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Everything posted by Echo Weaver
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That's annoying. Do you know of a mod that brings it back? I'm searching through the DB, and I see this: https://mods.vintagestory.at/dyedhardenedclay with a lot of requests for bringing back the original recipe. I'll poke at 1.19 and see what it did.
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I was looking for blocks I could use for build in my current stone/pottery age game, and I saw in the wiki that there was a "hardened clay" block that could be made in a firepit. However, I've tried putting red and blue clay in the firepit as described here https://wiki.vintagestory.at/Ceramic_Blocks#Hardened_Clay with peat, which is overkill if the goal temp is 300C, and nothing is happening. What am I missing?
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I dunno. I think your base looks awesome.
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Yeah! When I found iron, it felt awesome. When it turned out there was also salt, I was over the moon. I don't think that looking up some info is really a player problem. Some games are about figuring out every mechanic from scratch, but VS and that other block game thrive on a community exchanging info. I think you can overdo it, especially in VS -- I'm just starting the story, and I want as few spoilers as possible. It's a testament to the community that I hang out here all the time and know very little. But tips on how to use the propick? I think learning from the community enhances the game. Well said.
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Bases inside of "mountains" and or "spikes"
Echo Weaver replied to WildRoseGrow's topic in Suggestions
Well, you don't really HAVE to. You just need to have a room or two that are 14x14. Your cellar needs to be that small. Your "bedroom" should be, i.e. where you put a bed if you use one. I think it's a decent idea to make your kitchen a room, since that's where your fire will be, but you could also make a good case that the kitchen is the least important place to be a room because you'll be warming up anyway when you cook your meals. Room size matters for cellar, greenhouse, and warming up in the depths of winter. You don't need to spend a lot of time inside a room. -
Yup. And you know what everyone needs far better than they know themselves. You speak not only for me, who thinks you are wrong, but for everyone who is not here who you've never spoken to. Gotcha. Perhaps this would have been an interesting conversation if you'd had any interest in sharing ideas rather than just complimenting yourself.
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You're free to do so, but posting more examples isn't going to help because you haven't been convincing that probability is bad. You just don't like it. I think I'm about as close to the average player as you're going to get on a forum dedicated to the game. If your target audience is people who don't care enough about a game to hang out on its forum, you're in the wrong place. Here's a thought - please stop using technical terms you don't understand to talk down to people who disagree with you.
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Did the propick in node search not tell you that you were getting close to range of hematite? That sounds like a bug. Otherwise, "decent" means decent. I don't see a problem. This is how probability works. There is no definite indicator in the probability search mode, only node search. Also, I know what per mille is. I just didn't know the symbol for it.
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Do they still hang around all day without despawning? This is my aesthetic issue with bowtorns -- the other rotbeats are creatures of darkness and temporal storms. Bowtorns look like the kind of lovecraftian creature that is best seen in shadow, but they don't seem to fear the light. For the mood of the game, I like the enemies of the day to be "natural" predators -- wolves, bears, even Fauna of the Stone Age (which I'm trying out in my own game for the first time). Things that are at least as menacing viewed in full daylight, not twisted supernatural beasts. Zippy's Bashful Bowtorns tries to remedy this, but only for bowtorns spawned from temporal storms. I updated this for personal use -- Zippy was active as recently as August, and I assume they'll do an official update, but if not I can post an unofficial one. I also am experimenting with a patch to Zippy's mod that makes all bowtorns fear the light except the ones in the Devastation. If bowtorns have started running away and despawning in the light in 1.21, obvs this doesn't need to be done, but it certainly didn't look like it from my poke through their default json.
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Guide: Multiple Parallel Installations of Vintage Story
Echo Weaver replied to Streetwind's topic in Guides
I will be beyond delighted if it turns out there's a way to get everything to work with --addModPath, so please keep me posted on anything you discover. Ah, gotcha. Yeah, I'm usually not that cautious, but it's smart. -
Thanks to @Bruno Willis for doing what sounds like a lot of experimentation The default values are Landcover 97.5% and Landcover scale 500%, so this is pretty different. I have to wonder, 500% of what though? It seems quite possible that the default values end up being pretty similar to this, but this is pretty complex. I don't understand what triggers saltwater oceans vs really big freshwater seas. I changed the settings for my upgraded "forever" world to encourage oceans to generate on new chunks. I didn't find any saltwater when I flew around in creative to be sure that I hadn't triggered horrible chunk boundaries. I didn't go crazy far out in any direction, though, because I was mostly exploring boundaries between chunks where the settings had changed. Older threads talk about oceans being "on" or "off", but I don't see any current worldgen settings like this in 1.21, so I assume saltwater and freshwater are both included in all worlds now?
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Bases inside of "mountains" and or "spikes"
Echo Weaver replied to WildRoseGrow's topic in Suggestions
The whole building doesn't have to 14x14, just individual rooms. I usually don't want the entire inventory of my base to be one single cavernous room. Usually I make sure my kitchen and sleeping area are sealed rooms. -
I'm curious about how the temp buffs on clothes work too.
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Guide: Multiple Parallel Installations of Vintage Story
Echo Weaver replied to Streetwind's topic in Guides
OK, I have an example of a mod that doesn't work when loaded from --addModPath -- Salty's Manual Tool Crafting. It triggers the tool-crafting animation, but it doesn't actually craft the tool. Also, this mod allows sticks to be placed in the off-hand, and that also does not work. Config Lib also does not appear to work. The Mod Config button appears on the pause menu, but nothing happens when it is clicked. I discovered this when I was trying out a more elaborate setup for a modded game and spent a bunch of time troubleshooting it, so I'm sure that's the problem. Didn't you say that you only install content mods, Thorfinn? I'll guess that's why you haven't run into this problem. I didn't see an issue with any content mods. I'm pretty bummed because I had a config where I could load my always-play-with mods from a central location while adding only the mods specific to this game in the dataPath for the game. It's also possible to add any number of additional modPaths in the clientsettings.json. Both the command line option and the cliensettings approach have the same problem -- some mods only function if the mod is in the dataPath of the game. FWIW, I'm pretty confident that the --dataPath flag is reliable. Since Anego moved the default game location on Macs to /Library/ApplicationSupport, which wrecked my organization of parallel games, I run all my games using --dataPath, and everything has always worked. -
Haha. I'm not too bad with the rotbeasts, but OMG THE WOLVES.
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What if the cementation furnace runs out of coal?
Echo Weaver replied to Echo Weaver's topic in Questions
Thanks. Haha, these things are not obvious from the documentation. Good to avoid an ugly surprise. -
My understanding is that the cementation furnace has to be refilled every day while steel is being smelted. We started the process, and we're now not in a position to get back in time to refill it. Does this mean that the batch of steel is lost, or can we get back to the base, refill the coal, and proceed later?
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Be careful about @Thorfinn saying things are easy. He's probably the most hard core player on the forum. He plays on permadeath with no map and no node search propick and basically runs around naked throwing spears at things.
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@Teh Pizza Lady could be the pizza face pizza lady
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It sounds like maybe you want to start a new game on Explorer mode. The difficulty is reduced on that mode.
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Agreed. Seems like doubling the nutrition of the cheese wheel and then allowing it to be cut into twice as many slices gives you the same end effect of doubling the cottage cheese output and creating twice as many 4-slice cheese wheels. As they say, you pick your poison. Doubling the cottage cheese output might be better for compatibility, since there are several mods that buff cheese satiety but I haven't seen one that does anything with cottage cheese. (I'm sure Expanded Foods does, but I'm probably not going to play with that in any of my personal games. I enjoy cooking in game, but not enough for that much extra content.) Even though the actual question of reducing the cottage cheese required for a wheel looks like it's more trouble than it's worth, it looks like there are multiple ways to get to the same end state.
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FWIW, I think it's a good idea, but I'd have to play the game a whole lot more before I felt cocky enough to add a challenge like this. It's probably related to what you get from the game. I'm really into the immersive homestead survival angle, and that seems short-changed if you can't die of dysentery. That said, dying is different in a game like this, where you respawn with your nutrition set to zero and have to go pick up your stuff. I'm not sure if diseases would give the right feel or not.