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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. I have never been able to even get model creator to run. I highly recommend switching to Blockbench. There is a very nice Blockbench plugin for VS. There are several nice Youtube tutorials for Blockbench, and it's pretty straightforward to use imho.
  2. Yeah, I know that Hydrate or Diedrate has a sophisticated aquifer system. There's no mention anywhere of how this affects mining, however. I'd think that if you could drown yourself mining, somebody would say something. I'm very curious as to how it handles this. I don't play with the mod because afaict the wells are only for drinking and not usable for irrigation. I personally would be fine with keeping this low-effect, perhaps just cosmetic drips on rock or just cracked rock, possibly changing some solid rock blocks to cracked rock so that people who play with caveins can have even more hazard. Proper groundwater simulation could get infinitely deep (I made a funny) to the point where this simple and obvious means of irrigation could have prohibitive side-effects on all gameplay involving mining or dirt. It might be better as a mod, but I'm only whining and complaining because I have burned myself out on writing big code mods. If only Hardcore Water Transport would jump on this feature.
  3. Thanks! I swear I remember reading a lot of that text, but I don't remember the models and animation at all. I see what you mean about the croc animation, but I'm sure it'll be better by the time it's released. And it looks like that might've been planned for 1.21 originally? So maybe it'll come out in 1.22 even. That's awesome.
  4. I haven't seen the models! Do you have a link?
  5. Alligators (or crocodiles?) and hippos have been mentioned as being in the works. Gorillas would be awesome. Fauna of the Stone Age has some truly fantastic predators.
  6. Absolutely! Some of us didn't realize that until we made all the refractory bricks in pit kilns. Learn from our mistakes!
  7. I'm not sure anyone can answer the question as written. Some folks have experimented with the settings, but I don't know that anyone can answer at this level of detail. I think the best thing to do is to experiment with settings and see what you get.
  8. Yeah, it seems totally reasonable that the devs would consider a mechanic like this, but I don't think it's on the slate for the next couple of releases. Until such a time, the mod is a good way to go.
  9. I have noticed that on default spawn latitude, the leaves start turning in the second half of August. That's a pretty far-north temperate start. I live in a fairly northerly temperate climate in real life, and leaves start turning in the second half of September. In game, I can continue to harvest cooler-weather crops (turnips, rye, etc) into October, though. On the other end of things, spring progresses about how I'd expect for a temperate climate -- it gets warmer into the second half of March, and you can plant cooler weather crops in April. Since supplying yourself through winter is such a big part of the game, I'm pretty happy with this. I can definitely see why someone would want to start further south, though.
  10. I was on a server that used Toolsmith and found it pretty confusing, but it does seem to be the right sort of mod for folks who want more engagement with tools. If you can repair your tools, you don't need to find as many resources, so it seems like a pretty smooth tradeoff. At this point in my gameplay, I'm pretty excited to keep gathering resources, so the more simple resource-sink tool mechanic works for me.
  11. I've seen threads on the forum asking for this, but I don't recall the devs saying they had plans about it. I think the Real Smoke mod probably does what you're asking for. I haven't tried it yet, but it's an interesting idea. Like you, I prefer to build homes that have at least visual ventilation for hypothetical smoke.
  12. I've generally assumed that leaving running blocks water is not great for performance, either. I'm pretty sure that if the devs wanted to do something with wells, they'd care about only allowing it in rock strata that could actually hold water. I'd be delighted to use a mod like that if someone wanted to write it. I started to research what it would take, but I still have dangling mod projects in another game and have no plans to take up anything big in this one. I would like to see wells because they seem like the logical way to stop moving water source blocks while granting the player broad latitude as to where to place their base. In addition to wells, one would need some type of basic irrigation mechanism. I think furrowed land in Primitive Survival does a great job with this. (And I've never actually used an Archimedes screw in the game, but I understand it's some kind of anti-gravity hopper that doesn't even do liquids. So if Anego wanted to add real Archimedes screws, they'd have to name them something else....) Re complaining -- people are going to complain about features added, features not added, features too easy, features too hard, etc. etc. I'll advocate for the features I think would be cool, and they can sort out what they want to do and who will inevitably complain about the decision.
  13. Rivers have been fairly high priority by the devs for the last couple of releases. We all want water wheel power. Doing them to the standards this game holds itself to has required a lot of design work, and it's not clear that they can do everything they'd like to do. I expect there will be rivers "soon," but soon on a development-release cycle can still be quite a while.
  14. Wells are one of my soapboxes, but for irrigation without movable water source blocks. I'm less invested in thirst/hydration, but I do hope we'll get some mechanics around excessive heat/heat exhaustion at some point.
  15. OK, I opened Wrenchable Rooftiles to see if there was anything complicated about it, but no, it's just a patch that adds behaviors to the roof tiles. This just seems to be an oversight on the part of the devs. Well, it was me until I found that mod.
  16. My thought would be to put the trait mod back and have everyone change their class to a vanilla class. Then remove the mod again.
  17. I love roof tiles in general. I just always use that mod.
  18. There's a mod for this that I don't play without: https://mods.vintagestory.at/wrenchroof I have absolutely no idea why it's not in vanilla. I hope it will be eventually fixed. Adjusting roof tiles seems like the exact kind of thing wrenches were designed for.
  19. That's the way I did it on my Vanilla+ game. Built out a cathedral ruin and turned a building ruin in the same set into the barn. Lots of fun. Extended the spire upward to be the windmill. But what about proximity to spawn? Do you care? Do you use the default 20-respawn limit on a temporal gear respawn location? I guess for the first winter, I settle near spawn. After that, I tend to have collected enough temporal gears to look further afield for a more permanent base. ETA: Oh, also, if I'm not building out a ruin, I tend to do some possible builds in creative to see how they turn out, then make some decisions and start to build in survival.
  20. Or is it 1/(6^6) = 1/36? If it's (1/6)^n, then the probability of getting what you want goes down as the number of rolls goes up.
  21. Buh. OK, so for 6 rolls, you have 1/6 ^ 6. You're right. I don't remember any of this from my very old statistics.
  22. Dangit, @Thorfinn produced a much higher chance of finding ore than I did. But if n = 6, then it is 1/6*6 = 1. So the naive assumption that you'll get the number you want in 6 tries on a 6-sided die is correct. The complexity shows up when you're trying to determine how many rolls to expect to get that number twice. But the probability of each block to be ore is not independent, so as a miner you don't really care about this independent calculation per block. You want to know what your chance is of finding a deposit in this general area, and that deposit is going to be more than 1 block. It seems like at this point you'd need to include the average number of blocks in a deposit in your calculation, and I do not have enough statistics to attempt it.
  23. I think this is the correct interpretation. %o is "per mille," where mille is french for thousand, basically a percentage except x/1000 rather than x/100. It's a term with a technical meaning. I would take 0.15%o to mean a given block has a 0.015% (percent, not per mille) to be ore. Comparing to @boundless-informant's suggestion. I'm trying to math this out loud. It seems really hard to sort, but it doesn't seem like it should be. 2.5% would be 2.5 out of 100. 2.5%o would be 2.5 out of a thousand, not 25. Does this make sense? That would mean 0.15%o to be 0.15 blocks 1000 or 1.5 blocks in 10k, which is exactly what @cjc813 calculated and that seems to them. I have no experimental data for this.
  24. Right. Without Primitive Survival, I still make pit traps. The ones in Primitive Survival can be hidden by covering with dirt and lined with spikes or whatnot. Covering pit traps with dirt makes vanilla animals and some modded animals mildly attracted to them and more likely to fall in. Not all modded animals though. I didn't know about the Locust Nest spikes mentioned by @Professor Dragon, but it's quite logical in retrospect. I'll try this when I go back to my Vanilla+ game.
  25. I don't think the game has a key like that, but . What you want to do is click Client Area on this website, then downloads.
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