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NastyFlytrap

Vintarian
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Everything posted by NastyFlytrap

  1. 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...
  2. 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.
  3. 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!
  4. 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
  5. 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?
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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.
  11. 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
  12. I support this initiative! Mostly because i had the same idea a few days ago, lol
  13. I really do think it'd be funny. Discussion here:
      • 1
      • Haha
  14. 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
  15. 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.
  16. 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?
  17. While this looks absolutely breathtaking Why is the church flooded? lol
  18. Thank you! I have no idea why this isnt in the basegame...
  19. If you dont change it to anything, and you left click to close the tab/menu, then it'll set left click as the choice. If you press escape it'll either set escape or revert back to whatever it was before you made it a question mark.
  20. Yeah i found this out the hard way too... The way the room calculations are done is frankly ass and i wish i knew which file defines them so i can modify it to like 50x50 and get this over with. Dont tell me how to arrange my house or my greenhouse, game.
  21. While i agree that there should be a way to have a door that looks like this without it breaking, i also think that its hilarious that it breaks. My idea to make this work is use the reinforcement system thats already in the game. Has the player reinforced the door? Then dont make it fall off. Seems like a good solution to me. It'd give players a reason to try the reinforcement mechanics and play around with them, it'd solve the door breaking problem for those who want to use this door specifically for its looks, and it'd also feel yet another immersive mechanic in a game full of immersive mechanics. I do like your idea of having the door jam. Maybe make that an additional effect of an unreinforced crude door, along with it breaking? It sounds like a fun mechanic to me
  22. Yea kind of. Would be hilarious to have it happen to a poor, unsuspecting streamer, lol I so wish the devs would add this stupid, small, insignificant feature. I want this to be real so bad
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