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Guimoute

Vintarian
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Everything posted by Guimoute

  1. > Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk That's really good. My practice so far consisted in pushing the elk in the translocator, waiting, then jumping after it, but that failed with the rickety translocator because of the massive cooldown. Now we're safe.
  2. Yeah, I don't make new worlds ever. I just explore and make outposts if I want a change of air. It's December of year 16 now.
  3. No it doesn't. It's having your temporal stability that colors the sky.
  4. Fruit trees look at the temperature at noon. That means you need below 7°C at noon for the tree to take damage in the game. I have an outpost around 30°N where it snows at night in January and the olive and orange trees have survived for a decade despite showing 6°C and 7°C as their threshold.
  5. You can already make a room of any material and be safe from the cold.
  6. I concur. The bombs are weak. I am currently digging canals between areas so that I can flood them and pass with my ship. It's tedious even with virtually infinite resources (I'm in year 17) because it takes literally 1 bomb per meter of horizontal progress to get any decent width and depth blasted. The description says "blast radius: 4", it's a lie, it feels like a diameter.
  7. It's still tied to fish existing so I'm not sure how you would make it overpowered. You can see it as an alternative to the spear-fishing that already exists, not as a magical food source.
  8. Maybe "item heating" involves in part finishing the bellows they have started coding early 2023? That would be a nice leather spending sink.
  9. Nice!
  10. Thanks. I think it's fine to keep it generic and not reserved to translocators. Maybe I want to connect other waypoints than translocators to show routes.
  11. In line with the suggestion above: "completed" waypoints. I think it would be beneficial to add a new tickbox to the waypoint system (like we have with "Pinned [x]") that reads as "Completed [x]" and dims/desaturates the selected waypoint when ticked. I mark a lot of things on my map but it would be weird to delete them from the map once they have been completed. That includes discovered ores, caves, ruins, etc. We have entered the era of map layers since the addition of prospecting points in 1.20 in vanilla, so it would be easy to make those completed waypoints togglable with a "Completed" tab on the left side.
  12. There was very little chance that would work even if the ore disk is there for sure. What you want to do is find an area of high probability density then go explore caves. It's a bit rich to misread the guide of a single system and call the entire game trash as a result. It's not wrong. You can win at the dice and lose at heads or tails.
  13. I'm no putting a block in every chunk I want to save...
  14. I assume the new vanilla values were picked to make uncommon very large oceans. Reducing land cover and ocean scale should result in more water on average but more puddles.
  15. I did not realize there were two attributes. It's probably safe to disable both, we don't want glitch-anything anyway. Sorry about that, I am still on 1.20. We agree. I don't find it particularly interesting visually. The rippling shader is sufficient (and often too strong), we don't need the camera to glitch nor the drifters to flicker. To be perfectly honest and slightly off-topic, I have disabled temporal storms like 12 in-game years ago. I'll re-enable them once it's a true weather pattern roaming the world and bringing monsters with it, not just a fixed 10 minutes of having monsters spawn ON YOU, ignoring light level and fortifications entirely.
  16. Hi, If you want to remove that flickering, you can go in C:\Users\xxxx\AppData\Roaming\Vintagestory\assets\survival\entities\bell.json, bowtorn.json, driter.json, shiver.json and look for glitchAffected: true and change it to false.
  17. The pruning command in its current state is something that should not exist. Deleting chunks that have fewer than N modifications is a poor filter because, while it preserves your creations, it destroys parts of the landscale that you might very well consider "yours" even though you never modified a block there. The way it works is not suited for a world generation that changes between versions. I strongly advise against it for anyone who has a long term or permanent world. Explore further. Wait for a real tool that allows you to select chunks to prune on a map. Thanks for that. Thank you. I think we were numerous in that situation, and the patch notes unfortunately did not explicitely provide an "update path".
  18. 0.975 is to match the new default.
  19. /worldconfig landcover 0.975 I believe.
  20. I think you misunderstand me again while kindly trying to be helpful. I am not asking whether chunk smoothing is fixed, I am asking whether the changes to world gen settings are forced on old worlds. My world is in year 16, I know about mod safety.
  21. Thank you for the safety advices. I never play release candidates on the permanent world. My concern is about the effects of the STABLE 1.21 on a permanent world.
  22. Can I get please a confirmation on whether the changes to world gen settings will affect existing worlds (in new areas) or only the default values? In which country?
  23. This can be used for a variety of reasons (roads, trader routes, resin routes) but my primary need is to show the link between translocators. In terms of UI, it would involve adding a new line in the waypoint window and a new tab on the side of the map window.
  24. Because people at large aren't very good and do not like not being able to move in a straight line. For me, it's precisely what makes the charm of Vintage Story. I have to discover routes between locations of interest, improve them, plan my journey like it's Death Stranding.
  25. I made some structures with blue clay tile roofs in 1.18 and 1.19. In 1.20, they simply removed the blue entirely and remapped it to gray. Now my existing structures look bad. They could have left the blue at least as a legacy block, like the hardened clay blocks that can't be made anymore but still exist...
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