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Everything posted by Echo Weaver
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(Keep in mind I'm still on 1.19) I realize the answer to this is, "Duh, it's supposed to be," but I'm trying to figure out if there's a pattern I haven't recognized yet. So, the rift activity is Calm, and I go out at night to work in the garden. Suddenly I'm hit with a stone and hear the groaning. Within the ~30 seconds since I last looked, the rift activity is now Apocalyptic. Is there any rhyme or reason to this? Is there something that causes a change in rift activity? It puts a real damper on the safety of working outside during Calm moments that they can jump to the other end of the spectrum at any moment. This also applies to caving. As a side anecdote, I'm currently building out a cathedral ruin to be my new base with windmill. While I was standing there figuring out how best to place roofing, suddenly the full-on temporal storm effects started and my HUD gear started zooming backwards. I ran out of the spot, and things returned to normal. Then I tried a few times more to walk back into that spot and got the same effect. Is this what happens when you stand in the middle of a rift? I wondered for a bit if it was possible for spots to become spontaneously unstable permanently, which would have really pissed me off. The next day everything was fine. I have to guess that a rift appeared in that spot but was never rendered because I happened to be standing in the area where it appeared.
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Your temp is 14C in June? That seems pretty low if you're in a temperate zone.
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Leading wild animals / picking up small animals
Echo Weaver replied to nubbinz's topic in Suggestions
I don't think I want a lead system that will make a gen 0 wild animal just call to heel because there's a rope around its neck. A wild pig or ram might not be able to get away from you, but it can still kill you. -
Leading wild animals / picking up small animals
Echo Weaver replied to nubbinz's topic in Suggestions
You can already catch chickens and baby livestock using a basket trap: https://wiki.vintagestory.at/Reed_basket_trap I love these things and have caught a lot of my livestock with them. -
Building Underground/Mountains and stopping drifters from spawning?
Echo Weaver replied to tibbers's topic in Questions
What are you using to light it up? Drifters only spawn below a certain light level. However, since torches burn out after about 2 days, keeping an area permanently lit is a challenge. You can use oil lamps early on, but they're very dim. Lanterns are much better when you have candles and (quartz) glass. During temporal storms, I don't believe even light will do it for you. If you want to wait out temporal storms, you should probably build a small bunker just high enough to stand up in (2 blocks interior height). Drifters probably will spawn inside your larger base, but temporal storm drifters flicker and usually despawn after not terribly long. -
There are a bunch of mods that add this recipe. I use: https://mods.vintagestory.at/show/mod/2920 Other recipes provide different output or use different tools to satisfy a variety of opinions on game balance.
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I think we really need a groan reaction.
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Can bears get through/over fences in 1.20? A bear got trapped in my fenced-in garden early on in my solo 1.19 game and didn't seem to be able to get out.
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Asking Traders for the way to another Trader
Echo Weaver replied to Craftcoat's topic in Suggestions
I really like this idea. It could be a vague direction, like they heard someone traveling X direction, or even toward X landmark or type of terrain. -
I am happy to read spoilers about foes and new craftables, but I'll avoid the story spoilers. Glad to hear it's awesome! I agree that two months doesn't seem too bad, though if that's two months of solid travel doing nothing else, it could get pretty dull. I figure I'll have to support myself with forage and hunting, mark cool stuff on my map to return to, and gather resources to store on my elk -- not to mention dealing with high rift activity and temporal storms. If I leave in spring right after I plant my garden, I'll be back by summer and should be able to do proper prep for the next winter. And since it appears we can upgrade our world, I can just upgrade my current game. I just found halite while mining magnetite. I'm ridiculously chuffed and nobody here cares. ETA: "Here" meant in my house, not on this forum. I didn't realize how passive aggressive that line sounded.
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Heh. I cut my tabletop RP teeth on GURPS (I'm a "hard core" RPGer who has played almost no D&D, so basically nobody knows how I feel), which is also known for extremely detailed simulation -- though it does have HP as a stat. We always came up with some way to simplify stuff because we wanted to move on with the adventure Honestly, communicable diseases are probably not a big deal for our seraphs. We're not humans. In a single-player game, we never see any others of our kind. With a population that low, there's not a lot of way for seraph-specific diseases to develop, even ones that are transmitted by other creatures. Wound infections, heatstroke, or malnutrition are not diseases. We already have a nutrition mechanic, though it's focuses on positive nutrition rather than malnutrition. I argued in favor of a heatstroke mechanic in a different thread. Which leaves wound infection, which I'm ambivalent about.
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I picked up an ingot of zinc from a cracked ore vessel, and since there's nothing I want to do with pure zinc, I'd just been storing it in a chest trying to look for something to do with. Now I learned about using a chisel to break down ingots. I did this, but now I have a bunch of zinc bits. Then I broke down my copper anvil the same way, down to bits since I'm no longer doing anything with pure copper, and got the same bits. I can see where bronze or steel bits would be different from the components of the alloy, but for copper, iron, and zinc they're just nuggets with a different name that don't stack. It would be awfully nice for organization of all the various metal types if bits could be converted to nuggets for pure metals.
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What is this?
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I think you manually change the extension of the backup file, but I'm not sure if I've actually tried this.
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There is no groan emoji, so I'm doing the best I can.
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I don't know that there's a vanilla solution to your problem (plenty of sympathy btw), but there is a mod that provides a chisel mold. https://mods.vintagestory.at/show/mod/13685 There's also a mod that allows you to smelt ingots, which is probably more what you need: https://mods.vintagestory.at/show/mod/4240
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Oh, is that happening just with Bisect, or is it a Vintage Story issue? The owner of a server I'm playing on suddenly had trouble uploading mods a day or two ago.
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Bedrock, the Microsoft ecosystem version of the game, may well have migrated to C#. But unlike VS, MC doesn't maintain a modding API. The entire API is built by fans. Microsoft pledged when they bought Minecraft that they would continue to maintain the moddable java version of the game, and last I checked they were sticking to that pledge. I suspect the Internet would erupt if they stopped. Microsoft promotes Bedrock almost entirely, so you have to know to look for java, but the modding community is still going strong despite that. At any rate, it still exists on java, and Minecraft Java is probably the relevant version for this conversation.
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That's logical, but also meh. I'd rather come up with a way to outwit them than mod them out. I plan to stick with my 1.19 game until the official release, so I'll continue to study and ponder.
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Well, waterwheels do sound awesome. Do player-generated source blocks get in the way of waterwheels? Because you could just build one anyway and move a source block to run it? I do kind of like the Primitive survival style of irrigation. I'd prefer not to have to build out onto a lake every time I create a farm, but building a farm adjoining a lake seems more
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Ah, so they don't just fall in if you camp out on the other side of a wall with a pit trap between them and you. I was pondering a bit trap with trap doors such that I could shut up part of the opening and minimize the space they had to fire through. Or a bit trap with my basement beneath it so that I could take out a single low block and attack near the feet. Both of those ideas require AI gullible enough to fall into a pit trap to begin with.
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I think They're all spoken for, but my daughter would love a license to bring a friend onto her server. ETA: Counting again, maybe not? That's great too!
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This honestly does not sound fun at all to my play style. Are ordinary pit traps a no-go now? Sounds like the Bowtorns are just as dangerous in a trap.
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I'm curious about that too. I'm inclined to agree that it's too easy now, but I don't want to lose all ability to do so.
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Water does extinguish a pit kiln. It does not extinguish a firepit? Huh. The arrangement of the water and the firepit also confused me, but I guess that answers that question.