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7embre

Vintarian
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7embre last won the day on April 6 2025

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  1. ...thats actually an interesting addition. Wonder what's gonna change with status effect system. Tailor gang, rise up!
  2. Not sure cases are similar tho, with TOBG Notch was about to quit it's development anyways before selling to Microsoft, as he got bored of it. And here we have ten years old passion/dream project of probably much more than original two team members, which now are a bunch of friends with those who joined later
  3. I'd say it shouldn't need to dry, as that will simply add a timegate from the gamedesign standpoint. Sure, I know that pottery may crack/explode in a pit kiln in reality if not all of the water vapor is removed from it, but how much of VS's mechanics are tweaked to be a little bit different from reality in order to not only look semi-realistic, but to be fun as well? My thoughts on this are "it shouldn't require drying untill pottery is expanded upon even further, e.g. adding glazing, structures for mass-drying pottery (or less efficient singular block version), maybe a wheel even, as a faster or funnier way to make it". So, for now — it's a "no" from me I guess.
  4. The limit is universal across any of your posts. I was wandering the same thing half a year ago, but in a support ticket they said "no way to do that currently, but you can have low-fidelity images as a preview, with a link below it leading to an external cloud hosting service with high-fidelity images". Or just have .jpg instead of .png that the game takes as it weights about three times less depending on compression rate.
  5. Well it depends. Sometimes bauxite layer is very thick, and you wouldn't know how deep it goes without digging through it. Despite the change of surface rock to a different sedimentary, bauxite might just go below it. Even with high reading game does not guarantee that there will be any ore, as propick reading says the amount of attempts to spawn ore, not that world gen actually spawned it. Plus, I specified "deep-ish" as in "not very deep ores". Obviously you can get some in ignious strata below it, somewhere close to the mantle. Will you go for them in early game? Doubt. And OP asked about tips for early game copper, so not looking in bauxite sounds reasonable for the question...
  6. Side note: no ore spawn in bauxite, so make sure you aren't looking for copper (or any surface/deep-ish deposit really) in places with a bauxite strata on top!
  7. Convert pictures from .png to .jpg to reduce size, clear "my attachments" section and re-upload them. It's possible to change attachments for any post really
  8. I play without minimap and coorditates displayed — adds quite a lot to the immesion, essentially forcing me to memorize paths and landmarks. Playing with minimap feels like I have a car navigator on, plus it distracts my vision and occupies part of the screen. However, I'm not against using big map, to mark stuff to pick up for later. Having a big map strangely doesn't really affect my immersion, maybe because I need to sit in a quiet spot with no bears in sight to study it and plan the route. Wish that it was less detailed for the most parts, with the ability to add some details/drawings. And also dependent on stuff you've actually seen with your eyes. Like, why am I even able to get a map image of the terrain behind that massive mountain in front of me? Agree that it doesn't really make sence to have satellite image of the terrain in your pocket at all times. Might as well add this little point that I absolutely love item frame feature (execution is questionable, as dealing with these maps is quite tricky) from the other block game, to make massive maps on the table or on the wall.
  9. It depends — all colors are useful. Except for purpleheart, I have some difficulties with this one. It become quite easier with addition of wattle and daub and ceramic colors to come up with reasonable block pallet. I'd say that most of the time I tend to build out of local materials (and for some reason they almost always are pine and oak), plus some of them are more useful in certain applications — e.g. larch, aged or walnut for the floor, walnut and ebony for the furniture etc. I also don't really like the color of maple planks, so to the wooden paths for the outside they go with their "mossy" look.
  10. ah, well, that partly explains initial generation mishap... I think OP will be able to get the right experience out of the BR story structure, given that nearly all of the flat land is situated near sea level. Thanks for clarifying!
  11. okay I did find the way. It was on the moddb page. Story location code is "university"
  12. Personlly I don't play with better ruins mod, but as far as vanilla story structures are concerned, and better ruins probably utilize similar toolset, I assume you can move them in the same way as any story structure — "/wgen story setpos location_name" in the place you want to move the structure to, and then "/wgen regen 13" to remove all chunks in the 13 chunk radius (!!!) around you, standing in said place. Can't say that would be enough space for the University, however. It's said on betterruins wiki on github that the spawn conditions are 400 blocks radius of "veryflat" region, whatever that means. And you might also want to erase the "wrong" story structure first at it's location. But for the first command you'd need to find the structure's name that would fit the /wgen command... Yep. Sorry for me being of no help to you, but at this point, given the circumstances, I believe you should ping and ask niclass_ on VS discord about it... With or without mentioning of my reasoning for that
  13. It pops up and falls right on the anvil and just stays there, waiting to disappear as any thrown item on the ground.
  14. Yeah, I know. It doesn't pop far enough to fall from the anvil, so placing hoppers around it won't help, neither would hopper below an anvil. I tested setup with chute going to the side of an anvil and it didn't work. And you shouldn't forget about the fact that helve hammers hardly tolerate solid obstacles in their operation range, at least those right above their base.
  15. Part of the issue with said idea is that finished product stays AT an anvil. And as far I'm aware, hoppers can't pick up items through the blocks. And chute doesn't interact with anvils as well
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