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Bumber

Vintarian
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Posts posted by Bumber

  1. 17 hours ago, Maelstrom said:

    Tyron experimented with rope mechanics a few versions ago and what you did may be a legacy of that experimentation.

    That's active in creative mode. You can tie ropes to (sufficiently domesticated?) animals, but it doesn't seem to have any sort of effect beyond the visible rope. They don't follow the player, and they definitely don't rubber band (though I didn't try moving an extreme distance away.)

    • Like 1
  2. On 4/15/2024 at 11:05 AM, Maelstrom said:

    Jam sealed in a crock can last for about 2 years [edit over 4 in a cellar] by comparison.  The problem with jam is it provides a low amount of satiation, but OTOH, is that what jam would be used for anyways?

    Honey by itself never spoils, though, which makes jam a downgrade.

    If you don't make porridge or wine out of them, you can always just let the berries rot and use them for compost. However, pressing them into juice gets you animal feed, at least.

  3. I would assume it's determined when the chunk is generated. I'd check in areas generated after the mods were installed to be safe. You don't need to create a new world.

    There are also commands for regenerating chunks that have fewer than a given number of player edits (so you don't wipe your base or regenerate ore):

    /wgen autogen 0
    /db prune 5 confirm
    /db vacuum

    Where 5 is the number of edits. Haven't used these yet, personally, so IDK if you need to manually turn autogen back on afterwards so chunks will generate. Create a backup before doing something like this, obviously.

    • Like 1
  4. Maybe stability should be increased near your respawn point? It does take a temporal gear to do. Setting your respawn point deep underground shouldn't do enough to cancel out stability drain there, however.

    Rift wards should allow you to do this in places in addition to your respawn point. Possibly even while unpowered.

  5. On 3/27/2024 at 6:14 AM, Streetwind said:

    In Vintage Story, terrain changes by itself all the time. Chiefly through the seasons system and its slow but constant color shifting, and through the snow accumulation/melting system. That means that presenting a static stand-in model for a chunk results in that model becoming more and more visibly outdated as time passes. You could have a chunk that looks like a green summer field sitting right next to the border of your snow-covered surroundings in the middle of winter.

    Looks like DH would support changing of seasons for grass.

    Snow coverage is probably close to the same solution. VS needs to do something about the map being outdated anyway, so it's a two-for-one deal.

  6. It's more to do with items being too close to the edge of a block rather than anything with trees. The client thinks the items fell over the edge and to the ground, and the server keeps having to remind the client of the (almost) correct position by the block. Supposedly this is improved in the pre-releases, but I'm not sure by how much.

  7. I noticed this too. I thought it was a display issue with the Extra Info mod at first, but it doesn't seem to be caused just by having that enabled (having tested just now in creative,) the timer itself is displayed without mods, and you didn't list it in your mods.

    Of the mods you're using, I'm using Animal Cages, CommonLib, Carry On, Farmland Drops Soil, and ProspectorInfo.

    I've been using the bed to skip time a lot, which could be related (but it's not a problem when using creative time skipping.) The cheese does eventually ripen at 100%, but it takes much longer than it's supposed to.

  8. 11 hours ago, Evrint said:

    For any other lurkers you need to craft the parchment w/ a crate. I don't think you can place it on directly. 1.18.5

    The OP stated they used the crafting grid. The issue might have been that they weren't aiming at the paper's hitbox while trying to draw, assuming it worked that way back in 2022.

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