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VaelophisNyx

Vintarian
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Everything posted by VaelophisNyx

  1. you should bring this up on Github or the discord's bug report section
  2. any chance at a 1.19 update? some folks have been reporting problems with the mod
  3. currently crops universally consume some nutrients from the soil and don't seem to add any back to it. it would be neat if we could get nutrient fixation (mainly Nitrogen via Soybeans) added, to make crop rotation slightly more important than it already can be. Additionally some types of flowers and other plants bio-accumulate phosphorus and potassium and can be composted into K/P rich fertilizers, though that falls outside the scope of this topic
  4. iirc, vanilla rock strata octaves are 32 blocks deep minimum, though I do think at the edges if it overlaps a different region it is allowed to thin out in the overlap
  5. Keep in mind, Expanded foods does not add any crops, nor does it add pizza...yet
  6. https://wiki.vintagestory.at/index.php/Bandage this is already a thing, though without the HP regen change
  7. Conceptually it'd make some sense to smith mechanical power axles and gears, though no better than their wood variants. Smithing large gear parts would also be likely expensive or otherwise difficult, but interesting Main gain in my mind is they'd probably not contain any resin, rather using more fat as a lubricant though it'd be neat if they were able to be made of any hard metal from bronze and beyond, and potentially with a requirement to make inter-meshing gears of differing metals to prevent cold-welding
  8. keep in mind that is a huge time investment and also bloats your save file considerably. I'd always argue that you should just scrap and regenerate instead of trying to scour the world for your preferred start
  9. I think the existing tree system is both fine and preferable to most alternatives for a lot of reasons, too many to get into all of them but particularly, there is the matter that...it can just be improved a lot of the issues brought up here are easy fixes, just low on the priority list
  10. this is actually patched in the 1.19 release candidate builds, but yeah it was just failing to unload the thunderwarden model after storms (and even was loading it before them, just at maximum possible render distance)
  11. Keep in mind a lot of that Brown you see for furniture is mostly the stain and lacquer, and for external building material is a stain and lots of treating chemicals iirc we'd need entirely new trees to handle naturally brown woods, though tannin staining would be a neat idea to get a modern-alike brown wood
  12. in the mean time, there's at least 1 mod that adds a Chisel mold (and a ton of others too)
  13. technically speaking different woods should have different burn times, as per real tree woods but also we should be able to treat firewood in some way to extend the burn timer and lower the temperature. perhaps a proper multiblock fireplace could be implemented to cover a need like this though
  14. yes but metal canning can theoretically preserve food for decades, and is indifferent to non-extreme temperatures while crocks are not. Canning is a process that does involve boiling the sealed vessel of glass or metal for a long time, killing any contaminant pathogens or fungi, while also causing a strong pressure seal. Beeswax sealed crocks are good for a while, but are very vulnerable to temperature and in reality much worse for safe food preservation than a can or jar; though we don't have to deal with food-borne illness here (yet*) additionally metal cans tend to be easier to stack, realistically. glass jars would also be pretty cool for seeing your food inside them, making visual ID a lot easier
  15. resurrecting this one to +1 it, but also to recommend full metal cans made from primarily tin (or aluminum if tech advances to where we can process that?)
  16. Mayhap you should try out either of these mods: https://mods.vintagestory.at/plainsandvalleys https://mods.vintagestory.at/fieldsandplateaus these both smooth the world out, more so on taller worlds But yeah that generation seems...off
  17. Yep, I tested and the wiki confirms that they can be the size of a full normal room. All rules for their construction still apply, but they can be very large now
  18. Weird request but, could you make things like chopped/breaded/cooked mushrooms & vegetables inherit their food type from vanilla in any way? it would make patching them for this mod much, much easier (Working on a mod that swaps Mushrooms to Protein instead of Vegetables, which is both realistic and helps make them not just worse vegetables; but covering this mod's deluge of related mushroom foods is...laborious)
  19. They can be 14x14x14 now at least, but they have all the same pros and cons so far. They can be helpful, but harmful too (crops get too hot sometimes) I find their best use is getting some earlier planting in for some crops, followed by breaking a piece of the roof so it no longer qualifies as a greenhouse, making it not cook the plants to death as the year goes on
  20. actually it does exist in a mod; Wildfarming iirc has a Mushroom Substrate which is fairly expensive but grows a specified mushroom (Added as a final step) forever if conditions are valid
  21. From what I could tell only the club seems to have the turbo-speed attacks as it simply lacks an attack animation
  22. It'd be neat as an option yeah, though maybe something that needs to be switched on per-world Modding has to rely on Mumble usually, which is less than optimal.
  23. It'd be pretty nice if we could adjust the rarity of stone type geological regions between 0 (never) and 100% (Only this type); it'd certainly need to be set up such that all %s are tied together so you can't confused the game with 2 100%s or all 0% Kinda getting tired of seeing Granite and Slate everywhere after 15 separate worlds ^^;
  24. Mushrooms should be classified as a protein, as they are used as such by vegans and vegetarians world-wide. Fungi in general are also closer related to animals than plants! Additionally it'd be nice if they had varying satiation values or harvest quantities, as currently all mushrooms, even deadly ones, are equal thus making most of them little more than inventory bloat
  25. it depends on what you're doing and what time of year, but that timer seems to drain faster in winter or when doing stuff like mining? I think it'd be neat to have a larger pot for more complex meals though, for sure.
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