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v1.20-rc.2/3/4/5 - Lore Update: The Journey


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Posted (edited)
5 hours ago, StCatharines said:

No recipe shows in the handbook for me, I'll look again.

Edit: 1.20.0-rc.5, no handbook recipe, and setting it up like the refractory brick kiln door doesn't work in the crafting grid either.

firebrick.png

Ohhhhhh, I see what's going on now. You are correct, there is no recipe for a fire brick kiln door. There are recipes for the refractory brick kiln doors though, and the entry on beehive kilns specifies that refractory bricks are needed in the kiln's construction, rather than fire bricks. Which begs the question, why is there a fire brick kiln door? 🤔 I'm assuming it's either an oversight that hasn't been removed, or is intended to be functional(albeit with a greater brick loss rate than refractory bricks) and just doesn't have its recipe implemented yet.

Edit: After some tinkering around, it doesn't seem like the handbook is quite accurate on what you need to build the beehive kiln. You need refractory brick gratings, iron hatch doors, and a refractory brick door, but the main body of the kiln needs to be fire clay bricks, not refractory bricks. You'd think refractory bricks would work, but for whatever reason they don't.

Edited by LadyWYT
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Posted (edited)
17 hours ago, LadyWYT said:

Ohhhhhh, I see what's going on now. You are correct, there is no recipe for a fire brick kiln door. There are recipes for the refractory brick kiln doors though, and the entry on beehive kilns specifies that refractory bricks are needed in the kiln's construction, rather than fire bricks. Which begs the question, why is there a fire brick kiln door? 🤔 I'm assuming it's either an oversight that hasn't been removed, or is intended to be functional(albeit with a greater brick loss rate than refractory bricks) and just doesn't have its recipe implemented yet.

Edit: After some tinkering around, it doesn't seem like the handbook is quite accurate on what you need to build the beehive kiln. You need refractory brick gratings, iron hatch doors, and a refractory brick door, but the main body of the kiln needs to be fire clay bricks, not refractory bricks. You'd think refractory bricks would work, but for whatever reason they don't.

The refractory kiln was added in 1.20-rc.1, and was the only beehive kiln until -rc.5 until fire clay was added as an option. The one I built in -rc.2 still functions.

 

On 12/13/2024 at 3:29 PM, Tyron said:

rc.5 Changes:

  • Tweak: Allow fire clay to be used to construct the beehive kiln

 

Edit: Actually was it 1.20-pre that added the beehive kiln? 1.20, either way. 😀

Edited by StCatharines
Posted
40 minutes ago, StCatharines said:

Actually was it 1.20-pre that added the beehive kiln? 1.20, either way. 😀

It's definitely a 1.20 thing, but I don't think it's quite working as intended yet, along with a handful of other things. Without spoiling too much, I know that a certain contraption can't be crafted despite having a recipe due to one part being currently unobtainable. Unless I really missed something. In any case, I cheated one in just to play around with it, and uh...oh boy, it was finicky on how it wanted to work. 🤣

Posted

2024-12-20_14-11-42.thumb.png.9672bf430339d890d02deed04f4b304e.png

The current state of the temporal storms--this is a heavy one. It's currently 3 AM in the summertime in a temperate climate, so it's not like visibility would be the best anyway, but it's absolutely impossible to see much of anything with the dark blue-purple tint. Not even holding a lantern helped.

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Posted

Trapdoors don't seem to be considered "solid" blocks for room-making purposes anymore, which makes it much more difficult to build a tall tower that doesn't freeze you to death in winter. I also frequently use 'em to fill first floor windows because they look neat and you can flip 'em open to stab drifters outside; I will be sad if I can't do that anymore.

Is this a deliberate change? If not, please fix-x-x-x-x  (I say, through chattering teeth)

Posted
2 hours ago, Michael Gates said:

Trapdoors don't seem to be considered "solid" blocks for room-making purposes anymore, which makes it much more difficult to build a tall tower that doesn't freeze you to death in winter. I also frequently use 'em to fill first floor windows because they look neat and you can flip 'em open to stab drifters outside; I will be sad if I can't do that anymore.

Is this a deliberate change? If not, please fix-x-x-x-x  (I say, through chattering teeth)

Try using the full trapdoors. From experience, they seem to give insulation.

Posted
On 12/18/2024 at 9:28 AM, Thorfinn said:

@Krougal reported that it also forms in deposits under water. I cannot confirm, nor do he say anything about how big they are. But he does use that radar mod, so I don't doubt he'd find things I didn't.

Big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to these deposits.

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Posted
41 minutes ago, Krougal said:

Big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to these deposits.

So you are saying it's the other side of Tipperary?

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Posted
On 12/20/2024 at 11:49 PM, Michael Gates said:

Trapdoors don't seem to be considered "solid" blocks for room-making purposes anymore, which makes it much more difficult to build a tall tower that doesn't freeze you to death in winter. I also frequently use 'em to fill first floor windows because they look neat and you can flip 'em open to stab drifters outside; I will be sad if I can't do that anymore.

Is this a deliberate change? If not, please fix-x-x-x-x  (I say, through chattering teeth)

I'll probably make a mod for myself reverting that change when I start playing 1.20 and publish it for everyone. In the mean time, you can go to

C:\Users\xxxxx\AppData\Roaming\Vintagestory120rc5\assets\survival\blocktypes\wood\woodtyped\trapdoor.json

and change attributes/airtightByType to {"*": true}.

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Posted

Some bugs/problems I found:

As mentioned above leads are too broken for getting most animals, it would be nice if we could tire the animals out and then drag them easier. Lots of times going up a block is not possible while having an animal leashed.

Enemies and animals can phase through walls, most notably the bowtorn. This also happens when dying due to the animation. I had a chicken phase into a log when I leashed it and it was stuck there, but I am not sure about it being stuck there forever due to them being so strong. Maybe I could not get it pulled out.

Fires seem to heat items (example: flint, lime, bushmeat) only one at a time, I am not sure if that is intended. It uses lots of fuel because of that.

I hope drifters will stop throwing rocks at every opportunity because I can not have a shield up when I am in a dark cave, they are throwing them when I am right in front of them, they are also incredibly accurate. Oh and they can defy gravity when throwing straight up, happened on a long ladder to me, ouch my behind. Maybe add a lanternslot or a belt item for holding some things like pouches with arrows, throwing spears and lanterns for easy storage and usage/quick access.

I hope elks will make their way into the wilds soon instead of only being purchasable. Update is looking good! Will build a boat soon, the raft is not enough.

Posted
4 hours ago, CipherStormwolf said:

Enemies and animals can phase through walls, most notably the bowtorn.

Are they coming through the walls? Their attacks, or themselves? That I have not yet seen. Their animations, yes, particularly if you are not putting the corner pieces in, or slabs. 

 

4 hours ago, CipherStormwolf said:

Fires seem to heat items (example: flint, lime, bushmeat) only one at a time, I am not sure if that is intended. It uses lots of fuel because of that.

Yeah, someone who was part of the team said that was intentional a couple versions ago. There are mods that work the way you want, though.

 

4 hours ago, CipherStormwolf said:

I hope drifters will stop throwing rocks at every opportunity because I can not have a shield up when I am in a dark cave,

You can. You just explore with a stack of torches in primary hand. Probably doing that anyway to light the place up.

 

5 hours ago, CipherStormwolf said:

I hope elks will make their way into the wilds soon instead of only being purchasable.

👍

Posted
1 hour ago, Thorfinn said:

Are they coming through the walls? Their attacks, or themselves? That I have not yet seen. Their animations, yes, particularly if you are not putting the corner pieces in, or slabs.

You can. You just explore with a stack of torches in primary hand. Probably doing that anyway to light the place up.

They will sometimes go into the wall for a short time when I hit them but they will come back and recover. When their deathanimation plays and they fall into the wall, like my cellar, they go through the wall and then up like items do when you cover them in blocks. Chickens have phased into blocks while alive when I tried to leash them.

I meant to add the dark night and not only caves in that comment, there are also places underground or in ruins you simply can not reach to light up and they will spill drifters everywhere. I was just in my cellar and came back up to find that the ruin I am staying in spawned drifters on the roof where it is flat. I was just there only a couple blocks away. The spawning and throwing behaviour needs to be tuned, even with a shield it is frustrating and they will get cheap hits in over and over when they come from all sides like during a storm. Looking forward to what will come next.

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