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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. No, I'm not messing with release candidates until I can get my primary game through the story. This is a Vanilla+ game -- I have more than 50 (!) mods at this point, but almost all of of them are json content mods. (In the debate on another thread about big mods vs small mods, I'm a small mod person but it does lead to huge mod counts for small adjustments.) I guess it must have been a glitch, but I guess a rare one if nobody else has seen it. ETA: It seems relevant that the lamb was the same generation as a lamb we were expecting to be born, but the pregnant ewe in the barn stayed in the barn and gave birth to that 4th gen lamb several days later.
  2. A bit of a necro, but I reproduced this build identically as far as I can tell, and I cannot get the grown chickens OUT of the basement of the henhouse. I've tried giving them blocks to jump up, I've tried giving them stairs, and I've tried enlarging the hole in the floor that is open. The latter resulted in all my existing chickens falling down, so now they're all in the basement. The panicked chickens seem to run up 2 blocks and then change direction and jump back into the basement no matter what I do, and then don't walk out if left alone either, even if there's food in the troughs. Is there some technique that works for shooing these guys back up?
  3. Here's a related bizarre thing that happened -- we were coming back from caving, and my teen notices a sheep and kills it. Along with the ewe is a lamb. That lamb is labeled FOURTH GENERATION. Wtf? Since both our ewes in the barn are 4th gen, my first thought is that one of them glitch out of the barn and then give birth, and we just killed our own livestock. But no, both ewes are happily in the barn and both are still pregnant. So we lasso the lamb and bring it back to the barn, and now we have 3 lambs gens 4-5. I presume the ewe was 3rd gen, but we didn't look before killing it. I'm trying to think back as to any time I might've had a ewe permanently escape my barn who might have continued on breeding, but I don't think that's possible, is it? Sheep only breed if fed 10 units of food from a trough. I got nothing.
  4. Yeah, I get gale winds and think, "Now is great time for some helve hammering!" Then by the time I've I've heated ore, it's a gentle breeze. Seems like this is the correct attitude -- when the right weather happens, jump on it, but it doesn't work. It seems like you just have to start smithing and deal with whatever wind you're handed. I really don't want to just cheat the weather to whatever is most convenient for me. I'm more hoping to be able to make the weather patterns change more gradually. Pelagus Wind says it does not affect windmills. Bummer. I'll take a look at the windpatterns config, but Simple Wind Direction contains this remark: "Most other things (like windmills, dust and smoke particles, etc.) are hardcoded to the vanilla direction and too much to change without a more serious attempt." That sounds ominous to me regarding the amount of effort involved.
  5. I've found a lot of ore prospecting. You are using both the probability search and the node search modes? Caving is great, though. I have found at least as much ore via surface deposits and caving as I have via prospecting. I've never found iron via caving myself. I love looking for ruins in caves, and then I naturally run across exposed ore. Prospecting is tedious but gives you more control to see specific ore.
  6. Now that I have my windmill power train working like a pro, I've hit the next hiccup in blissful Vintage Story progression -- the wind speed changes from Gale to Light Breeze and back in a matter of seconds. This doesn't seem terribly immersive, and it makes using automated tools annoying. There are some days in the Real World where wind goes from everything to nothing constantly, but more often days are windy or not. If I were mucking with the vanilla game, I'd want to make the randomizer more constrained in how much it can change the wind speed at a time. Is there a mod that makes wind speed change less often?
  7. Yeah, this is the case for me in all moddable games I play. I never play a save with the same modlist as the last. I'm sure that's true for a lot of players, yet neither VS nor that other game support it natively. It perplexes me.
  8. How is the Commoner analogous to a a Farmer class? Commoners don't get bonuses or handicaps on anything. A Farmer class ought to have bonuses on agriculture. I think I see. So when you say an "exclusive pattern," you don't mean to produce an exclusive item. You mean a way to make the same items more efficiently. I can buy that. For example, the current Clockmaker can repair translocators for fewer temporal gears. One could imagine a tailor recipe that makes leather armor with less leather, but not one that makes DIFFERENT armor. I don't like the exclusive vanilla recipes in singleplayer, but I'm fine with choosing a specialty that I'm better at that suits my playstyle so long as I'm not cut off from from things. I don't mine the penalties for each class, though. Trading being better at something with being worse at something else seems reasonable and keeps balance. The loot-based tweaks to classes seem reasonable.
  9. I think the topic skew is my fault . In my defense, the original topic seemed to have run its course. I can see what you mean about traders' buy offerings. I like the rotating buy/sell options better than MC villagers completely static ones that lock themselves to avoid exploits until the entire villager's trades are locked. I'm sure there's a happy medium someplace.
  10. FWIW, I basically go with @Krougal. In the private games I play myself or with my teen, I turn off class recipes. When I play by myself, I stay as a Commoner. As soon as I started playing steadily with my teen, we both picked classes that complimented each other, but still with recipes turned off. The buffs/debuffs that come with the class are enough. On multiplayer servers, the classes are great; they allow for more role differentiation. I'm not sure how this qualitatively differs from the vanilla classes as they exist. All the classes (I think) have specialized recipes. When I play with my kid, I play a Clockmaker and my teen plays a Hunter. I have a tuning spear that only I can use that makes locusts fight for me. Hunters harvest corpses faster. There really should be a Farmer/Gardener class, and I've seen several go by as mods. The 3x3 knapping grid sounds like an interesting class advantage, but it doesn't seem like one I'd give to Hunter.
  11. I actually love the dorky MC villagers, and I have gone to great lengths to make sure any texture pack I use keeps their noses. That game has an entirely different mood, though, and I would not want to see them in VS. Thanks for making a guide. I will go read it.
  12. What trader sells sulfur? And is it enough to keep up a supply of poultices? I generally assume that purchasing a resource I'm going to need a steady supply of (like limestone) is not going to be viable.
  13. That seems pretty specific to my problem, yep. Thanks.
  14. Eeek. I still haven't found sulfur, which is putting a damper on my poultices. It looks like chromite will show up on the probability pro pick -- it's just very rare, correct? And requires a steel pickaxe.
  15. Apparently I got a pretty atypical spawn for my personal game. It was in an area that alternated sandstone and basalt, so I got pretty early access to obsidian. Just over the ridge was a peridotite area, and there are mountains to the south that have exposed layers of a bunch of different varieties including limestone. I spent a year not finding medium quality soil, but for rock types I've been golden. Tangentially, I have just started looking at sturdy leather, and the wiki hasn't been very forthcoming. What the heck is chromium sulfate, and how does one make it?
  16. Twice now, I've come home to my base to find one of my livestock roaming free. Thank goodness that 1.20 introduced rope leads. The first time, I squinted at the sheep enclosure and made some adjustments. I also hadn't bothered to put a gate on the barn, so I added that (the 2x2 gate is pretty cool). The pigs and sheep were each fenced into a side of the barn, so the gate shouldn't have mattered, but clearly I needed reinforcement. The second time, today, it was a (pregnant) pig that was free. I cannot believe that there is any way this pig could have gotten out. So, is there a possibility that an animal can glitch through a wall? Does anyone know if there's a way to protect against this?
  17. Hydrate or Diedrate took on the aquifer question. I'm curious how they did it. I started to look at the code and then had a bit of a talk with myself about what I wanted out of my life. I think the answer is not actually writing a well mod right now. I think one could handle a pretty slapdash aquifer system when the system you're looking to replace is water source blocks. Almost anything is more realistic than that. I even kicked around not having any actual water reservoir, but simply flagging areas that meet the requirements of an aquifer and treating them as one if the user digs down into them with, say, a well-digging axe or something. If it were a mod, I'm antsy about messing with worldgen directly, but mostly that's because I haven't looked at how extensively that breaks other mods or the save itself if the mod is removed. That proposal is incredibly shoddy, but it seems like it would also have a small resource footprint and, as I mentioned, it's still much more immersive than self-replicating water blocks. It would also avoid miners drowning themselves all the time when they dig into aquifers.
  18. Do you skip dairy as a nutrient? The domestication/hunting thing seems like it could be comparable effort with the choice being based on what you find fun. I'm not big into hunting, so I've enjoyed domesticating some pigs and sheep. My teen enjoys hunting more so we've had an influx of meat since she's started playing in my game more often. Even so, pigs are a great source of fat, so they've been useful as we're rounding out our windmill power train. If you travel widely and can kill incidental animals quickly, then domesticated animals probably aren't saving you time either, even in the long haul. Domesticated animals provide meat that you can plan around and collect in the exact quantities you want, so that's something. Myself, I just get finite fun out of stabbing things, and stabbing rust monsters is a lot more fun than stabbing animals, so I'll always domesticate. I see what you mean about farming, though. Breeding superfoods would be more like collecting butterflies or something -- doesn't really gain you anything but a sense of getting the cool stuff.
  19. I could imagine being interested in crop breeding. It combines nicely with animal domestication. Though, honestly, I'm not sure I'd really be into it. I think the crop nutrients, rotation, and fertilizers are a pretty decent balance between realistic and annoyingly fiddly. Crop breeding would probably be something I'd be interested in to keep a world where I'd already done everything.
  20. My success on this subforum hasn't been impressive. The modding channel on the official Discord server is super active though.
  21. That's a pretty cute build to look at as well as functional. I'll try it out.
  22. So, drawing on my memory of other people's chicken sorting builds, can chicks walk under a slab while chickens can not? And can chicks jump up a block, or can they be trapped in a one-block wide trench? So, yeah, my problem was that I wasn't feeding the hens. Derp. Though I guess since it doesn't match up with the other livestock, there was nothing in particular to lead me to believe I needed to feed them.
  23. I don't think there's an official acknowledgement from the team about it, but I spent almost a year waiting for some pregnancies to progress in my old base so I could trap the babies and move them to the new base. I gave up and installed animal cages (this was in 1.19 with no rope leading mechanic), moved the ewes, and they gave birth the next day. So I'm sure. If pregnancies don't progress, I bet babies don't grow up either. However, as I said, you CAN trap lambs with a basket trap and move them to your base.
  24. I didn't know about the chicks either. I guess that's why folks are always showing off their chicken coop designs featuring ways to separate the chicks from the adults.
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