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Posts posted by Bumber
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Mine's set to a horn. When the game glitches and I get several overlapping damage sounds, it turns into a deafening truck horn suited for a freeway.
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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.
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Looks like it involves a bed. Are all the mods compatible with your game version? The only other thing to do is disable your mods one by one to find out which one is causing it.
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No. I don't think it even harvests faster.
It has higher durability and damage.
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It is my aspiration that the freshly-employed animator will implement this.
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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.
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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.
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Wiki tends to be outdated, so it's not very useful most of the time anyway.
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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.
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We don't have aluminum, though. Just bauxite, which can't be smelted at our tech level.
I'm not sure it'd be worth it to create assets for native aluminum, aluminum metal, and aluminum bronze just to make something that basically looks like brass anyway.
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3 hours ago, Michael Gates said:
Hammer over chisel over your item in the crafting grid iirc
No hammer for chains.
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You also can melt them down directly in a bloomery. That's time and fuel inefficient for copper, though.
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Isn't there an aged firewood item? Could probably use that.
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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.
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Lore wise, wolves are specifically more aggressive now than they were before the incident that caused temporal instability. The Ambush tapestry lore mentions it.
I don't think it's connected to the Rot (which has probably been resolved as far as spreading goes,) but rather they're really displeased about the intrusion of the rust world.
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No. Neither buckets nor barrels work. The basic solution is to use chiseled blocks around a source block to create a fake container. (Bonus tip: Watering cans cool down hot ingot and item molds.)
There's a mod that makes barrels work. You have to place the item in the barrel slot instead of just tossing it in, though.
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Animals can rarely phase through fences, too. I've had it happen with domesticated piglets and chickens in pens. Probably happens when chunks are loading or unloading.
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I left it on 9 days per month and it says 14 days to ripen.
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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.
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22 hours ago, Karidwen said:
When you go into mods ans click reload mods, it shows which ones have a non matching version...
Looks like this was added in v1.19.0-pre.6? People on stable version might have to wait a bit for this.
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Pretty sure they only heat stuff in contact with the boiling water. Good for killing drifters and other mobs, though.
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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.
I have a rope stuck to my wrist (help)
in Questions
Posted
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.)