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Everything posted by Guimoute
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I'll probably make a mod for myself reverting that change when I start playing 1.20 and publish it for everyone. In the mean time, you can go to C:\Users\xxxxx\AppData\Roaming\Vintagestory120rc5\assets\survival\blocktypes\wood\woodtyped\trapdoor.json and change attributes/airtightByType to {"*": true}.
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From what you told us, I'm pretty sure you did not read the handbook. It tells you how to make more filling food, how to craft anything (you can move windows so that you have both the handbook and the crafting grid visible).
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I would love to have gas appliances in the ultra late game. Imagine powering the gas lamps of your town at night. Just for your information, the machine in the RA is a gas turbine rather than a steam turbine. It does not boil water, it heats up charcoal in an insufficiently oxygenated environment so that it pyrolyzes and you get methane (+ some other burnable stuff, see syngas) from it. The cool thing about that is that you don't need to add natural gas to the game to add the associated machinery so that's a lot simpler.
- 37 replies
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- vintage story 1.21
- predictions 1.21
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Make water fill air blocks under itself PLEASE, I BEG YOU
Guimoute replied to NastyFlytrap's topic in Suggestions
I don't remember Minecraft filling underlying blocks with source water. It required two adjacent sources last time I played (like 7 years ago). Was it changed? -
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The devs said that 1.21's focus was mechanical contraptions. Etho answered a comment about Vintage Story while playing Minecraft and Tyron left a Youtube comment under that video. Source: https://redd.it/1adpzae
- 37 replies
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- vintage story 1.21
- predictions 1.21
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Make water fill air blocks under itself PLEASE, I BEG YOU
Guimoute replied to NastyFlytrap's topic in Suggestions
I could see a specific set of rules that allows those water "repairs" without ruining things like waterfalls or filling an entire cave with a single water block coming from above: - Turn flowing water into source water only if it is completely surrounded by solid blocks or water sources. -
change the email font in the game to times new roman or something
Guimoute replied to Snatiago's topic in Suggestions
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You get the produce if the crops fully matured before they died, scaled by heat/frost damage if any. It's a funny thng. I sow a few seeds in my outposts for that reason. I might come back in 3 years but I'll still get half a crop.
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Some Bloomery/Forge/Firepit/Oven QoL improvements
Guimoute replied to ArcticWarfare's topic in Suggestions
On top of that, bloomeries take 5 nuggets at a time in "bulk" mode and that's not changeable with a simple json patch unlike shingles and bricks for example. It takes a code mod to change that. If not made easier to modify, it should at least take 20 nuggets in vanilla because that's the only number that makes sense (1 full ingot). -
You say "saturation" a lot but every time you mean "satiety".
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That also opens up the opportunity to add cork-oak to the game. It could be as simple as resin on pines, you get to collect cork bark every x weeks.
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Yes please. Before anyone worries about the implementation details: a 3 wide door would be a single "block", not a pair of 1.5 wide blocks. The mono-block 2x2 gates are a nice precedent in that they show a gate can lock the empty space it needs to play its opening animation.
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@Streetwind I see the problem. In the mean time, I also think it doesn't make any sense to be able to sow crops and come back at any time to harvest it. That's part of what makes the south OP, both for people who live there (no need for conservation since everything is stored in the ground) and for people who live in the north but come every 6 months to sow or harvest. My secondary suggestion about self-seeding plants alleviates the problem a bit and makes crops closer to fruit trees, as in you must use the right time window but you don't lose anything if you missed it. People in servers need to adapt. Salted food in cellars, carrying some food in their inventory (+ the mod to avoid offline food spoilage). It's a problem that is not caused by my suggestion so I won't brainstorm on it too much.
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Jumping on the idea that crops are officially in an in-between state, here is a way to add realism without requiring new systems. It's only using the existing crop stages system and changing the drops. Currently, only grain crops go to seed (fixing the fact that food item and seed item are separate is outside the scope of the present suggestion). Vegetables should flower and go to seed too but that poses the problem of seed vs food, as unlike grain, the ripe crop is not a seed. My suggestion is simple: Keep the current systems. Maturity stage: vegetable crops yield the maximal amount of food items but no seed unlike now. Flowering stage: the model is different, the food yield is drastically reduced (think fibrous carrots), still no seed. Gone to seed: different model, food yield is zero, large amounts of seeds. After some time, whose length can be tuned to balance fun and punitiveness, the crop should die. Currently dead crops still yield 1 seed, you could remove that drop and let the farmland be self-seeded the following year. The seed did mature and fall on the soil after all. That gives players a second chance at the cost of patience (the farmland plot is taken, they didn't get any food, the net seed count is 0 for that year). That also opens up the possibility of new food drops for specific crops. Cabbage flowers are delicious stir-fried for example. That makes missing the mature crop time window less punitive for new players.
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That would let people create large underground dwellings without having to relying on the Stone Quarry mod or having to multiply mining speed by 5. Cracked rock doesn't have anything interesting over regular rock right now except the visual difference. This change would actually make you rejoice when you find a pocket of cracked rock as it means your ore blasting mission will be a bit easier there. I can also foresee a fun interaction between the proposed change and the new cave-in system.
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I do like the cave-in system but I don't want to ruin the aesthetic of an underground area with a million of support beams, so I keep it disabled. The system can only be on or off, affecting all rock blocks or none. It would be interesting to have a "soft" compromise where it only affects cracked rock, plus the visual hint is quite strong.
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Yes, you can hold right-click + sprint or sneak (which?) and set things on fire in 1.18.x. I haven't tested in 1.19 yet.
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Surface marble: https://redd.it/12lrxaf
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Comfort food like jams and wines affecting (restoring?) some of your temporal stability would definitely be interesting. Mine too deep for too long, sip some ale to hold a bit longer, like a real dwarf! That would give them another purpose than roleplay, as they aren't great for storing fruit satiety points. Apples store for more than a year so no reason to ever waste honey on jams.
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Every time waterwheels are mentioned, someone brings up GaMe BaLaNcE and how easy it would be to power them. I want to ask: so what? Windmills are not hard to power either. Waterwheels are a visual alternative to sails. Make crafting the parts expensive if you want so that people naturally start with wind power, but talks about water being too easy to move have to stop.
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It was registering the keyboard layout fine before 1.18.8. I suspect .NET7 messed up something.