Jump to content

Streetwind

Very Important Vintarian
  • Posts

    1,440
  • Joined

  • Last visited

  • Days Won

    70

Everything posted by Streetwind

  1. Farmland immediately adjacent to water should be around 75% moisture, barring rainfall. One block away it'll drop to 50%, two blocks away 25%, and three blocks away won't irrigate at all anymore. Higher than 75% moisture is only achievable with rainfall or manual watering. Ergo, water irrigates three blocks of farmland deep, if increasingly worse with distance. You could make a layout like one row of water, six rows of farmland, one row of water, six rows of farmland, and so on. Alternatively, you could do only four rows of farmland each time, if you don't want the middle rows to sit at 25% moisture. Some notes on moisture: - Farmland updates very slowly. You won't actually see the moisture level hover at the mentioned breakpoints. Rather, it'll drain well below that, and eventually, perhaps once per ingame day or so, bounce back up. - Crops grow at any moisture level over 0%. The only thing moisture influences is growth speed. Lower moisture levels will lead to crops growing more slowly, but they won't die on you.
  2. Have you restarted the world in between making changes to the growrth rate? Rule of the thumb is, anything /worldconfig only applies after reloading the world.
  3. Since matchlocks were more complex machanical devices than a crossbow trigger... have you considered adding one 'metal parts' to the recipe? I know they cannot be crafted, but they can be found through exploration. By the time a player has access to steel, chances are they'll have found a few.
  4. I think it's climate and weather-based. Some areas can get this fog at some times of the year and it lasts quite a while. Typically it gets worse the lower down you are, so building your base on a hill should help. Alternatively, settling in a different climate - though unless you change the world settings at creation that usually means a long, long trip south.
  5. Small distinction: commands with a slash are not admin commands but rather server side commands. Many server side commands require admin permissions, but not all of them do. For example, /whenwillitstopraining is available to all players. I'm not sure about the /wgen pos commands, but chances are, if it only prints info it might not require elevated permissions.
  6. Which version exactly? I've admittedly not tried the 1.16 release candidates, since I only play stable releases, but the changelog made no mention of changing the way linen is made. EDIT: What does your handbook (press H ingame) say the recipe for linen should be?
  7. You likely have a mod that messes with your recipes and/or implements a different way to craft linen. You'll have to remove that mod, or research how it's supposed to work.
  8. The command is /autosavenow You can also map it to a key via the macro editor (CTRL+M), so you just hit that key occasionally and it saves for you. Just make sure that that key isn't in use already. For instance, the typical F5 for quicksave is bound by default to switch you to third person camera and back - you might want to pick something else.
  9. Does this also remove the block edit protection around the trader cart?
  10. No, x=0 is the world spawn. It usually ends up around 47.5° north in worlds with standard settings (i.e. using the "temperate" starting climate setting). You can find out your current latitude by entering /wgen pos latitude into the chat window.
  11. ...Freeze time how? And what exactly do you need that for?
  12. See on this wiki page: Malachite is in the table for "shallow ores", meaning it generates surface stones. However, keep in mind: the name "shallow ores" is a designation some wiki editor made up, and does not reflect actual ingame behavior. These ores can generate surface stones, but they are not guaranteed to spawn right below the dirt layer. Malachite in particular may spawn anywhere between 98% sea level and 20% sea level - so it could be really far down (if there was a rock down there that could host it). And I don't know if surface stones will generate no matter how deep the vein spawns, or only if it's within a certain distance of the surface. The rule of the thumb for typical earlygame copper deposits is that you'll find them no more than 12 blocks below the surface stones; this might mean that deposits that generate deeper than that do not spawn surface stones. But then again, that type of copper uses a special generator method that ensures it'll spawn right below the surface. So maybe that's just the maximum spawn depth, and makes no statement about surface stones. I don't know. Point is, if you find surface stones, you'll know there is something. But if you don't find surface stones, there's no guarantee that there isn't something.
  13. The setting disables the class exclusivity, meaning anyone can craft all of them.
  14. Welcome to the forums Problem and solution are right there in your crashlog. You're out of video memory (which is not the same as RAM/system memory). Do the thing it tells you to, and reduce your view distance in the graphics options.
  15. Most likely yes. But, soil blocks qualify as solid blocks, except for farmland of course.
  16. Nevertheless, officially documented is a 7x7x7 interior space. If it worked for you with more, then that would strictly speaking be more of a bug than it stopping to work now, I'm afraid.
  17. It's not a bug, it's just displayed in a really unfortunate way. When it says "in 1 days", it actually means "in less than 2 days". So it could mean as much as 1d 23h 59m. The display will eventually switch from "in 1 days" to "in less than a day". That is when it's actually less than 24 hours remaining.
  18. Farmland updates very slowly. It may take up to ten minutes after completing the greenhouse for it to apply everywhere. Do you still see inconsistent bonuses after that time has elapsed? And if so, can you show how your greenhouse is built?
  19. Well, try placing them down and see if you can break them to get a proper gear out of them?
  20. They're supposed to be something that you break, upon which it drops regular rusty gears. How did you even get them in your inventory? Are you playing Malefactor, by any chance?
  21. When you can't dig a pit and pull your enemy into it, of course. Such as: being in a temporal storm; exploring a forested area where a wolf might come screaming out of the bushes at any moment; clearing out an underground nest of locusts which literally just walk up the walls of your pit; and a number of similar situations. And besides, armor does a lot. We're not talking about something that takes off a few points of damage here and there. properly made metal armor removes 75%-90% of all damage coming your way. Even wearing just improvised armor, which is day 1 cheap and has zero downsides for wearing, generally makes the difference between able to fight a wolf head-on and being eaten.
  22. Welcome to the forums Yes, a greenhouse can only be seven blocks wide in all three dimensions, as Domkrats said. Also, be patient. Farmland will update slowly. Wait for 10 minutes after building the greenhouse and then check if all farmland has the bonus.
  23. Most likely your system is missing some sort of dependency that VS needs to run. Try installing the latest 4.something .NET Framework.
  24. This is one of those things that seems super logical to suggest when you notice it missing, right? Been there, done that. Unfortunately, it's also one of those things that, when you look at the handbook - actually look at it, how it's structured, how it presents information and such - makes you realize that it's pretty much impossible to implement without investing serious time into redesigning the entire thing. Example: think of an item that can be produced with two different grid recipes, each of which yields a different amount of the item. The handbook will show both recipes, cycling back and forth between them. How do we show the amount the recipe produces? Well, easy, just show it in the output sl... ... oh. Right. There is no output slot for grid recipes. Or for any recipe, for that matter. Because you never look up a recipe. You always look up an item, and the item page just so happens to include a recipe among various other information about that item. So, let's just make an output slot? ...Nope, doesn't work. Just look at lime, for example. Lime has a header "Created by", and underneath, the subheaders "Grinding" and "Crafting". The "Grinding" contains a number of different stones, and a number of different shells. All the stones yield 1 lime when ground. All the shells yield 2 lime when ground. So, how do you make an output slot for the "Grinding" subcategory? There are multiple possible output amounts, and you need to associate them with the correct input item, but all the input items are grouped in a long line. Also, you can't use up too much screen real estate, and you can't mess with the display of the grid recipe that's also there, shown underneath. And now keep in mind: this is merely one example among many. The deeper you dive into it, the more edge cases you notice, each of which would need to be fixed in a different way, usually involving a redesign of the way the handbook displays information, which in turn conflicts with the way other, non-recipe information is displayed, or would take an inordinate amount of space, or a dozen other things. And then, you need to take into account not just what the handbook displays in stock VS, but also what it would theoretically have to display if/when modders make use of the freedoms in modding that the game offers them. Because something that has only one grid recipe now, or maybe none at all, may suddenly have sixteen grid recipes after you finish installing mods.
  25. Yes, entering the charatcer selection screen again also lets you customize your looks again.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.