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Iron bloom didnt spawn with enough voxels to finish the thing
NastyFlytrap replied to NastyFlytrap's topic in Discussion
Its contentious because 1: Its a confirmed bug, not an intended mechanic and a small select bunch insist on that which bothers me, and fuels conflict 2: Even if its an intended mechanic, its a VERY shitty one at that, its undocumented and intuitively this doesnt make sense why this'd happen, so its not even obvious what even is going on here, and it absolutely does not feel like an intended mechanic because thats stupid 3: And because a handful of unnamed forum users just whine, moan, and put up resistance against everything. Contrarians, forum trolls, just being a pain in the ass. I am mainly talking about one person here but a handful of others presented some minor resistance aswell so plural it is. -
Iron bloom didnt spawn with enough voxels to finish the thing
NastyFlytrap replied to NastyFlytrap's topic in Discussion
You say that but our local forum troll really cant just keep it to himself -
Iron bloom didnt spawn with enough voxels to finish the thing
NastyFlytrap replied to NastyFlytrap's topic in Discussion
Just do away with this stupid thing completely and dont change anything else. Anyone suggesting this is an intentional mechanic to incentivize helve hammer usage is crazy. No person would make the connection that the helve hammer can just spawn voxels out of nothing. It doesnt make intuitive sense. Fuck this entire thing -
Iron bloom didnt spawn with enough voxels to finish the thing
NastyFlytrap replied to NastyFlytrap's topic in Discussion
Well its a quite terrible way of incentivizing that, not gonna lie. As for this, not really. The helve hammer can only make plates, which you should use it for, but for anything else you still need a hammer, and you need plates a lot less than the others, so it really wont do much to save your hammer. If you are playing with the mod where the helve can make anything, then sure, but thats not basegame, and i'd argue thats quite cheaty. -
I uhh, what? What older items frm an older... What?
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NastyFlytrap started following New water mechancis - community suggestions , v1.21.5 Story Chapter 2 Redux, Maintenance patch , Where to put the trader's shack? and 1 other
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This is huge. Its insane. Hell has frozen over. THANK YOU! After the circa 4-6 bug reports i submitted over the last two-to-three years of the prune command not working, it finally worked! I can finally play my world again! This is easily the best update the game has seen since i started playing it around 1.17 or something. That being said, i originally ran a /db prune 0 keep confirm command, and it kept around 122 chunks, not including the chunks i built my big house on! I loaded my backup(thank fuck for having that), and prune 5 said it'd keep 843 chunks, prune 10 650, and prune 0 122. I have no idea how the math works on those. The prune 1 that ended up working out for me, was keeping 1500 chunks or so. Please look into this, because something doesnt add up with that math.
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My older world says it couldnt put it anywhere, and i dont want to generate it close to my house because its probably a location thats supposed to generate far away. Is there a way for me to check where it tried to generate it and failed so i can put it there manually? Or can someone tell me generally how it generates? In which biome/climate, how far from the center of the world, etc...
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I have my vintage story in a different location, not in appdata, opened the game, it told me to update from 1.21.0 to 1.21.1, i launched it, and it installed the update to my appdata instead of the folder i launched the game from. On paper, fixing it seems as easy as the game remembering which folder its exe was launched from, and when the update button is pressed inside the game, it sets that folder as the location of the update's install. Please make this happen.
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Oh i love those fuzzy clouds! Thats probably my favourite part of this update, with the coral reefs following in tow. I hated the blocky clouds and i just turned them off completely but now i'll actually play with them!
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Make water fill air blocks under itself PLEASE, I BEG YOU
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Thanks. Btw, the second link is set to edit mode so it shows up as a bad link. If you remove "?do=edit" from the URL it'll function correctly -
Out of curiosity, why are you interested in compiling all the water related complaints into one post? Is it just to give the developers a good resource to think about it?
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Thanks. Good post. Edit: As for me i just want 'flowing water' blocks to automatically be turned into 'still water' blocks, if they have a water block above them. Easiest fix in the world and it'd fix the fucking annoying ass water currents that form when you dig a block out from the lake bed. @Ranakastrasz's suggestion of "The rule was, 2 source blocks adjacent to a flow block, with a solid block beneath, caused that flow block to become a source block. The change was also simple. The solid block could also be a water source block." would work well as far as i can tell.
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Make water fill air blocks under itself PLEASE, I BEG YOU
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Honestly the soil instability is the next one on the list. I like the idea of it, but right now, an entire mountain can just lose hundreds if not thousands of its dirt blocks from the top, bury the valley under it, making it ugly, everything that is buried unaccessible, and making the mountaintop even uglier. I hate it. Mountains shouldnt shed their dirt, not in this form. -
Make water fill air blocks under itself PLEASE, I BEG YOU
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Yeah, i agree. This is stupid. Thanks for the information. I have already figured out it needed to have a block under it although doing that by hand is a real pain in the rear. I'd still like to ask to have this shit fixed! Especially now that we have a really easy fix for it curtesy or @Ranakastrasz