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Retsof90

Vintarian
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Retsof90 last won the day on June 15 2023

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  1. I think it would be neat if ores generated in webs or strings rather than discs.
  2. So tule gives you thatch directly, and it takes 4 thatch to make a slanted roof. But if you do the math it is the same as grass. 4 roofs = 2 haybales = 16 grass = 4 grass per roof. Am i missing something?
  3. set you landforms scale bigger, should make the terrain less rough.
  4. So the pit kiln does indeed light nearby grass on fire, but I still cannot light grass/leaves etc manually. Also I had a dry lightning strike right in front of me and it did not start a fire.
  5. I'm having the same issue. Wanted to clear some forest but can only light campfires and torches. (haven't gotten to try a pit kiln quite yet)
  6. Running on 64 bit Windows 10.0.22621.0 with 24504 MB RAM Game Version: v1.19.0-rc.8 (Unstable) 1/16/2024 10:13:20 PM: Critical error occurred Loaded Mods: game@1.19.0-rc.8, creative@1.19.0-rc.8, survival@1.19.0-rc.8 System.Exception: Max joint cap of 36 reached, needs to be at least 43. In clientsettings.json, please try increasing the "maxAnimatedElements": setting to 46. This works for most GPUs. Otherwise you might need to disable the creature. at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97 at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 225 at Vintagestory.API.Common.AnimatorBase.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\AnimatorBase.cs:line 115 at Vintagestory.API.Common.AnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 347 at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
  7. I've been putting off starting a new run. Do you think it's safe enough to use this update, or keep waiting?
  8. I have a question as well. how does armor damage % affect its protection?
  9. There is also the block overlay xray mod if you really don't want to prospect. https://mods.vintagestory.at/xray
  10. but then do the rest of the stats slowly increase to the Terra preta level? same as if you drained the nutrients with crops?
  11. The tool tips talk about toppings and such you can add to stews, but does that still take up one of the 4 slots? it seems a sacrifice of valuable satiation.
  12. Pretty much what it says on the tin. Seems unrealistic to have shrubland in a high rain area. I would think tying tree density to the rain map would make more sense.
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