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Everything posted by Echo Weaver
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Digging a well: An alternative to moving water source blocks
Echo Weaver replied to Echo Weaver's topic in Suggestions
Actually, I'm not sure Hydrate or Diedrate's wells could be used to irrigate farmland. They're focused on obtaining clean drinking water for the hydration mechanic. All the mechanics around non-water-block-transport water management I've seen suggested so far have been focused on transporting water from surface sources. It kind of surprises me that wells don't seem to be taken seriously in this regard. I did a sanity check, and yes wells have been used for irrigation for thousands of years. I don't know how agricultural wells might look compared to drinking water wells. I find the idea of using a well automated with a windmill to irrigate land more appealing than my base being tethered to surface water. In fact, I joined a multiplayer server with hardcore water mechanics, and getting aquifers built from the body of water a couple of chunks over from the town has been a pain. They have a river mod, but it has carved a shallow canyon into the ground where the town is, and I don't know if or how these transportation mechanics handle moving water up slope. -
Guide: Multiple Parallel Installations of Vintage Story
Echo Weaver replied to Streetwind's topic in Guides
I've been using this method to maintain a completely vanilla game (largely used for multiplayer), a set of vanilla+ mods for a game I often open to play with my teenager, and an extensive modpack for personal tinkering. So that's three, all running 1.20. When I run one that is different from the one I used most recently, I'm prompted to log in -- VS doesn't realize that it's all literally the same executable. It's not a huge deal, but it does get annoying. I'm curious if there's any more command line magic that would allow my various VS configurations to share whatever login token it's storing. -
I think there has to be a block of air above the pit kiln for it to work. Putting sand down over it looks like it would smother the flame. When I have pit kilns outside, I usually put a block above the air block above the kiln to keep off rain.
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I'm surprised this thread doesn't get more replies. The ModDB search is inexact enough that sometimes I search Google to get a more useful link to the mod list. I tiny change would just be to allow searching by mod title, but I'm sure more stuff could be done so that one gets results sorted by relevance.
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Heh. I have modding ideas that I've dipped into doing myself, but I have got to stop putting new projects on my plate. When I get PMs with mod requests for video games I do mod, it never comes off well.
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Primitive tools unrealistically restricted?
Echo Weaver replied to SteveHanley's topic in Suggestions
I totally forgot about Ancient Tools. Yeah, that seems like a great one for expanding the stone age. Add features that feel real and appropriate. I played a bit with Primitive Survival, and it's overwhelms me . The traps and snares are fabulous, and I wish I could just pull those out. -
Primitive tools unrealistically restricted?
Echo Weaver replied to SteveHanley's topic in Suggestions
Resin sealing makes sense to me. Buckets and barrels don't have durability, so you can't reduce them that way. Claycraft makes the barrels lower capacity, which makes sense. -
Commission as in pay someone to build a mod? I've heard about that kind of transaction in VS, and I'm sure it exists in Minecraft, but I don't know much about that economy or how it works. I don't think there's anything specifically on the forum that highlights it.
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Primitive tools unrealistically restricted?
Echo Weaver replied to SteveHanley's topic in Suggestions
I dunno. Copper offers a ton of benefits, and I think a few could be shifted to earlier game without making copper less appealing. The hill I'm willing to die on is moving water vessels (buckets and barrels) to pottery. -
Primitive tools unrealistically restricted?
Echo Weaver replied to SteveHanley's topic in Suggestions
I was also in the stone and pottery ages for a while before I found enough copper to advance. Obsidiancraft offers some nice expansion to capability in the stone age: https://mods.vintagestory.at/obsidiancraft. It doesn't offer any. mining, which makes sense for obsidian, but it does offer scythes and saws (with low durability), both of which sound reasonable to me. My primary game has a ton of obsidian, but it sounds like that might be the luck of the area (plenty of obsidian, but I didn't find medium quality soil until after my first winter). I only found it after I made it to the iron age in my primary game, but I am adding Claycraft to my must-have list https://mods.vintagestory.at/clayworks. I've griped in other threads that I think pottery, which is a tech level in itself between stone and copper, is seriously underrepresented currently. One of the primary advancements of pottery is the ability to carry water. Claycraft adds pottery buckets and barrels, which seems exactly right. OTOH, the struggle is a big feature rather than a liability in this game. It really is about the journey rather than the destination. If you don't enjoy the deprivation of the early game, maybe you want to mod out the stuff that's not fun? The difference between "grind" and "challenge" is a completely individual one. I've gotten some folks really angry at me for saying it, and I swear I am not trying to be dismissive, but if the game feels grindy, maybe a survival game with a different focus might be a better match. Alternately, there's no shame in modding out the stuff that's no fun. -
The mouths in your pre-3 pic don't have the same fuzziness as the top before/after, and the eyelid detail is more pronounced. I'm now squinting at my character's face...
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Nice greenhouse!
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I don't recall every SEEING a grub....
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Eldritch monsters who want to kill you? No problem. Snakes? AAAAAAAH! That said, until you get very deep, wolves and bears are in fact more dangerous than Drifters....
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I can't imagine how you'd confuse one untitled project with a different untitled project.
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So those are both different stages of the changes release? I think I agree that I like pre-3 better, though I like the lower lid on rc-1. The eyes look taller om pre-3, which means they're centered higher on the face. The upper lid comes all the way down to the top of the pupil in rc-1, which does give a bit more calculating look. I think I prefer both to the ones in 1.20, though.
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Gah, the teaser trailer for the Secret Project (not to be confused with Adventure Mode, which I think is still in the hiring/planning phase) did exactly what it was supposed to do. It made me crazy to find out wtf it is.
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Huh. You're kind of right. I think it has to do with the way the eyebrows are placed. Is that the exact same seraph face? Meaning - is the extra eyebrow tilt part of the new faces? I love the eyes. I found the eyes as pupils with a line of color around them to look pretty creepy/strange except for a handful of skin/eye color combinations. The shading handles that beautifully.
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It honestly sounds to me like we have two different definitions of revive. I think Tyron means revive as "heal", like you can heal another player with a poultice in your inventory the same way you would heal yourself. I don't think he means revive as, "Bring back a player who has died."
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I see wood paths have 3D and variants. Do stone paths?
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I love this. It looks like something I would want to do in my world .
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Kind of a disappointment, but probably better in the long run. They're two people with well-documented differences in vision. Working together might take a huge amount of effort or even be impossible. Even if they start with the same high-level feature set, I'm sure the results will be very different.
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That reaction limit is the bane of my existence!
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My criticism of this criticism is that this whole predictable cycle annoys the crap out of me. Dev suggests project. Players who don't like it decide that dev is not capable of managing their own effort and business model and transforms the proposed project into a major threat. When other fans push back with their respect of dev and/or game, conversation descends into increasingly pointed claims that dev is incompetent and current game is shoddy. Then we move on it how this is just expressing an opinion and shills on the thread can't handle criticism of their beloved game. It's just so predictable, and there's no point to any of it. Nobody is going to convince everyone on a thread of anything. Just accept that some folks are going to disagree and move on.
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As a grizzled middle-aged software engineer, I hate lines of code as a measure of productivity . Some of my most productive work has involved REMOVING thousands of lines of code in a refactor that makes things more reliable and adds functionality.