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>Combat Changes:
>* Perfect Block no longer cost stamina
>* Reduced movement speed penalty on Battleaxes, Sledgehammers, and Tower Shields
>* Vertical fighting improvements, now easier to hit enemies in slopes!
Wait, that's it? That's the promised "combat update"?
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>>1907240
public beta branch testing
https://youtu.be/Lf2xG7R0fxk
https://youtu.be/GyBv7mQgRvo
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>>1919221
It's not a battlepass or a marvel reference so it's BAD!
>>1919337
It still builds your stagger meter, yes, so you still need to eat good food and use a half-decent shield to parry heavy hits
>>1919462
Agreed, but realistically how would you do it without invalidating the whole mistlands 'tech tree' of extracting yggdrasil sap and refining it?
>>1919473
It looks like the ghost got a new model, and it actually drops something now
Something that also isn't mentioned in the update is that the bears have the code to eat blueberries off the floor as if you could tame them, but they don't seem to have the rest of the taming mechanic set up. It could be that they accidentally left part of that feature in atfer cutting it, or they're still working on bears in general, so we might be able to use them a guards, or maybe even ride them. It would be nice to have something to guard your base that isn't wolves, since they're usually on another continent and boating them back is a PitA.
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>>1921939
so I can fight the raids outside my walls and not have all the projectiles I'm dodging damage my base
also to protect my livestock and crops
also because walls are cool
also because it gives me time to finish what I was doing if I want to ignore the raid for a minute without them breaking my house
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>>1921939
To keep out obnoxious greynigs and protect my animals. Having to go around repairing my stuff every day because some little dipshit wandered in and slapped everything gets tiring.
Also walls are just fucking rad and fortifying settlements is my special interest.
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>>1922209
>Also walls are just fucking rad and fortifying settlements is my special interest.
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>>1922243
I fucking love fortifications dude. Digging moats, placing spikes, setting up choke points, constructing a big fuckoff stone wall with machicolations, arrow slits, gatehouse, towers, etc. Easy and fun way to make your base looks cool while also being defensible.
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>>1921939
>start new game
>find a nice stop along a river with the woods and a stone tower next to it
>build a hut, furnaces, everything
>lastly build a little circle fenced pasture
>get two pigs into the enclosure after a while
>finally get the pigs to mate after a few days because I kept running out of my hut and alarming the pigs
>next night a greynigger wave comes in
>they beeline straight for the enclosure and kill my pigs
This is why I build walls first now.
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>>1907240
Lmfao valheim os a piece of shit game. Last time i played it there were 2 or 3 variations of dungeon layouts and they just introduced a giant big blue troll thing. Bet its still ahit, hut hey, they bought a horse.
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>>1908793
The game intentionally makes it easiest to have a big main base you ship stuff back to in the meadows (as it's the only location without really obnoxious enemies spawning) while also making small outposts to process things in other areas (to keep the back and forth shipping more reasonable)
You can of course skip the meadows step and make your big base in the black forest, but you're gonna have to deal with trolls spawning
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>>1924755
>>1925563
thankfully in the upcoming combat update, they're changing the elder's powerup by making it give you mining power in addition to chopping power, but it's still technically post-copper, even if you can kill the elder with the same gear you used to beat eikthyr.
What I recommend instead is to find a troll and lure it to nearby copper nodes you have marked on your map, have it smash the surface layer, and then move on to the next one. The most difficult part is fighting the troll's pathfinding AI to get it to follow you
>>1925545
Mistlands is at least mildly interesting because the enemies are somewhat dangerous. Swamps is a fucking slog if you go in there unrested and at night, but if you make sure to stay rested and sleep through 'till day, it's like 200% better. If you're with a group of people, have someone boat back the first 10 iron you find in your karve, so he can go make a longship ASAP
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>>1925545
I'd say the swamp is more of a frustrating experience than a slog. Once you get a handle on not dying to draugr you can be in and out of crypts like it's nothing. You can generally get all the iron you'll need from just 1-2 crypts as well.
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>>1925804
>Troll mining is also slow as hell
it's significantly faster and more engaging than holding M1 on a rock imo
>you need to smash several nodes to get any usable amount of copper
I did the math either last thread or this one, and you only need to get a troll to smash the tops of something like two deposits in order to get the essentials
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>>1925828
Yes it's faster than manual mining but dodging a troll over and over for ages while a swarm of greynigs throw rocks at you and slap your ass isn't a fun experience.
>and you only need to get a troll to smash the tops of something like two deposits in order to get the essentials
I want more than just some nails and an axe though. Copper/bronze is required for so much shit, like mead barrels, braziers, sconces, lanterns, weapons, tools, crafting station upgrades and several structures. If you play alone and with increased resources it's fine, but the base rate is way too low if you want to play with more people. Doesn't help that 99% of the node is just stone.
The bronze age is awful.
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>>1925838
>I want more than just some nails and an axe though
>mead barrels, ..., weapons, tools, crafting station upgrades
this is included under what I meant by essentials
Fair enough to the rest though, BA does suck, this is just what I've found to be the best course of action. You can mitigate the greyboys by throwing down a campfire with all the stone and wood the troll is gonna be providing anyhow.
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>>1928081
These fucking swedes makes so many mind boggling decisions. It's like every cool addition is a monkey's paw.
Ballistae for automated base defense? Sure thing buddy, but it's also going to kill (You) and your animals lol
Mounts? Of course dude, but the controls are fucking atrocious and you're better off walking
New ship types? Say no more bro, here's a hideous fat fuck of a ship and it's required to get to the worst biome in the game
Magic? Done. Also it's fucking useless for the first couple dozen levels and you get oneshot by everything if you don't constantly use the shield bubble
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>>1928258
>Magic? Done. Also it's fucking useless for the first couple dozen levels and you get oneshot by everything if you don't constantly use the shield bubble
Not to mention you can't even access it until you're over halfway through the game. Unless they changed something since I played last.
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>>1928556
nah it's still mistlands locked
honestly I recommend just spawning in the lowest-tier magic hat and whatever stave is weakest, and only allowing yourself to get another piece of the low-tier magic armor and the next strongest stave after you beat a boss
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>>1928258
magic is cracked, yes you do have to bubble shield constantly but high mobility, high damage, ranged AOEs after you get some levels in is very very potent.
But I also disagree with you on Ashlands, because I love it for being a nonstop warzone (although spawn rates are lower nowadays)
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>>1924410
Use the hoe and abuse raise-earth to build natural walls higher than any NPC in the swamp can get over (even Abomination). That turns the swamp into a joke! Idk why it took me so long to do this but now I love building forts in the swamp. The trees are nice to use as foundation too.
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>>1945050
No, that's highly unlikely. The only thing that can fuck up your world is biome updates if you've already explored the areas that are affected. Like if you go to the deep north now and render everything then the biome update won't work properly later.
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>>1945050
>>1945506
adding onto what the other anon was saying, generated structures in unloaded chunks are likely to get fucked up; if you went to hildir and revealed all the plains towers and howling caverns and burning tombs and whatnot, the ones you haven't been to will no longer be at their marked locations. It probably affects the flaming sword questline too.
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>use world seed flatchest
>plains absolutely everywhere
>no mountains to be found
>the rare mountain has nothing on it, or is surrounded by plains
I played myself but theres a super comfy meadows island just south of spawn
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>>1947022
its here, and no theres no silver on the mountain north of the promised land
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I'm on Moder, got a bit of silver laying around and have up until now been using the mace- any weapon recommendations to keep it fresh, or should I stick with the mace?
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>>1949675
I usually have inspiration up on my second monitor, and just try to replicate that. A good initial layout goes a long way
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>>1949665
Battleaxes.
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>>1949665
Spear is pretty cheap to craft and levels fast, just don't go throwing it at anything downslope, or else you might not find it again.
>>1949675
>pic related
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>>1950685
You can also make your roofs pointed, like this anon did
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>>1950687
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How exactly does the build support system work? Is it based on distance from the ground based on material, or does every item have a different set value?
I can gleam that the ground and anything connected to it becomes a foundation, but how the structural system works exactly is confusing me.
Correct me if I'm mistaken but it also seems that horizontal beams for support also just don't do anything?
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>>1950898
you take the half-length horizontal pole that only costs 1 wood, and you extend it off of your roof, then snap roof tiles onto it.
They'll overlap halfway with the existing thatch tiles if you've already finished your roof, but if you haven't, you can start with an offset roof to make sure there's no overlap. Does that make any sense?
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>>1950898
if you mean what i think
i stick a 1m beam perpendicular to the face and tack on a cross perpendicular to that depending on the desired angle and then place roof as appropriate
some snap points you kind of have to create and the crosses are great as they have five snaps
you can do side and front overhangs this way
and if you dont like the angled wood walls sticking out of your roof you can hide the beam bit by using the log beams top and bottom snap which has many more delightful use cases
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>>1950959
Detailed: https://valheim.fandom.com/wiki/Building_stability
>Is it based on distance from the ground based on material
In short, yes. As far as I can tell it only simulates compression, not tension; maybe I have it the other way around. Basically in that image you've posted, only the red parts would be taken into account when measuring building stability, the green would be extraneous fluff built on top
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>>1950981
>Does that make any sense?
Yes it does, thanks. My starter roof is done but it's worth it to redo it for that. I really hate how boring early building is. Even just getting to black forest is a massive improvement for core wood beams.
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>>1952436
I have always loved the hostile feeling of the zone, like it hated me and wanted me out. was sad when they nerfed the spawn rate for the crying shitters but they really should have done something about red and green gems being near useless for melee, or lolite being a waste for 2H
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>>1952866
Red gems are nice on the big sword if you're doing hypermode shenanigans with it, but otherwise yeah I agree. There's also that unused gems goblin they have just sitting there in the ether to solve the problem of gems being incredibly rare and requiring fortress grinding. Dunno what circumstances he'd show up in though, a rare spawn would kinda just be boring...
Maybe tie gems to fishing? Idk, maybe they'll show up somewhere in the deep north.
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what skills should be reworked or improved?
I think stealth should gain movespeed with levels
also just xp gain in general is fucked because the best way to grind fishing is to not catch any fish unless you specifically set up a range for it
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>>1953132
That sounds like a good idea for making stealth more viable. Most of them would benefit highly from more XP gained per action desu. Skills like crossbows should get at the very least 2.25 XP per hit like spears do, but probably deserve more to make up for the insanely slow draw speed. Swimming should also gain movespeed with levels. Fishing XP should definitely be backloaded into the actual catching of the fish (maybe a 0.2 : 0.8 split), and likewise be increased.
Think we'll get the update tomorrow, maybe? If not then, maybe next tuesday?
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>>1954040
What's more annoying imo is the scythe being locked behind both moder and the bog witch. I will give you a very helpful tip though: if you go and find hildir, do her smoldering tomb quest, and bring her back the brass chest, then she'll start selling farming clothes (straw hat + harvest tunic/dress) which have a set bonus of giving you +25 farming skill.
>>1954050
Wiki says +0.25 xp per scythe use, dunno if that means per swing or per hit.
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>>1955569
>group rushes ashlands
>anyone new who joins has scarce access to surtling cores and iron
>constantly fending off endgame death skeles in the meadows
>server dies out
this multiplayer focused game just isnt made for multiplayer
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>>1955583
i feel like this wouldn't even be a problem if they just, removed the stupid out-of-biome trash mob spawn that was sent specifically to assassinate anyone who didn't join the server at the very start.
like at least make it toggleable for fucks sake
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>>1955569
Host it yourself, otherwise I bet something will go up when Deep North is released. Anyways a proper progression server of Valheim kinda feels like it only works with a smaller and/or coordinated group. The Ashlands server we had was nice even though I think only 2 people were really playing together. It felt like everybody matched pace pretty well on progression, but I'm not sure who we lost along the way.
I started a new character and map the other day cause I wanted to test the new call to arms stuff in a playthrough. It looks like melee is a little better which is nice but those trinkets are kinda lame, they still haven't given us QoL on inventory management and slots, and I have some other nitpicks.
Losing old bonemass buff is sad but maybe it will be good for tower shields? I haven't done any testing or math yet although 0 stamina parries just pull small shields even farther ahead in my mind.
Magic still da best and Jormundling makes it a little better I think. Evasion mantle seems promising too just cause the duration. But yeah every other trinket looks like ass.
Let me forge an upgrade for my megingjord, let me get a backpack or something, let me summon a goblin minion who will sort all my storage chests for me and grab everything I need for a craft at once.
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Actually some of those boss buff changes are nice.
Moder is actually good if not great now. Elder and Yagluth are more useful now too. Bonemass is still useful its just blocking focused and not as much of a get out of jail free card anymore.
If only you could use them more than 25% of the time.
I wish Elder got stamina regen instead of health regen though.
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>>1955606
>>1955635
If I set up a /vm/ server settings, mods, and tweaks would you want to see to fix these multiplayer problems. I even have experience in making small mods if absolutely necessary.
I really like Valheim but I'm getting really tired of waiting for 5 fucking years for this game to get somewhere and I'm looking to just make it happen at this point.
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>>1958354
I've never looked at Valheim mods, but I can think of a few things that would make life pleasant.
>when empty of players for long enough, dungeons will "respawn" so you can go through and get all of the resources again
>raids don't occur within a certain proximity to the center of the map
>additional, dedicated inventory slots for armor, megingjord, maybe arrows or food
>item/chest management system that lets you access all your materials from one point, maybe integrate this as a more advanced version of the ward and it's radius
>dramatically quicker farming
yes I am extremely lazy, that is why I play with metal teleport and 3x resources nowadays.
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>>1958988
Its a shame what the performance is like on this game. Even on my absolute beast of a rig, multiplayer tends to drip into the 15 frame area once we really settle in and it really does kill a chunk of the enjoyment.
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>>1959512
https://thunderstore.io/c/valheim/p/hyleanlegend/Rune_Magic/
>Foundation Rune: This will flatten the terrain in the affected area. The final height is the ground height at the point clicked (by default), but this can be changed to use the ground height under the player using the mod config.
It's a godsend. I love this mod
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>>1960030
Wooden shield, bronze axe, simply walk to the side and 90% of the bears attacks will whiff and you can punish. Pre-bronze axe weapons take forever to kill but still work.
>>1960149
Yeah bear armor is good and has replaced troll leather for me in progression, might try to farm out the new vile armor today to test that. Vertical combat changes are good because I havent whiffed an enemy while fighting on a slope once yet on this playthrough. Not touching trinkets til evasion mantle.
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>>1961648
Ashlands is really really fun, on the condition that you want to fight and you want to fight and you want to keep on fighting. My assumption is Deep North will drop like April 2026 so I don't think it would be a terribly long wait.
If you're itching to play, there is a decent amount of new things slipped into pre-Mistlands. If you can wait, the game isn't going to disappear.
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Just wanted to tell you guys that I got a friend of mine to buy Valheim on sale and we played it together for the first time a few days ago.
I also got a Quest 3 earlier this year and we stopped playing and spent half an hour just laughing our asses off with me in VR fumbling about.
Anyone else have any experiences with VR? I'm getting a new rig tomorrow or the day after so I'm hoping I can pump up the settings since I'm getting rough black bars when moving my head.
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>>1962285
The game is pretty cool in VR, you just have to accept that you're losing out dramatically on productivity and combat effectiveness.
And frames. Here is hoping your new rig has what it takes. Mine does but I still just play desktop.
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>>1962426
enshrouded copied valheims building and crafting mechanics but actually made it good
>functional npcs in your own town/house
>can delete singular small blocks for any size window, wall or step
>comfort bonus is applied to the whole zone and not just a meager 10 meters
>magic storage chests you can craft from anywhere in the zone
>terrain is square blocks but can be smoothed, not some awkward clipping voxel shit
but no sailing or viking kino so I come back to the heim for that
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I crafted and fully upgraded a black metal shield. Do block levels make more of a difference than I remember? New character so only 20ish in block, wearing Vile armor, 100+ HP from food, and I got oneshot by a 1star fuling berserker when I perfect blocked
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>>1964324
vile armor makes you take more dmg, and if your hp threshold wasn't high enough, I can absolutely see a 1star berserker fucking up your day. im also not 100% but i think one or two of their swings does more dmg than another, so it was probably just too much dmg to parry
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>>1964618
Uh, usually the normal way with a wishbone? Like the other guy said stagbreaker is an option if I wanna rush silver but usually I'm not desperate for a power spike like that. Flint spear, bronze axe, iron mace, fang spear and draugr fang, idk black metal ategir usuallly covers my weapon progression until mistlands.
And I'm skipping the metal pickaxes, not the metal, you can mine iron with an antler pickaxe.
I'd just rather not use those resources on tools I will replace rather soon.
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>>1964495
I've only gotten copper to break via gravity once during the few times I've tried, so now I mine every block out because a floating piece of copper is a huge fucking pain in the ass to deal with.
Never tried it with silver, but I suppose I should give it a go.
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>>1964933
Are you seeing drakes at all on those mountains? If not, then I don't think the mountain is are tall enough. I'd also recommend trying to find the biggest mountain you can since caves seem to aooear more often when you're don't have a single smallish peak. The best ones to explore are those fuckhuge ones you see in the blurry render distance.
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>>1964933
on your minimap and map, search the areas on the mountain that are gray and not white
there's also that console command you can use to check if there are any 'dungeons' nearby, but some consider that cheating
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Its kinda funny how the 10% damage buff on Yagluth looks way more impressive ingame because the patch notes doesn't list it out by each damage type.
>>1965734
I was thinking it would be nice if there was a mod that added a trader who would barter certain trophies and boss trophies for certain resources so you don't have to farm things as much and can just kill enemies. I think that would fit thematically with a function where trophies scare enemies. Devs have been trying to make trophies more useful to be fair though.
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>>1966163
You mine around the side of the silver node, so you do a big loop around the edge of the thing digging as deep as you can until you have a giant metal node floating out in the air.
With no physical support, it pops and explodes into materials for pickup. This lets you skip an iron pickaxe and you dont have to worry about crafting an axe or pickaxe after bronze until you can make a black metal axe and then pickaxe.
Antler pickaxe can also just be repaired on the fly with a random crafting table you slap down under a tree.
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>>1966436
>With no physical support, it pops and explodes into materials for pickup.
You still need to break a piece of the silver vein to update its resource nodes so that they'll break. You might have some sort of mod installed that gets rid of this check if you're finding yourself able to pop silver veins without touching them.
>>1966537
Seeing as you can repair the antler pick on-site, it's actually your best bet when excavating terrain.
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I forgot these faggots hit so hard, Vile armor almost made it lethal too.
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>>1968116
I've gone so far as to make a FOB out of a nearby stone tower, eggs are all set out, mined shitloads of silver, made and upgraded gear for all of them and still nada. They get on, complain they don't know what to do and log off
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>>1968122
nta but in world gen the things that cause moder summons to generate and eggs to generate are just different enough for it to be possible for them to not necessarily overlap, and someone is stuck having to boat eggs
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I didn't want to deal with the additional damage taken anymore so I swapped from Vile armor to upgraded Padded and I don't explode anymore but holy fuck I miss that 40% stamina regen boost when jumping around mistlands and god early mistland sucks with no feather cape and no eitr gear and some bad dungeon luck giving me jack-all for black cores.
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>>1983213
>have fun spawnproofing everything
Probably gonna cheat and bury a modded ward under half of it. I want the back left side by the trees to remain spawnable so I can farm lox/goblins without having to go somewhere.
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>>1984132
I wasn't sure if you just wanted the area around the island or like the whole map so you can find the big map here
https://files.catbox.moe/rly2io.jpg
The island has one really nice thing going for it, it's JUST far enough away from the surrounding landmass where nothing loads so the island is only like 1100 instances right now before I start building. On top of it just being like unbelievably perfectly shaped for a harbor.
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>>1984300
>>1984273
Out of curiosity I actually crunched the numbers and I was off slightly, it's actually 351.4 degrees determined by arccos(-605/4053) and since it gives the hypotenuse I can tell you it's 4050 units away. I assume it's meters but I don't actually know.
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>>1986326
Get materials for a workbench and a portal and you should be good. Would recommend landing in a place with a big rock so that you can try setting up your portal there in relative safety. After you have a way back start building walls and secure an area asap
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>>1986326
once you land, spam a bunch of campfires around your landing site to prevent spawns, and try to keep your portal and crafting table enclosed on a big rock somewhere so that the enemies can't see it and won't aggro onto it
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>>2004546
simple, you only pick up the bits the troll breaks
(he can break roughly the top half of it - anything underground that gets broken warps to the surface)
you drag him to two or three copper nodes, and that's all the copper you need before mistlands, where you can just mine it from helmets and swords
never again am I going to manually dig out all the dirt around a copper vein and then manually dig out the vein itself, or try and dig out the copper from the dirt itself
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>>1908793
Build in meadows whatever the hell you want.
Use the 1m-2m support beams to plan out cool builds.
characters are separate from servers so you can circumvent the portal restrictions by logging on to a different world, stashing metal, logging back on to main world, portaling, then retrieving metal from other world.
The intended way is to keep building different bases in every biome OR make long ass ship voyages back and forth. But that can be annoying for some.
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>>2010535
>The intended way is to keep building different bases in every biome OR make long ass ship voyages back and forth.
This was only really fun the first time for me, I was glad when they added the option to disable portal restrictions.
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>>2010535
you really only need a base in the meadows and a base in the plains next to mistlands, and maybe an outpost in the ashlands, but by then you have stone portals for warping everything back to your plains or meadows base
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>>2013853
Yes, but it's a forbidden technique.
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>>2023245
If I recall, damage is lessened the farther you are from your target. Additionally, if you're attacking multiple objects (such as two logs next to each other), the damage is reduced.
Basically, to get max damage, you need to be touching nuts with the tree and not striking something else.
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Just got to mistlands. What the fuck are you even supposed to do here. Can't see shit, everything hits like a sledgehammer. I accidentally attacked the dwarves and they killed me instantly. There doesn't seem to be any food upgrades or workstation upgrades. What is the point of this place.
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>>2026589
The mist adds nothing to the game. A pointless gimmick to frustrate players. Instead, they could have made more freaky monsters like the gjall. What they could do is let you upgrade the wisp to provide more coverage. Or allow you to cleanse the mist permanently after completing a task. Right now its just annoying.
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>>2030621
Wouldn't that just be deep north but without the snow?
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>>2029751
Yeah but it was a struggle. Slippery mountans. Running out of stamina trying to jump. Seekers flying at me and one shotting me while I am out of stamina and cant dodge. The mist obstructing my vision.I beat the queen but it sucked ass. My wolf army couldn't even get inside of her room. Its like they thought of all the solo strats and prevented all of them.
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>build drakkar
>spent 15 minutes grinding the boat out of the shallows
>catch a tailwind in a storm
>boat suddenly rears back like a wild stallion and capsizes with no way to right it
>sitting on the hull in the middle of the ocean like the crew of the fucking Essex after getting sunk by a sperm whale
>mfw
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I am trying to make magic work but the eitr regen is so fucking slow. Its almost not worth it using magic when I can just run up and perfect parry something, and kill it. Sitting around casting a spell then waiting a minute for eitr to regen feels terrible. Why do the devs make everything feel so damn tedious.
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The ashlands is a million times worse than the mistlands. Relentless annoying fucking enemy. Their attack patters are spazzy so I can't parry things correctly. Fotresses have never ending swarms of enemy. I am about to give up. I literally don't have the stamina to keep up when fighting here.
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>>2036893
The enemies themselves are pretty good but, like you said, there's way too fucking many of them. I also don't know what they were thinking with the siege mechanics when anyone with a fucking brain just builds a ladder over the wall and breaks into the corner of the treasury.
That and any enemy with a star is an instant nope. I'm not hanging around just to get one shot with max armor. Also the final boss is total dogshit.
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>>2036908
>Way too fucking many
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>>1962398
If whatever remains of Blizzard still possesses any sentience, they'd have been adapting this into WoW 2.0 years ago
The low res artstyle will remain perfectly kino into the 2040s while simultaneously remaining the most efficient format for high FPS on the displeasing hardware minimums that comprise current day VR consumerware
I am proud of you Iron Gate. Valheim remains the most beautiful game world, real shame it didn't steal the entire minecraft audience like it deserved to (if you had put in the work to surpass MC in raw # feature count of course).
Shadow Glass seems to be the next competition
https://www.youtube.com/watch?v=v9FMp5QgOvY
But I was hoping the dev would have cracked the magic on encoding vast render distances within each pixel itself.
(near the end when he shows off 'running to that mountain' ala todd howard, it quickly becomes apparent that the max render distance is nowhere near what it had appeared; some savant will eventually figure out how to have unlimited render distance and smoothly translate all 2D environments to 3D - that is one of the holy grails of digitization)
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I've never built in the Plains before, but I built scaffolding to reach the top of one of those huge stone pillars and have begun constructing a home atop it. My question is; can I use the Stone Hoe and the Raise Earth effect to bring the ground up high enough to plant up there? Id like a nice, safe, high up place away from enemy annoyances so I can grow barley and flax in peace.
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>>2037426
>can I use the Stone Hoe and the Raise Earth effect to bring the ground up high enough to plant up there?
No, unfortunately. The ground has a set limit on how far you can dig it down or raise it up. The good news is that raising it to near its limit will make it safe from 99% from everything, especially if you also build even something as cheap as a stake wall around it. If you want a truly safe farm, build it on a small island or a peninsula out of render distance, and have a portal connect to it. Crops will still grow, but no enemies will be able to attack them.
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>>2037857
Roman camps are based so that's a fine choice.
It might not even be that far-fetched for vikangz to construct similar camps themselves. If I recall correctly, there are archaeological finds in scandinavia containing roman coins and loot from military campaigns, which might suggest that men traveled south to serve as auxiliaries in roman legions as early as the 4th century. If true, they likely would have learned how to construct roman forts and brought that knowledge home with them after their service.
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>>1908793
Build in the meadows, preferably on an island so no dumb trolls spawn there.
Black forest, swamp and mountain is pointless since you cant grow anything there that you cant grow in meadows. Plains can be kinda cool to build in since you can grow wheat in there and make a moat vs stupid greenskins. You can make a shroom farm in mistland but you got those stupid flyers there
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Really underestimated the amount of stone I will require in total
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I really don't understand the hype around this game. Everyone I've talked to claims its the best in its genre of survivalslop but I just dont see it.
It seems generic and the same as all the rest, except even more grindy.
You grind for gear that allows you to take on the next area of copy paste enemies that have bigger numbers. I dont see anything unique about it at all.
What am I missing?
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>>2054150
It's nothing special no, if you're not into the vikangz aesthetic or the building then the game probably just isn't for you. I really enjoy the building and find the came very comfy so I enjoy it a lot, especially when my group of friends all join in. The one thing I will praise above other games is that this one actually fucking works. In all my playtime I can't recall a single bug occurring other than items I drop floating if I have a really bad connection on a server. It's nice to play a game like this that unironically Just Werks™ for once.
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>>2036893
>The ashlands is a million times worse than the mistlands.
Agree to disagree so fucking much. Yes the enemies are a bit of a cancer, but I'd rather have them than the flesh-eating absolute space AIDS that is the Mistlands.
>Fotresses have never ending swarms of enemy.
Just build a stair up the wall and make hit n runs shooting the spawner bonfires.
>Their attack patters are spazzy so I can't parry things correctly.
Disagree here as well, but you don't even need to: Frostner makes 80%(+) of them a cakewalk.
>Skellingtons
Let them walk into you if you're pressed for space, hitting them with the secondary attack.
>Skellington archers
Easy af to parry, and their low hp makes them a joke. If you're surrounded or busy with other enemies, hide behind something and let the archers walk into you.
>Asksvins
Hit them once and flank them while they're slowed. Spam-attack their sides and reposition when they turn towards you
>Birds
Easiest enemy in the Ashlands: Just stand still and fan the hammer in their face when they swoop you.
>Morgen
This is the only enemy I'd say you actually have to parry. The timing with be tricky (that goes for every single enemy in the game) but once you've parried them once (1, una vez) you've got them locked down: ONLY hit them with two light attacks and then immediately do or prepare for another parry (their ball jump especially), never do more than two consecutive attacks (Frostner attack speed).
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>>2054150
it just does the formula well
>hunger system, but you don't starve to death
>building system with supports (it actually works and isn't a gigantic buggy mess like ARK's or DAY Z's)
>combat system is simple and easy to master
>atmosphere is comfy - good music, good aesthetic
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>>2054150
>>2055811
It's the most 7.5/10 game to ever exist, it does pretty much everything competently but does nothing revolutionary. It generally feels good and intuitive to play, sans trying to fight on really steep slopes. The building system even without mods allows for incredible levels of player expression from your day 1 shitbox to your day 1000 plantation manor, then when you add mods in to that it goes even further.
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Loki probably thought it was funny
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Huh why is this non teleportable
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>>2057334
Adding the wind at your back mod makes it nice.
It kinda ruins the whole point but I swear it was rigged anyway to always be facing me. I installed it after going insane during a 2 hours sailing session where the wind kept moving to face me in whatever direction I went.
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>>2054150
I has a nice atmosphere and everything works well, it's more than most games in the genre.
I like the building system, I like the progression system, I love the atmosphere and running around so the resource collecting grind isn't a chore, it's a pleasure.
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>>2075691
I would say it's only worth play solo if you either:
A) Really enjoy adventure games
B) Really enjoy building, because the building is quite good
C) Enjoy both to a lesser degree
In any case I would recommend turning the resource rates up to 2x at least if not all the way to 3x, default resource rates are CBT levels of slow to get material when you need dozens of ingots to upgrade a single item to the final tier. Default resource rates seem balanced around having a dedicated resource gathering bitch while other people actually play the game.
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The worst resource gathering slog I've experienced thus far is copper, but I've only gotten as far as the mountains. Once you get past copper, getting materials seems to be much quicker despite the higher number requirements for upgrading.
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>>2075857
>>2075858
I had fun gathering Silver with my buddies , it being a bit of a slog to drag back to base so we made the cart worked together to fight off wolves bringing it all back, building bridges to get across big gaps. It was all pretty fun and dynamic but all the fun gathering resources kind of stopped after that as it doesn't get more interesting.
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I wish ores respawned after a while so that you could set up a mining town and actually have a reason to build infrastructure for better logistics. It should take a long time of course so that if you need a ton of ore you're still encouraged to go out and explore for more
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>>2076365
You can actually retroactively add it to your world with this mod. That said, MAKE A BACKUP just in case. I added it to my world in progress and it was fine but always take precautions.
https://thunderstore.io/c/valheim/p/JereKuusela/Upgrade_World/
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>>2055811
This is accurate. Valheim did a lot of little things well.
>Progression is good; food is critical and unlocking a new food recipe is a major upgrade.
>Same with Rested
>The character and the character's interaction with the environment moves with weight.
>The UI is extremely responsive and clean. Especially in the year it came out, when many games were plagued with some of the worst inventory menus ever made. >Things like your inventory hitching every time you open it adds up, and Valheim is on the far opposite end and is very responsive.
>Graphics are simple enough to be easy on the eyes for lots of play, but clever use of shaders and colors make it very pretty.
However I would say that initial reception to Valheim was taken as a "promise" for more quality to come but it's really some of the laziest development cycle I've ever seen, so a lot of the praise from initial impressions back in the day have stuck but in reality, it's the game that's stuck.
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I am planning to set up a Valheim server for winter break with my friends.
But I really want to do a progression-style server, so week 1, only bosses up to bonemass is available. Then week 3, Modor is available, and then week 4 the next boss is available and so on. Is there a plugin to do this?
Currently I am eyeing up EasyBossConfig to just remove the key item/trophy you get from each boss, so you litterally can't progress until I add it back in. But I haven't played Valheim in a long time, and even then, I only ever got past Bonemass. So I don't know if it would even work?
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Did they fuck with the camera or something? I hadn't played Valheim for about two years, came back to try some stuff and I got pissed at how fucking much the camera sways around while you're doing anything. I don't remember it being like this.
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>>2112216
They lost the plot after plains. Mistlands and ashlands no longer have the valheim spirit. Its just constant annoying endless torture navigating those zones. Playing solo I found myself being more frustrated than having fun like before. What they could do is make some more options for solo players like permanent minions like tamed wolves only much sturdier.
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>>2112758
i feel like it would have been far more tolerable if they nerfed the enemies by a lot for these since even kitting out with full armour for Mistlands and Ashlands won't save you from dying in 3 hits. Both biomes have been insufferable gauntlets to the point that of ridiculousness since you'll never know when a faggot gjall or askvin would jump you whenever you finally get some breathing space. the spawn rate there is also retarded since you'll never fight less than three enemies whenever you walk around 5 feet away from the last fight. I know the game wants to balance itself around multiplayer but it's also at the cost of what makes it a fair challenge to go from meadows to plains in the first place, even solo.
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>>2112988
root harnesk helps a lot with survivability desu, cutting all piercing dmg by half is huge considering how much dmg is piercing in both zones
>but the fire weakness
drink a barley potion when there's fire enemies
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the moment i feel like trying the game again wanting to see if the texture pack i heard about was as good as they say, the author sets the mod hidden on nexus. its been two days with no update, just my luck.
anyone got willybach's texturepack backed up?
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>>2182529
I am remembering a fiasco from the Starsector moddding scene where some modders put shit in their mods that would crash your game and/or PC if they detected the presence of mods from other modders who they didnt like. Doing this takes your mods from simply being mods to being considered malware and hosting malware openly is illegal. This had implications for the game developers who host most of these mods on their own website and they stepped in and did something about it.
The Valheim developers have already said they don't support paywalled mod content but can't really do anything to police Thunderstore. But I wonder if the thunderstore owners are aware they are hosting mods with built in kill-switches and whether or not that would be considered hosting malware.
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>>2183933
I wonder if it would really meet the definition though, the modders are upfront about saying that it simply won't work outside of singleplayer unless you give up some shekels. I only call it a poison pill because I'm sure there's plenty of just random people who saw a cool mod and wanted to play with their friends only to be scratching their head as to why it doesn't work.
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>>2183963
It was just a thought, pettyness begets more pettiness. Most of those mods change or break the game so drastically that I don't think I'd want to use them anyways.
I have a real conundrum with modding this game into anything but a Lite Vanilla+ with some QoL like quickstacking and crafting from nearby containers. There is so many crazy content mods but the only content I'll end up adding is stuff like a resin tap for trees so I never have to worry about keeping all the torches in a big base fueled, rather than installing a mod that just makes things last forever because keeping all the torches fueled is a chore I actually like in this game.
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>>1964635
I've seen silver nodes above the surface on mountainsides. I think you can even use the hoe to slightly dig into the terrain to confirm there's a node, I've definitely done that with scrap iron in the swamp.
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>>2054150
It has a really comfy atmosphere and the small file size and low res graphics meant even my hyper casual friends could play it on their toasters.
The devs doing a rugpull and moving on to other projects halfway through early access really sucks though. Now it's just mainly me playing through the ashlands while my friends have moved on to other co-op games like Peak, REPO and Hytale. Hopefully deep north gets them to come back for at least a little while
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Whats the fucking point of everyone building their houses on "safe coast" and using everything in their game power to prevent their base from getting raided ? Just turn off the raid and make an original cozy base somewhere instead you mongolians. I swear its mental masturbatory when they say "but thats how the game is supposed to be played" then turn around and do all kind of cheesy shizzling so they don't engage with the mechanics in a game where repair is fucking free.
I'm gonna go with....
Mmmmm...yes...retards
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>>2214716
Looks nice anon, mountain fortresses are cool. Would recommend using the cultivator to add "grass" to the walls so that the texture matches the rest of the terrain, unless you prefer to keep them distinct from the mountain.
>>2219452
It's a bit hard to find but you sometimes get mountain peaks where neither of them spawn. Living on a mountain is kino but also very impractical. Can't farm crops inside the main base, forcing you to portal over to a dedicated farming base. You're probably gonna have that eventually anyway, but still. And hauling metal and other resources that won't go through portals is a pain in the ass unless you have someone to help you out. If you have a friend he can just harpoon you after you grab all the ore, then drag you up the slopes, but if you're solo you gotta build a road for your cart all the way up there.
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>>2054172
if you play mistlands with decent headphones on it makes it so much better. I felt like this before i realized how good the sound design in that area is. every single thing has a unique sound and you can hear it well before it matters and where it's coming from.
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An actual update today
Patch 0.221.10 – Five Years of Valheim!
https://steamcommunity.com/games/892970/announcements/detail/499470950 023037804?snr=2___
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>>2220015
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>>2240692
t.
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so I had the idea to construct my house on the beach reaching out into the water.
I quickly ran out of beach, so started some terraforming. but I'm not sure how far I can go out into the ocean and if this is a good idea that I should continue with or not.
is it worth raising the floor up so that I can keep expanding out towards the ocean?
is this the most stable I can make my base, to have vertical poles going up at every corner, and then I have crossbeams between all the poles at the floor level? I thought it would be cool to be able to walk underneath my house too. but do I need slanted beams underneath to increase the stability?
and another problem I wasn't sure how to solve was how to get fire in my house so that I can use my bed at night. I'm thinking it may just have to wait until I get stone floors and walls.
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>>2259173
I wouldn't recommend building over the water like that unless you have a mod for waterproofing your buildings. Waves will inevitably deteriorate the house unless you're far enough up to avoid big waves from storms. For the poles I think that should be fine, crossbeams won't be needed but I would absolutely not recommend using regular wooden poles to support the house, their structural strength is quite bad. At least get core wood if you don't want to wait for iron beams.
You could use a hanging brazier for warmth, but that requires a chain and forge, and if you're at the point where you can get a chain you could've just built with stone anyway to place a regular fire. Your only option early on is to raise the ground up to your floor so that you can place a campfire.
>>2259300
Could be for a bunch of reasons. Your block skill and max health factor into it, so if your parry doesn't block all damage you could try eating better health food. Early on the bronze buckler is your best parry shield and can even parry trolls and bears. I would get an iron round shield when you get the chance to make one, it can keep you alive even through the plains, as long as you're eating good enough food.
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>>2259416
I built it high enough that waves don't reach the floor, but I'm noticing that the wood piles are taking damage from something, and the unsheltered floor around the outside of the walls. so I'm assuming that having no roof is the main problem for these?
and perhaps I won't get too elaborate in turning it into a main house, but I'll just leave it as a beachfront property.
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