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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. I think there are plans for stainless steel (most likely in the form of chrome-nickel steel). Unsure if that would be a whole new tool tier, or if it would simply result in additional durability. Like meteoric iron is a higher-durability sidegrade of regular iron. I highly doubt we're ever getting titanium, aluminium and uranium refining in the base game, given the amouts of energy and specialized equipment (and purified chemicals in some cases) required to make it work. The in-universe world of Vintage Story is in a renaissance era kind of development stage, and so, early steam power is the highest peak of technology that the dev team has so far mentioned (as an aspirational goal, mind you, not a guaranteed thing). But given that the source material is already there, mods can take up the torch.
  2. I think they mean for using a sword as a tool. Breaking leaves and such. You could do that in older versions, but in 1.16 the sword will only interact with entities and not affect blocks at all anymore. Apparently people were using their sword to break blocks? I have no idea why anyone would want to, but I've heard it from multiple people already.
  3. No recipe is being recognized because you are doing it wrong. The handbook description for jam, admittedly, only says "2 fruit", and doesn't say "First 2 slots must be fruit" like the other recipe entries. That's a valid criticism - but, given that every other recipe works that way, you could have at least tried it. Or maybe you did try it? Not sure. But your recipe would still not have worked, because your honey amount is also wrong, and you can't blame the handbook for that. It clearly says "0.2L" portions". You have put in 80mL portions, which is equal to 0.08L. For your jam recipe to work, the first slot needs to be a pineapple slice. The second slot needs to be a pineapple slice. The third slot needs to be 0.2L of honey. The fourth slot needs to be 0.2L of honey. In order to make multiple servings, you need to increase all four slots equally. For your porridge recipe to work and yield four servings, the first slot needs to be 4 grain (you have it correct), and the second slot needs to be 4 grain (also correct). Then one of the two remaining slots must be 4 pineapple slices (also correct), and the last slot must be 4x 0.2L = 0.8L worth of honey. You gave it 0.08L, which is wrong, so the recipe will not be recognized. I'm a bit baffled how you even got honey portions smaller than 0.1L into the pot. In vanilla survival gameplay, the smallest portion you can pour in is 0.1L, by using a bowl. You're spawning the honey in from the creative menu, right? Maybe that allows you to use smaller portions? Not sure, I never tried.
  4. Well, then I have no idea what's wrong. I've never seen that happen, sorry. Armor stands (and straw dummies too) are entities, not blocks. You can tell that by the fact that you can actually push them around by walking into them - they are not stuck into a position. They have to be entities for their purpose to function, because only entities can be attacked and take damage, and only entities can equip gear. That means you cannot break them like blocks. I think it's shift-rightclick with an empty hand to pick them up. It also means they don't have a GUI like a chest for example would have. Placing armor on an armor stand is shift-rightclick with a piece of armor selected in your hotbar. (If you just rightclick without shift, it puts the armor on your character instead.) Rightclicking with an empty hand pulls a piece of armor off of the stand again.
  5. The red bar is health. The green bar is satiety (i.e. food / hunger bar / your stomach contents / etc). Your green bar should never move when you are in creative mode. I've fast forwarded through years of simulation without having to eat once. Are you sure you were in creative mode? To eat, put something edible (for example bread) into your hotbar, select that hotbar slot, and hold rightclick. Rift activity is independent of temporal stability. It's just something that exists in the world. Think of it like weather, and just forget it exists. Your temporal stability gauge is the cyan gear above the middle of your hotbar. if you do not have a cyan gear, then temporal stability is definitely off and you do not need to worry about it. If you want rifts to be off too, there is a separate setting for that. But then again, when you are in creative mode creatures will not attack you, so you can just ignore rifts and drifters entirely.
  6. You don't fill the crock with a pot. You use the crock to scoop out of a pot. Just like if it was a bowl. This is definitely working for me, so if it doesn't on your end, your client has some sort of problem.
  7. Go to %appdata%\vintagestorydata and delete clientsettings.json. The game will start on default settings the next time you launch it.
  8. @Laskuna It is a config setting a server owner can adjust to their liking.
  9. If you used the Wilderness Survival game preset, the world map may simply be turned off. It's one of the advanced difficulty options for people who like a challenge. Pressing M will do nothing in that case. If the map is available to you, then you can also press F6 to toggle a minimap on and off.
  10. Yeah, a lot of people are reporting that items in ground storage are not reporting their spoil timers on mouseover anymore in 1.16.x, when they did so previously. That's definitely not an intentional change. If you put the jugs on a shelf, it might show the spoil timer. It does for crocks.
  11. All juice and all weak alcohols are intended to spoil. That they initially did not was a bug, which is now getting fixed. (Source: someone asked Tyron on Discord in response to the 1.16.4-rc1 patchnotes.) Distilled spirits (brandy etc.) are intended to not spoil.
  12. Yeah, the hoeing trick is unintended and will likely be patched out at some point. Treat it like an exploit. As for the seed drop chance on immature wild crops? Yes, we have hard numbers. It is exactly 70%. (Source: ...\assets\survival\blocktypes\plant\crops\) Do note however that your class may modify this chance. Malefactors get more seeds on average, Blackguards get fewer.
  13. Brass is not a tool metal - it's too soft to make a pickaxe or a sword out of it. So the game does not allow you to pour it into tool molds. Items like "brass pickaxe head" and such do not even exist. It's an ornamental metal, prized for its similarity to gold and the ease with which you can work it into filligrane structures. So it is used for making jewellery, jugs and chalices, musical instruments, furniture ornamentation, and the like. Additionally, it is very resistant to corrosion, and brushed/polished brass has very low friction. And so it was traditionally used in mechanical engineering. Stuff like steam engines, where you had to have hot metal parts moving against each other smoothly. Or even electrical sockets and connectors. In Vintage Story, you can use brass to make decorative torch holders, where you can place torches that will never go out. You can also make lanterns, or large metal building blocks (but those are very expensive).
  14. Have you looked in the ingame handbook? "Chest with sign" has a crafting recipe described there. I think it's putting a sign below a chest in the crafting window. Or above. One of those two.
  15. All creatures can only spawn on solid faces - that is, block faces level with a full block height. Therefore, placing lower half slabs prevents creatures from spawning. As does anything else that modifies block height, such as ground storage, hoeing farmland, and so on. Light specifically stops drifters from spawning. Doesn't even need very much of it. Light also lessens the chance that a temporal rift will form, and surface drifters can only spawn under the open sky if a temporal rift is nearby. They can still spawn without a rift if the sky is blocked, for example in a cavem, or in an unlit building. Note: temporal storms allow drifters to ignore spawn rules. During heavy storms, they may even spawn in midair and/or in the same space you occupy, if there is no other viable spot. Light storms aren't quite that harsh, but they still let Drifters ignore things like light levels, skylight, or world height (for the harder drifter types).
  16. /worldConfig propickNodeSearchRadius [radius] Pick a number for the radius. The larger the number, the further away you will be able to pick up ore, but the more difficult it becomes to triangulate. Numbers around 6-8 are recommended. Do not include the square brackets. After entering, quit to main menu and then reload the world.
  17. I remember your music tracks from back when! You could hop onto Discord and offer your contribution in #gamedev. Tyron will probably go into PM with you when he sees it.
  18. Beauty is in the eye of the beholder. And your post kind of gives me vibes of "anything not chiseled looks boring to me". Which is entirely fair, if you feel that way - just realize that in that case it would make this a loaded question for which there is no answer. Unless, of course, you don't mind the answer being a mod. If on the other hand you're up for using non-chisel options to spruce up your builds: Two different kinds of mudbrick are available to you. Dark mudbrick also comes in slab form. Stone path can be crafted from collected stones, and comes in slabs and stairs. Ceramic shingles come in two different colors (blue clay and fire clay), and also give you slabs and stairs... and a roofing option that isn't thatch! You can place vines on outdoor walls to give them an ivy-overgrown look and add some color. I think knives can cut vines...? Rough-hewn fences work in windows as primitive pre-glass lattice coverings, though given you are in a cold area, that option may be less desirable to you (they don't seal). Make clay planters and flowerpots and put them up around the place. Use slabs to make sills outside your windows and put some flowers there. Line your entrance stairway with them. And so on. A good variety of things can be placed in planters. Strewn straw blocks or packed dirt bocks make decent indoor flooring, though sometimes a checkerboard pattern of directionally placed logs, or just a floor of upwards placed logs can be quite nice too. Depends on your wood and tastes. Packed dirt also makes sense in an outdoor yard area, making it look like you've trampled all the grass there with your activities. A strategically placed tool rack can add detail to an otherwise bare wall. Just knap some random things to put in there. You don't actually have to have a use for the tools. Oil lamps on fence posts. Either freestanding or as part of fences. Put your firepits up onto cobblestone blocks to simulate a primitive hearth/kitchen. A clay oven fits right in next to them, even if you don't have a use for it yet. When building walls with something that comes in both slabs and full blocks, you can vary the wall thickness towards the outside to break up large uniform walls. Using logs as corner posts or roof beams is a tradition ever since the first days of Minecraft. A support beam in the middle of your room is also more visually interesting than a bare open space. A cobble block or two in an otherwise slanted roof looks like a crude chimney. Brick blocks, even more so. You can even run a pillar of blocks up the flank of your house and up through the roof to pretend like there's a large hearth there on the inside. Put a line of berry bushes along a fence to get a yard-with-a-hedge look. You can make awnings out of layers of sticks. Use ground storage in strategic places. Not just firewood, but also peat stacks, bricks, ceramic products, rusty gears... whatever you have that is ground storable. I'm sure some others will have additional ideas.
  19. The upcoming 1.16.4 patch provisionally aims to increase resin spawn rates. The release candidate has it at 2.5x, so you should see a marked difference... well, in newly explored chunks, at least.
  20. Which game version? Worked fine for me last time I tried, in 1.16.1.
  21. I thought wilted crops were not supposed to yield any produce at all. They exist only to keep the seed from despawning until the player notices the rabbit attack.
  22. My god This will shape the meta for years to come! In actual seriousness, some very good changes. Reduced noise of hidden rifts, reduced background drifter growling, no more drifters pressing themselves into diagonal corners, more secure fences, fruit tree branches regrow and are more likely to take root, resin for equatorial spawns... and I was kind of wondering why I had such absurd amounts of food when starting out as a hungry hungry hippo Blackguard in 1.16.
  23. What do the leaf blocks say when you mouse over them? Fruit trees go dormant and suspend their growth if their environment goes outside their ideal temperature window. So it may currently be too hot or too cold for this particular species. It should resume growing once a more agreeable season rolls around. If the leaves do not say "dormant" though... I have no idea.
  24. Hmm, good point, actually. Then the VS engine must already have such a workaround available for use. That's good news actually, since it should ideally be possible to apply it to other blocks as well... unless it was made for reeds specifically and cannot easily be generalized. There's always that danger with in-development games where a one-off solution ("I need reeds to grow in water for this update!") is made on the quick without an eye for broader application down the road. A universal solution is hard to engineer when most of your features aren't even designed yet - how are you supposed to know how to support them? Still, it makes me cautiously optimistic, and btw I am totally in favor of as many "waterlogged" (term as used in Minecraft) blocks as we can get.
  25. Welcome to the forums! This mod is unfortunately abandoned and no longer works reliably on newer versions of Vintage Story. Many of the recipes are broken. You can look for "Better Than Heresy", which aimed to continue this mod... but it also looks abandoned at the moment.
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