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VaelophisNyx

Vintarian
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Everything posted by VaelophisNyx

  1. I did actually bump into a mod that adds a stirling engine in fact, and it's fairly balanced all things considered. Possibly even underpowered? it only pushes 35kn and is very fuel hungry
  2. Not a lefthanded player myself but I'd +1 this just for inclusion's sake
  3. I actually bumped into an issue with something similar before, but couldn't figure out the cause. My speed got capped to 30%, and the only fix was re-logging into the multiplayer world it was on. It was modded but it was entirely random, literally nothing happened other than me going AFK for 15m to come back finding myself slow as a snail
  4. probably not a bug but definitely an oversight. May want to head over to the public issue tracker and post an issue about it!
  5. most of the information you need is on the wiki iirc, but if not there's always a mod that highlights where they're allowed to spawn
  6. Something I've thought about a bit. Why not give us a simple mechanical lathe with a set of bronze or better tools we can use to make rounded wooden objects; but very specifically Tool Handles, which add some extra durability to tools when used in place of sticks for tool crafting. Maybe have different woods provide different durability values (with dried oak handles being particularly durable vs say, dried birch) the lathe could also be the answer to people asking for a way to turn boards into sticks!
  7. I'd imagine actually that clay pots would be an interesting alternative to the barrel that requires a proper permanent kiln to make, resulting in it having a very low spoilage modifier for contained substances
  8. how much RAM are you working with on your computer? It may not be the issue but low RAM can affect FPS
  9. wanted to share an amusing non-truncated-float-value issue that some friends and I ran into with this mod (though it stems from vanilla not handling tiny floats intelligently.) it's harmless, but amusing to see such microscopic values floating around
  10. the latter exists in Wild Farming - Revival , though requires the tree to live long enough to become Fully Grown, then a lot of time.
  11. Just a quick inquiry into how to structure patching to replace the entire vanilla Treegenproperties.json file? making a mod to expand the growth ranges of vanilla trees since most of them are unusually restricted in their growth temperatures, and I've run into the brick wall of "the wiki doesn't say how to do that for this use case"
  12. What are your settings set to right now?
  13. I wouldn't even demand as much; just a less demanding recipe would be nice ^^;
  14. Is there any chance we could see Mixed Cobblestone in the future; and a less painful mixed stone recipe set? The current one is an exercise of 50+ hours of exploring and harvesting (if you're lucky), just to make a handful of one item that is purely for decoration. It'd be nice if it could be made from just 2 stone types instead.
  15. three layers; stone, hay, ice sufficiently complicated for near indefinite food storage.
  16. It'd be nice to be able to place Large Gears vertically, such that gearboxes could have their sizes reduced substantially!
  17. super interesting to see just how unpopular Brigandine is! It's cheap, effective, and easy to make.
  18. I'd like to say that prospecting in its current form is a bit obtuse, even for something meant to be difficult (and really, should it be SO difficult that every player has to burn 10+ propicks to learn it?) That paired with a lot of interesting valuables just straight up not being prospectable is annoying It does feel like the development direction is torn in two directions: supporting very high player populations on multiplayer servers, and letting singleplayers actually play the game and advance alone; when it really shouldn't be torn in either direction. Both are possible.
  19. do have to be careful that the curve isn't a wall, though! And of course, not everyone will feel accomplished, some may simply feel exhausted and disappointed with such learning curves.
  20. there's a setting in the menu to enable sprint toggle now, so this isn't needed anymore (Under the Controls tab, right at the top) As far as the mining toggle, that sounds a little more complicated but not impossible to do, though not something that could be done without a modder involved if you want that feature in-game only.
  21. It's fairly feature complete! including several types of fish and an entire fish fillet system using the Cleaver! Though you can also just turn them into vanilla Raw Fish with a knife if you want (since they're not usable for normal cooking, and are instead used for crafting a special lure mostly) it even has intercompat with Primitive Survival's fish types
  22. there is the large temporal gear, which currently lacks a use iirc could use that
  23. Could this mod be supported? it adds fish not unlike Primitive Survival's https://mods.vintagestory.at/fishingexpansion
  24. As an alternative form of mechanical power, why not add a large-scale Stirling Engine? Wouldn't require any complicated piping or fluid mechanics, would still burn resources (coal, probably?) and produce usable power on demand. I'd personally say they would require at least iron, probably steel, to craft As far as power output, why not something like 50kn continuous as long as they're fueled, with a taper to 0 as they lose heat when unfueled https://en.wikipedia.org/wiki/Stirling_engine
  25. this is actually fairly common IRL! especially if anywhere even remotely close to the area it's in has exposed rock hills or mountains that result from some rapid upheaval. They tend to crumble and over time slide down hill with mud during rain, though often they sink into the soil.
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