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Zane Mordien

Vintarian
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  1. Zane Mordien's post in Change Spawnpoint was marked as the answer   
    As mentioned you need the temporal gear. Check the treasure hunter traders, they will sell one for 4-5 rusty gears sometimes. Otherwise you are stuck trying to kill special shivers, drifters and bowtorns during a temporal storm. 
  2. Zane Mordien's post in Does anyone know a mod that lets you see the carburization percentage in a cementation furnace? was marked as the answer   
    It tells you that with no mods if you point your cursor at the coffin. Just don't go inside.
     

  3. Zane Mordien's post in Resonance Archive in unstable region was marked as the answer   
    Unless something has changed, inside the archives is stable.
    Steel plate amor is a trap. I haven't tried it yet with the new healing mechanic, but it will slow down how fast you can heal yourself to the point where it is hard to keep up with healing in long duration fights. Steel chain is overkill already for the archives. 
  4. Zane Mordien's post in Bear armor repair? was marked as the answer   
    Kill more bears and make more armor!
  5. Zane Mordien's post in How to get tree seeds? was marked as the answer   
    You just have to break the branches of the tree. There is no other way to get seeds. 
  6. Zane Mordien's post in How to re-generate story buildings? was marked as the answer   
    It's not important. You are just blocking the new treasure hunter trader. There is a way to respawn the trader somewhere else, but if you already have a treasure hunter trader than it isn't a big deal.
  7. Zane Mordien's post in what's wrong with my windmill? was marked as the answer   
    One windmill with 3 sets of sails or 3 full windmills? What is the wind speed?
     
    It sounds like your saying just 3 sails in one rotor which is a pretty weak amount of torque.  If the wind speed slows down it would stall for sure even on a quern.
  8. Zane Mordien's post in Warning was marked as the answer   
    It's the better ruins mod, which add more story locations. 
  9. Zane Mordien's post in Upgrading an existing save was marked as the answer   
    @Echo Weaver
    I didn't do anything special to upgrade my 1.19 world. I just logged in and it was fine.  The new settings are turned off by default usually. Go find some clutter and see if it wants repaired. If it does then there is a command to change that setting. It shouldn't mess with your inventory but as always just save a backup copy of your game first. 
    If you want to change any setting.
     
    /gm 2
    /worldconfig
     
    That will list all the commands from the world configuration. So if something changes you don't like just find the correct command and set it off/on or true/false. I forget which one it is, but I do it all the time.
  10. Zane Mordien's post in How deep is treasure buried/how far from the mark? was marked as the answer   
    Vanilla treasure map? If so they are pretty shallow but 10x10 should have been plenty. Better ruins is a different story.
  11. Zane Mordien's post in Noob Question: What's the Plate Armor/Cuirass Recipe? was marked as the answer   
    If you want to know Vanilla then turn off the mod and load in a new world and look in the handbook. All of the recipes are there. Like Thorfinn said, the Wiki cannot keep up with the changes to the game but the developers do a great job of keeping the handbook up to date. Also as mentioned the mod has changed the handbook so the vanilla recipe is not going to help you anyway.
     

  12. Zane Mordien's post in Monster spawning/detection? was marked as the answer   
    The light level has to be above 7 to stop "cave" spawns in the normal game. The temporal weather also impacts how fast they spawn. If it is "calm" then they will spawn a slower and at "very high" or "apocalyptic" they will spawn very fast. The drifters can spawn around you anywhere at anytime when you are in a cave if you didn't light it up. Even if you have a torch they can spawn just a few blocks away or anywhere the light level is not high enough to stop them from spawning.
  13. Zane Mordien's post in World Gen and also temperature was marked as the answer   
    Not sure where to start with all that. About 15-20K blocks south it will always be warm enough to grow or at least not cold enough to hurt the plants.
     
    If you are looking for world settings to have oceans these are my settings but they are not perfect. 
     "landcover": "0.7",
      "oceanscale": "1.25", (Anything more than this and I just had nothing but islands)
      "upheavelCommonness": "0",
       "landformScale": "1.2",
  14. Zane Mordien's post in Meteor impact full of suevite stone and no actual m.iron? was marked as the answer   
    It's happened to me before. Pretty rare though. 
  15. Zane Mordien's post in Village spawning underground? was marked as the answer   
    If you do have a mod changing the terrain, disable it and then use the wgen regen command and will restore it to the default terrain generation.  It will make the terrain wonky but it will be accessible. 
  16. Zane Mordien's post in Is there a way to cull all missing blocks from a world. was marked as the answer   
    Did you remove a mod?
    If you haven't messed with the area much you can use the /db prune command and it will regenerate the chunks. See the in game help. Other than that you can manually do a " /wgen regen 1 " command. That will regenerate the map in a radius of 1 chunk around you. BUT it completely regenerates the map so if you had a building or road or tamed elk in that radius it is NUKED.
  17. Zane Mordien's post in What are some good tips and tricks in locating a ore node? was marked as the answer   
    Once you find the reading you want, then I recommend you have a stack of ladders and dig straight down while using the ladders to keep from falling in any caves you might hit. Prospect every 6-8 tiles down. Most ores don't spawn until you are lower than 0.7 of sealevel. If you didn't change world height sea level is 110 ish, so around 70-75 world height you start having a chance to find ore.
  18. Zane Mordien's post in Beginner with dedicated servers , need help customising world was marked as the answer   
    Several options that I know:
     
    1. You can edit the server configuration file before the world is generated.  You can set the seed and any other configuration that you can do in the single player world set up. Its pretty obvious when you open the text file. Just ask on the forums or discord what some of the settings mean if in doubt. Some of the text doesn't exactly match the single player configuration wording.
     
    2. Start a single player world and then load that on the server. This is the easier way if you have the option. 
     
    3. If you can't do 1 or 2 then load into the world and set the world configuration commands manually and then regen the chunks that are already loaded. I can give better details on this when I'm sitting in front of my computer. 
     
    There may be other ways that someone else can post but these are the ways I know.
  19. Zane Mordien's post in Only Female Deer was marked as the answer   
    Meanwhile I'm burning down the forest and harvesting their corpses. 
     
    I've seen male deer and not all male deer have antlers. I've killed many male deer that don't have antlers. Same with moose.
  20. Zane Mordien's post in Can i install a mod and use it with a save i already have? was marked as the answer   
    Save a backup and just try out. If it worked great if not then you have the answer and you can just use the backup save. In general most mods can be added anytime with some exceptions.  This may be one of those. 
  21. Zane Mordien's post in World Seed Number Question was marked as the answer   
    You can change world gen setting on your existing world and any new chunks will use it. You get janky terrain when it goes from old to new but it works no matter what the wiki says.
     
    Just send the save game file to your brother to load on the server.  A single player save can be used on a mutiplayer game. If the seed is the same then as long as you have the same world generation settings it will be the same. Any change to the world gen settings will make it LOOK different but thr rock types, stability and things are the same. 
     
  22. Zane Mordien's post in Does my slanted roof design not count as a roof? was marked as the answer   
    Slabs and chiseled blocks are always the reason that greenhouses don't work. It also looks like you might be 12 wide which is beyond the greenhouse dimensions. You can't really make a greenhouse pretty with the game mechanics. They sort of have to just be block walls and a flat ceiling. 
  23. Zane Mordien's post in Should I make a bronze spear? was marked as the answer   
    I think it depends on how much bronze you have. If you are filthy bronze rich then make bronze spears. If you have tons of copper and precious little bronze then copper spears. If you have very little of either, then flint spears. Beauty of flint spears is they are disposable if you find something you want to carry more than them.
  24. Zane Mordien's post in Is it possible to adjust world generation on an already existing world was marked as the answer   
    Yes, if you change the world gen settings it will load any new chunk per the new world gen you selected. The wiki is wrong when it says "Available only during world create stage."
     
    World generation
    The configs world climate, world size and polar-equator distance can only be set during world creation.
    /worldconfig worldClimate [realistic|patchy]
    Sets the climate of the world (default: realistic). Available only during world create stage. No idea if this is true. /worldconfig landcover [0.1-1]
    Sets the amount of the world that will be covered in land (default: 1)* Available only during world create stage.(not True) /worldconfig oceanscale [0.1-4] (Labeled in game's world customization menu as 'Landcover scale'.)
    Sets the amount of the world that will be covered in ocean (default: 1)* Available only during world create stage.(not True) /worldconfig upheavelCommonness [0-1]
    Sets the percentage chance that there will be upheaval in the land (default: 0.3)* Available only during world create stage. (not True) /worldconfig geologicActivity [0-0.4]
    Sets (only during world create stage) the percentage chance that there will be geological activity in the world generation (default: 0.05). Affects hot springs and lava.
    /worldconfig landformScale [0.5-1.5]
    Sets the percentage variation of various landforms, making them larger or smaller during generation (default: 1.0)* Available only during world create stage. (not True) /worldconfig worldEdge [blocked|traversable]
    Whether you can fall off the world edge (default: traversable) /worldconfig globalTemperature [0-5]
    Sets the global temperature multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super cold, and 5 is super hot. (default: 1) /worldconfig globalPrecipitation [0-5]
    Sets the global rainfall multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super dry and 5 is super wet (default: 1) /worldconfig globalForestation [-1 .. 1]
    Sets the global forestation offset for world generation. -1 means there will be no forests, 1 means there will be only forests, the value 0 means default forestation density (default: 0) /worldconfig surfaceCopperDeposits [0-5]
    Set chance of surface copper spawning for each chunk column (default: 0.12[2]) /worldconfig surfaceTinDeposits [0-5]
    Set chance of surface tin spawning for each chunk column (default: 0.007[3])
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