OmegaXVIII where is your base located? This wont help the cause of your suggestion. However, we may be able to put you onto a good cluster of Dead Trees nearby your base which can be farmed regularly. Biome and/or coordinates…?
When Im starting I always build a base near the sentinel statues, on the south side of the river. I used to farm the spots north of the oasis with the gator boss and that other spot next to the guy who teaches yog religion. These two locations have been built on
Yeah that makes sense. I still have my main home on the banks of the the Newbie River, except I am on the grassy areas on the map, close to where the Jungle starts. I like my base to be nice and quiet and tranquil, a if I want a challenging encounter, I will go find it instead. They are decent spots you mentioned, and possible among the best ones in that area. If memory serves me correctly, there is also a handful of them just near the entrance to Gallamans Tomb you could try. Or if you think you are a high enough level, you could mount an expedition to the north of the Black Galleon in Sand Reaper territory. There is absolute mountains of dead trees and logs there if you think you could make the journey. Or alternatively, maybe east into Silkwood in the Jungle biome.
Just for the record too Omega. Branches can also be placed on the Dryer to produce Dry Wood for you. However it is a slower than Wood, requiring 5 Branches for 1 Dry Wood(?). I think those are the numbers, I havent had to make any in some time now. So anyone feel free to correct me if I am mistaken.
Thanks for the tip . F**k silk woods tho XD. Ive been there exactly one time, there are two giant spider bosses that I think are scripted to aggro at the same time .
Think of them just like big fluffy puppies. With a few extra legs.
I could do that, but then they see me as a shiny new chew toy. Still not a good time
I think the word inconsistent is quite accurate term to be used here. How would you describe the situation figuratively?
This alone should be reason enough to revert the change. As soon as you learn steel tools you need a steady supply of tar to make steelfire. Also, the fact that the tanner itself has a byproduct makes the removal of bark as a byproduct senseless. Lots of stations create components for other stations as byproduct:
Pen generates dung, use dung in compost heap and you get worms, you can use worms to catch larger fish/shellfish in traps, use smaller fish for oil on press and cook shrimp for ichor. Before the change you could go get a bunch of wood, put one stack in the carpeners bench and another in the dryer, then when you produced shaped wood you would get bark for both tanner and dryer. In turn the drier would use the bark to produce the dry wood and resin needed for insulated wood, while the tanner generated tar for firesteel. Theres a certain synergy between some crafting stations but this change has disrupted it between carpenter station, tanner, and dryer.
I usually make my starter camp near the Sentinels.
In this case, I am to the east. There is the Exile camp, and Croc that is always attacking them, you go farther to a peninsula, then there is a little U-shaped area, with a path going up to the south. And a Shaleback nest just a bit farther east.
Closest you can get to bark here, I’ve found, is on the island just north of that. It’s easy to swim out to and you can start stocking up on Bark earlier than you need it.
Next best place is probably a bit Northwest. Go down to the northern Sentinel statue, to the west of it is usually a Hyena pup or two and some grown Hyenas. If you go up and around behind the statue and onto the ledge that curves around west and north, there is a croc lagoon here.
North of that lagoon are usually a bunch of dead trees for more bark.
To use the Interactive Map coordinates online:
H3 - that U-shaped cove in the very center of the upper part, is where I always camp out on a new game. The dead trees are on the Island just north in H4. It’s a nice little honey-hole of a campsite. And later I dumb it down to the necessities for making Crystal and Glass, from Hanuman’s Grotto nearby.
G4 - Pretty sure this is croc-lake and the dead trees are all up above it. Great spot if you can avoid the Hyenas near the Sentinels.
No problem Omega. Ill admit that it has been some time since I was last at Silkwood. There used to be only one Giant Spider if I remember correctly. Ok forget Silkwood then. Another possibilty which I just thought of but also a bit of a hike away. South of Sepermeru and south-west of The Jawbone there is a long winding gully (like a dried riverbed) with cracks in the ground. I often see a half descent number of dead trees along its base. Other than that I think Im out of ideas.
My base at G3, with a bridge connecting to the north which i use to bring thralls from sinner’s refuge. My usual mat gathering run I start from that island you mentioned then i snipe the hyenas so i can get the iron nodes along the shore, from there i head to the other dry wood spot north of the croc boss oasis (theres a few iron nodes and aloe here too). If im not in a hurry, ill go futher north into rocknose territory for a few iron nodes. On my way back i go through the green area west of the oasis for a bit more iron while chopping all of the vine palm trees im my path, occasionally runing into a mini boss NPC. There was another good spot near Nunu the Cannibal’s camp but someone built a huge fortress there causing all resources to permanently despawn, which is the reason i wrote this suggestion. Another reason is cuz eventually ill move my camp to the swamp, and i doubt there’s many dead trees there (other than that one spot with the boss spiders with ridiculous aggro range)
I’m not sure about the swamp. But yeah, they clearly need to bring back bark. It’s too hard to acquire in specific areas without making a huge trek to where you’d normally find dead trees.
The Improved Carpenter’s Bench ability to make bark isn’t -that- bad, when you have a T4 thrall to stick in and then it’s 5 wood -> 1 bark
But that is honestly still fairly pricey, and there is no legitimate reason why bark needs to be this hard to obtain. Especially if you are somewhere in the far north or east.
1000 wood -> 200 bark is NOT a fair trade. Bark isn’t some super resource or anything. It’s just fuel.
Before the change you could do the same with shaped wood while also getting bark, so it was more a fair trade. It also made sense that if you are shaving wood, you are going to get bark
I know. I used to make Shaped Wood a lot on my first playthrough, to gather some bark for the Dry Wood and working Hides.
If someone has built near Yog Preist, I’d go abit north of mountains,
Nameless City has few spot get in with out much issue. Alot of dead trees, You can also just go west, they removed 99% of spawns in Southwest area, so fairly easy collect dead trees in lower ends.
You can also follow river north abit, (west side) you’ll find dead tree in batches, (in and out of City) Once north of City, good batches of dead wood.
Also some thru out middle of map, you need to know map abit to get up there with out to much run ins.
I think revisiting the wood -> bark ratio has merit, but adding it as a byproduct of another high-value production item (shaped wood) is too much. Initially, there was no way to get back other than harvesting with a pick. Then they added it as a byproduct of shaped wood production, then finally it was dialed back to be its own recipe.
Personally, I find it fine as it is. It’s not like I’m forced to use the recipe to get bark, I can just harvest it like I always did. But a small adjustment in ratio would perhaps be okay.
It should be a byproduct of shaped wood. The call it bark, but the image is very clearly wood shavings, which would be naturally created when shaping wood.
Their solution to the ratio is “just get it from dead trees”, but dead trees can only be found in desert biome, and you can also run into the problem i currently have in my server with nearby buildings causing dead trees to despawn. Also, shaped wood wasnt the only recipe with a high value byproduct, look at how much tar you get from making leather. If they wanted to nerf the production of bombs, why not make dragon powder harder to make instead of nerfing the production of everything that requires bark.
Are you sure that had anything to do with the removal of bark from shaped wood to begin with? Because it’d be news to me if so, but then I never considered it a big deal so I didn’t really pay attention to the justification provided (if any).
Eh, fair point I suppose. Though I think most of us soon consider leather the by-product there, even if it technically isn’t, heh.
Well… you can get bark from all trees, even if the dead ones provide more. Some areas having an abundance of one resource is definitely intended though. So I don’t really see the problem: resources being blocked by others is par for the course in this game.
When I refer to “the ratio”, I mean the recipe in the Improved Carpenters Bench that turns wood into bark after harvesting it, which could IMO do with a tune-up. “Shave bark” as per the Wiki.
The ratio of wood/bark harvested from trees (depending on tree type and tool type/quality) seems fine.
You want bark? I make run that regularly gives me 1000s of wood. Bearer packs, or Christmas presents, give me so much wood and branch that I have 5000 wood sitting on a carpenter’s bench every day.
I would like a way to turn branches into bark.