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NastyFlytrap

Vintarian
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Everything posted by NastyFlytrap

  1. 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.
  2. You say that but our local forum troll really cant just keep it to himself
  3. 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
  4. 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.
  5. I uhh, what? What older items frm an older... What?
  6. 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.
  7. 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...
  8. 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.
  9. 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!
  10. 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
  11. 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?
  12. 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.
  13. 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.
  14. 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
  15. I do play to just chill, however, i hate the low inventory mechanic, and while i think it should be in the game, as a veteran player who is familiar with the systems, i am absolutely going to rush to the leather backpacks as soon as i can because hunter backpacks arent much of an upgrade considering they take extra trips of venturing outside to make, for only a very small gain over cattail baskets which are almost free, and linen sacks are way too expensive, and leather is surprisingly easy to make if you know how the game plays. The reason i dont think they are in the right place in vanilla VS is because you need to wait about as much time to get four of them, as it takes for you to manually make four leather backpacks, which store significantly more. For them to be worth it, they need to cost like one flax twine. Making each bag cost 16 flax fibers is nuts. Should be more like four. Or atleast 8. That way, you can get them significantly sooner than leather, which gives them a purpose. Plus, extra benefit, more flax for the billion other things you need it for. In general i just think that their cost should be reduced to like four or eight twine. Sixteen, for 64 twine in total, is just crazy. 16 for all four might be a bit too low, but 32 seems like a nice compromise to me. In fact, i'll just go and make a patch for this myself, because fuck it. I can.
  16. While you are right, there are more steps i didnt outline, i still think that unless this is your first playthrough, and there arent familiar with the systems of the game, or you are monumentally unlucky, getting four leather bags can be done much sooner than linen sacks which just involve a lot of waiting for flax to grow, and you also need a lot of it. I suppose it has a niche, but its very small and mostly irrelevant. The little upgrade they provide is usually not something i invest time or energy into it I just wish i could do something with my leather backpacks after making sturdy leather backpacks because its a real shame to leave so much leather just languishing in now unusable items. Wish i could harden an entire backpack at once although thats not a realistic mechanic at all and would feel silly in a game like this.
  17. For how much flipping flax you need, both in general, and four four linen sacks, the amount of inventory they provide, and how much time it takes to gather all of that flax you need, makes these a waste of time, unless this is your first playthrough and you dont know about leather making, or you literally cannot make leather because of a lack of animals or oak/acacia logs. They should be buffed by reducing their cost drastically. Or increase the output of flax plants because good lord the amount of flax we need just for all the various things requires years to get even with whole plantations Here, i made the simple JSON patch because this is dumb: https://mods.vintagestory.at/linensackscosthalfasmuch
  18. I support this initiative! Mostly because i had the same idea a few days ago, lol
  19. I really do think it'd be funny. Discussion here:
      • 1
      • Haha
  20. Well, there are three kinds of rooms, as far as i understand. There's just the basic, which only changes the ambiance of the room, kills the external wind noises, etc, there's the cellar, which lowers the spoilage rates and has its own criteria for it to count as a cellar and not just a room, and the greenhouse, which increases the temperature on the blocks inside the greenhouse by 5C. I still dont have any clue where the file is that defines how this mechanic works, and since making this post i finished building my greenhouse and turns out its too big to count as a room so i really want to mod the mechanic now because i hate it. I want that bonus and its not fair that i cant get it because of badly implemented mechanics. I wish someone would show me where the code is that i need to edit to change this. I cant seem to find it
  21. Ah, i see. Really impressive stuff! Wish i had the creativity for something like this. I just spent several hours designing lantern holders for my greenhouse and they look OK at best.
  22. Not sure but maybe you could leave an empty block in there and build the sink around that in a way to make it look like the water is in the sink, instead of the water being one full block with no voxels in it, and everything being on an adjacent block?
  23. While this looks absolutely breathtaking Why is the church flooded? lol
  24. Thank you! I have no idea why this isnt in the basegame...
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