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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. But your ideas and comments are getting lost and buried here. You can be pretty sure that Tyron isn't checking year-old poll threads regularly. That is why we have the Suggestions forum: so that this kind of thing is all bundled in one place, where it is most visible.
  2. Alright, I finally got a nice clear impression of the meteor audio today without being distracted by anything else. You know what it reminds me of? A creeper. It goes "hissssssssssssssss.... BOOM". It's totally a creeper. From space. ...But as amusing as that thought is, I don't think I like it much. =/
  3. Guys, this thread is long outdated. It was created when 1.12 was the newest version. The winning entry (Seasons Part 1) was implemented with 1.13. For a more current poll concerning future updates, go here: https://www.vintagestory.at/forums/topic/3144-choose-your-favorite-theme-for-v115-gasp/ (although even that one is already done and over, the theme for 1.15 has already been selected) For suggestions of things other than the options presented in the poll, go here: https://www.vintagestory.at/forums/forum/5-suggestions/
  4. Streetwind

    Limestone

    Remember that you can look up Borax in the handbook to figure out which rock types it can spawn in.
  5. Streetwind

    Limestone

    It generates as a rock layer in the world, just like any other kind of rock. And rock layers change occasionally as you travel - but only rarely. The area covered by a rock layer is huge. Thousands of blocks in all directions. So your only hope is to travel, travel, travel. As an alternative, you can also use chalk. This is also a rock type. Both chalk and limestone are sedimentary rocks. That means that they will always be on top of harder, denser rock types. This usually leads to them being the top layer, and thus being directly visible when exploring on the surface. However, they may be covered by a volcanic layer (--> basalt), or they may form the second layer below a different sedimentary rock type (--> bauxite, chert, claystone, conglomerate, sandstone, shale). If you encounter any of those seven rock types, it's a good idea to dig down and see what lies below them. Note that for leatherworking, there is another alternative: borax. This is an ore, not a rock type, and thus can be found with the prospecting pick, or in surface rocks. Borax doesn't work for replacing quicklime, but at least it allows you to process hides, which is a huge plus. (Also, borax becomes useful for going beyond iron tools, later-on, so it's always good to have a source of it.)
  6. I have never consciously noticed a sizzling meteor. I mean, maybe I have heard the noise but did not associate it with a meteor; there's torches and firepits everywhere around me a lot of the time. If something sizzles I will probably just subconsciously associate it with that. Have you jumped into water with a lit torch recently? They go out with a very distinct sizzling noise nowadays.
  7. I think the meteors really need a rumbling sound while they're in flight, no matter how unrealistic. Right now I only ever hear the airburst/impact, and I completely miss most of them. Like, one of them streaked across a major part of the sky and impacted a mere 40 blocks behind me, and I only noticed the giant trail after the impact made me turn around in surprise. These meteors all have Rogue levels with stealth bonuses, I tell you. Sneak up on you all the time! Fun fact, by the way: I don't have the Destructive option turned on, so the impact did nothing to the landscape. However, I did pick up seven conglomerate rocks and five nuggets of magnetite randomly strewn over a moderate area which were definitely dropped by that thing. An insignificant amount, but I was still surprised to find anything at all.
  8. Oh. Good to know. Never seen them anywhere before. Must be very rare indeed.
  9. They do not exist in the stock game, as they are added by a mod. You'll need to install that.
  10. There, I added the missing word for you
  11. Mods can be toggled on/off via the Mod Manager in the main menu. Note that there are three core Vintage Story packs that must not be disabled: "Essentials (Code)", "Survival Mode (Code)", and "Creative Mode (Code)". Always leave them on. Everything else was added by you, and can be toggled as you see fit. Note: the world may potentially complain that you cannot load it with missing mods. I'm not actually sure if there is a way to fix that. If this happens to you, you may have to start a new world.
  12. I've tweaked the mod a little by removing unwanted files - anoher sign that modularity will be a good thing Now I've gotta ask, though: the new molds added by the mod cannot be stored in the mold rack that 1.14 adds. Is this something I accidentally broke, or has that not been implemented yet? If so, I would humbly like to suggest adding it. Mold racks are great!
  13. Since candles are automatically lit in stock VS, it seems perfectly fine for the candleholders to not need lighting. I mean, if someone desires an unlit candle for decoration... maybe RMB toggles on/off?
  14. Yes. There is a thread asking this exact question (and containing the answer) right next to yours, at the top of the forum...
  15. That's the value I found on the wiki. Perhaps it has changed since then. But I've played in 1.14 and I didn't get any unduly long periods of satiation yet. This really needs to be displayed to the player in some way...
  16. When you eat meals cooked in claypots, there is a hidden bonus where your hunger meter will not drop at all for 30 seconds per 100 points restored. Have you eaten such a meal recently?
  17. Are you on 1.14 already, or older? I thought this was supposed to be fixed.
  18. Additionally, if you press Ctrl+M, you get a simple macro editor that lets you bind this chat command to a key, like F9. (Check the game controls first to make sure that F9 isn't already used for something else, though.)
  19. I'm not entirely sure since I've never done it myself, but my brain claims to remember I saw someone talk about making waypoint macros that only take one keypress to activate. Let me see if I can find someone in the know. EDIT: I found a video!
  20. Well, I can show you my setup, because it's pretty much what you're looking to do, and it works. This first imgage shows the folder structure I have. Three version-tagged folders, each with exactly the same subfolder structure. In fact, this subfolder structure is autogenerated during installation, except for one of them: "Data". I created that one myself. (The contents of Data are, again, automatically created by the game once you tell it to use it.) In the second image, you can see the contents of my 1-14-0 directory. I have marked the Data folder I created by hand in blue, the Mods folder inside that directory in green, and the Mods folder in the base directory in red. (Sorry if colorblindness is an issue.) The red-marked Mods folder is the one where the three base mods of VS (Essentials, Survival, Creative) are located. I can put downloaded mods there too, and it will find them just fine. But I like to keep all my custom stuff inside the Data directory, so I am using the green-marked Mods folder in there instead. In order to make that work, I had to use the --addModPath argument in the custom shortcut, back when I first started using it. In newer versions it might work without using it, I don't know. You can try. You can also see the "StartWithCustomDataFolder" item in the files list in that image. That's the custom shortcut to Vintagestory.exe that I created to point to this new Data folder structure. The third image shows how the custom shortcut is set up. The line of text outlined in blue is the following: D:\Vintagestory\1-14-0\Vintagestory.exe --dataPath D:\Vintagestory\1-14-0\Data --addModPath D:\Vintagestory\1-14-0\Data\Mods Now if I click the StartWithCustomDataFolder shortcut inside my 1-14-0 directory, it will start version 1.14.0, using the Data folder inside the 1-14-0 directory, and discover savegames and mods that are placed in there (and only there). If I instead use the StartWithCustomDataFolder shortcut inside the 1-13-4 directory, which is set up exactly the same way except for the small difference in the directory name, it will start version 1.13.4, using the Data folder inside the 1-13-4 directory, and discover savegames and mods that are placed in there (and only there). The same goes for version 1.12.13. It is not exactly a per-save mod management solution, but at the very least it is per-version. And if you really wanted to, you could duplicate an install folder if you wanted to start a new save with different mods on the same version. Note that I do not see the issue you are reporting about sharing mod folders and save folders between installs. You must be doing something different than me. Care to share how your shortcut looks? For both of your installs?
  21. Well now... I've definitely got to see that.
  22. Which version VS were you playing on, and was it modded?
  23. Correct. Trees do not repopulate themselves. Saplings must be found and planted.
  24. That is why I was so excited that one of the poll options for 1.15 included a firepit rework. But instead people voted for additional meals to cook. I guess we'll be stuck with the unintuitive, inefficient, and exploitable firepit for a while longer.
  25. This looks like a client/server desync. It is very odd that it keeps hounding you so consistently, especially in singleplayer. You might want to hop on Discord and look for help in the bug reports channel there.
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