How to Survive & Thrive In Your First Year - Beginner Tips
GHub Platform · Гайд · 0 ответов · 7 просмотров

Time does not start on your first day until Fletch gives you the adventure journal, which you get after placing the visitor's site and then going to talk to Fletch in the base tent you've previously placed. Abuse this to collect everything that is not nailed down. Grab as much fruit, red and yellow bush flowers, wood, etc, as you can on your first day. Also mark any orange and white towers you encounter on the map. You’ll need these later, but for now, on day one, grab everything you can. When you run out of space in your inventory, drop all your items in the place you want to start your town ( On PC/Steam Deck , press Q or dragging them out of your inventory, on Switch , down on left stick to drop ), then run around again grabbing everything gain. Hunt for mud crabs [dinkum.fandom.com] in rivers and bay bugs [dinkum.fandom.com] mostly in oceans as they're both worth 3,540 dinks apiece. After you’ve grabbed literally everything you can and have a mountain of items lying on the ground, place the base tent down and then load up your travel bag in the base tent so that the items do not despawn. The travel bag has an additional 24 item slots. For PC/steamdeck players, the Great Bite update now allows critters to be placed in their own tanks. This is extra nice as now there is no chance of despawning the next day. Amass a huge field of critters to sell to John. After you get the adventurer's journal, time will start and Fletch will you give some stone to create a campfire and a bug net. You can cook the yabbies and shrimp that you'be been collecting to either sell to John the next day or hold on as they provide a fishing boost. Also, open the adventurer's journal, and start collecting the milestones that will automatically be achieved as your foraging has triggered the milestones. You should be easily able to start with 2,500 or more permit points on day one. Spend the rest of the day collecting bugs, primarily Cicadas [dinkum.fandom.com] off of trees and Gumleaf Grasshoppers [dinkum.fandom.com] as they're worth over 3,000 dinks apiece. Place them on the ground from your hot bar to store them for the day. With this strategy, you can collect a truly immense amount of stuff on day one: When John visits, proceed to sell everything but the fruit to him. This early money will help you jumpstart your town. I managed to make nearly 300,000 dinks on day two with over 3,000 permit points ready to start the game. You don't start with any weapons, but that doesn't mean you can't harvest meat. Bait the hostile creatures like Wary Mu and Crocs into fighting each other and then dash in and grab the meat: It’s Australia-ish. Everything is trying to kill you. Well, not everything, but mostly everything. The primary land-based hostiles are Bush devils, which are large black furry big tooth creatures found in pine forests, Wary Mu, who are based on the Cassowary, a large flightless ostrich like animal, and Crocodiles, which are found in the rivers. Crocodiles also come in glowing form in the mines, but that's for more advanced players. There are also sharks, but they generally stay in the ocean. You may see one flopping around on land, be aware they can still attack you and they do a lot of damage. Dingos, kidnas, frillies, and roos are initially passive until you attack them, but then will fight back. Blue jellyfish will attempt to sting you. Regular mu, which are based on brownish ostriches and bush turkeys currently have no attack ability. The flying birds, such as, bin chooks (white Ibis), cockatoos, and the dreaded magpie also have no attack ability. Fencing prevents animals from spawning in completely fenced areas and land animals cannot cross fences (there’s one exception: deeply submerged fenced may be ignored by animals). Flying birds can fly over fences. Fence off your town early on with crude fencing to keep the bush devils, wary mu, and crocodiles at bay. You can also use fences offensively. A tin spear is a terrible weapon, but it’s all you may have and that’s okay. Setup a long row of fences and bait a crocodile to chase you. Jump the fence and then stab the croc with the spear through the fence. As the croc tries to walk to the end of the fence to get you, keep stabbing. Run back along the fence and then jump over it and repeat until you have some tasty crocodile meat, which when cooked provides a good health bonus. You can do this for all sorts of animals and fencing blocks the fireballs from bush devils. Be aware that you cannot do this with hedge fencing as the spear breaks the fence and the frillies area of attack will hit you through the fence. The animals have very predictable attack patterns that you can time. Crocodiles will open their mouths before lunging, wary mu will put their heads down to ram you before charging, bush devils will open their mouths to launch fireballs at you. All of this gives you time to get out of the way, but as you’re learning these, don’t be afraid to use crude fencing to give you something to jump over and shield you from the attack. There is only one piece of effective armor but you won't have access to it until you're in year two (there is cosmetic armor but it doesn't impact combat) and no shields in this game you can equip, but you can place fencing strategically. Another alternative to dealing with crocodiles when you have tin weapons is a line of campfires as when the croc makes a turn around the fire, their tails will catch on fire causing damage, eventually killing them. Just don’t light yourself on fire. On that note, placing your campfires in water will reduce how much accidental damage you do when you inevitably get to close trying to cook and light yourself on fire. The game will play its own version of the Doom Music when you’re in the aggressive trigger area of a hostile animal. Pay attention to this to avoid being surprised. Avoiding running out of stamina when swimming as you will start to take damage and will eventually get knocked out when you run out of health. One of the first things a new player should do is get the excavation license from Fletch which lets you then buy shovels from John. Take the fruit you collected on day one and the shovel you got from Jon and plant most of the fruit you acquired on day one by digging a hole, dropping one fruit into that hole ( On PC/Steam Deck press Q or drag one item out of your inventory, on Switch right trigger when using shovel to dig a hole, switch to a seed, down on left stick to drop, then go back to shovel and right trigger to place dirt over the seed ), and then covering with dirt. Fruit tree orchards will be a great source of money and food for you until you get your farm going. You may want to space your fruit trees one or two tiles away from each other as during autumn, mushrooms will appear on all soil types except for sand if a tree is in an adjacent tile. Mushrooms are good eats and good for selling. Learn more about mushrooms with this guide. Fruit trees will take roughly between two to three weeks after planting to produce fruit. Quandongs, Lime, Banana, and Apple trees are all available early on. You should have access to a campfire early on, use that to cook fruit for better food, but work towards getting basic crafting materials to build a cooking table from the crafting table in Fletch’s tent and then make fruit salad from two of each of Quandongs, Lime, Banana, and Apple. Fruit salad provides a more energy and lasts longer than cooked fruit. It will be one of your best early foods for energy generation. You can also harvest cactus fruit, but they low value items, but a minor stamina regenerator when cooked. Do not eat cactus raw as it will hurt you. Also invest in the brewing license from Fletch and use that campfire to make a billy-can kit. Billy can kits are great for making jam from fruit, all of which except for apple sells for more than their cooked equivalents. Lime and Quandong jam are good balances of health and stamina regeneratio
ИсточникGHub Platform · автор06.09.2026, 23:45:01
Time does not start on your first day until Fletch gives you the adventure journal, which you get after placing the visitor's site and then going to talk to Fletch in the base tent you've previously placed. Abuse this to collect everything that is not nailed down. Grab as much fr…
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