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David Taylor

Vintarian
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Everything posted by David Taylor

  1. Yozo, the nice thing about VS (and the devs) is that they recognise not everyone likes the grind. They've given us a huge amount of customisability in world creation, and the ability to use loads of mods to make the game play how we want. For example, the start of my current game had passive mobs (only animals would attack if I hit them, drifters and locusts never). So I could take it easy and just learn the systems. There must be commands you can run to set your spawn. This might not work on a server, but for single player you can customise to a high degree.
  2. I made a bunch of iron chains and an iron knifeblade due to a misclick after putting the ingot down and was throwing them into a water block to cool them down. I noticed there weren't as many chains as I remembered making about halfway through and then everything disappeared. Did they rust away?
  3. I checked using a door between the two rooms in my house and even when the door is open the /debug rooms hi shows green so I guess interior doors can be open or closed - very good! The wiki says 14 x 14 x 14 so I guess that allows for 2 stories of about 4 blocks high with an open staircase between them and a ceiling on the top floor if there is a pitched roof.
  4. I've started building a house and wanted to make something a tiny bit better than my usual dirt box hovel, so I have a cobble L shaped house. I've looked at the wiki and it says a room is an enclosed space 14x14x14 and I've just tested this in my house using the /debug room hi command. This means if I want to have rooms in my house (from the point of view of temperature control) I need to put doors between most rooms, which will make moving around a nuisance. What does everyone else do?
  5. It makes sense that if a tool is completely made from metal, then you should be able to get some scrap back from it. Perhaps tools could degrade into an item similar to the metal scraps, but made of the metal from the tool, and that could be melted in the crucible along with ore nuggets. Each scrap could be some amount of the metal and you get varying numbers of scraps depending on the tool/weapon/armour type.
  6. Many drifters arrive during temporal storms, and they're flickering so they seem to be coming from a different time where there are lots of them. Or maybe they're coming from many different times which is why there's so many. I was just watching McJty's recent temporal storm and the rocks make electronic bleeps when they hit the temporal storm drifters rather than the usual pink noise. They don't seem to be trying to help the player, given they attack you and killing you doesn't bring you back to anywhere except your spawn point. I have noticed the drifters seem to get on their knees and look like they're crying sometimes. I think it's sad the way they collapse to their knees when you kill them too.
  7. You can toggle the sprint key, it's in the control options.
  8. I stumbled across some poor zinc in andersite while randomly prospecting in a cave. The pick was telling me there were large amounts of it and I was mining every which way and couldn't see it. Eventually I loaded a creative copy and still couldn't find it! Just by chance I noticed the block info change and finally spotted the stuff, right where I was in my 'real' world. This combination is really hard to see - the block with ore looks almost the same as the plain rock. Could it be made more noticeable?
  9. If this is the dev(s)' day job they need the money now. I think I paid about $27AU for VS and I don't feel at all ripped off. That's less than 6 cups of coffee. A lot of work has gone into this already so I'm glad some people are buying it. If I stopped playing now I'd have got my money's worth and I've only had it since it showed up on PSJ's channel. I've sunk an embarrassing amount of time into my first world and I really need to shelve it for a while. If buying it now means I own it on release I'd be happy to stop playing for months at a time and just come back for a tour of new features when major releases are made.
  10. They don't die of hunger yet, that's what I was joking about. If they ever do it will be a real hassle. You'll need a big grain farm or spend a lot of time making and breaking scythes, and not have much time to do anything else. I only have about 6 sheep and they empty two troughs pretty quickly.
  11. Yes, the 2x2 mode in clayforming is hard to use. Perhaps an outline showing which 2x2 area will be filled in would help.
  12. I have wolves spawning where I've settled and the only trees are the ones I planted. It's low lying land covered in pools of water. So it looks like they don't need forests. But I have animal aggression turned down to only if I attack them so it's not a problem.
  13. I've started in a place that rains almost constantly in warm weather, and has reached -17 in December. It has a few things going for it, but the weather isn't one of them! I'd say I could be in either the south or north hemisphere, except the sun seems to rise in the south! The moon goes east-west (or west-east, not checked), but the sun definitely rises in the south and sets in the north. So does that mean I should explore east/west for a warmer place? I'm not striking out on a guess because I'm moving slowly in winter and I'll need to go a long way. Given land is free in VS I figured I could spend 6 months in each place until animals learn to die of hunger.
  14. The fullscreen checkbox on the right hand side of the video options, about half way down. It's easy to miss.
  15. Because then you have to reopen it. I do just close it if I'm finished but this suggestion is for when you've made a mistake or are going to make something else.
  16. So you work on multiple molds of the same type and keep them going at the same level and the copy last works over all of them? I didn't know that.
  17. I'm seeing this too. I keep finding my sheep in the pits surrounding the fenced enclosure. It happened once with the chickens too. It seemed to start happening in winter, and I assumed the snow on the ground was making it so they could climb over the fences so I've made the fences 2 blocks high for both. For the sheep I've left a 1 wide gap where it is only 1 high so I can fill the trough, and each corner is only 1 block high because it has an oil lamp on it at the moment. Sheep need a 2 wide space to get through as far as I can see. It will be interesting to see if they keep getting through the fence, or if the problem goes away when the now melts.
  18. The beauty of VS is how moddable it is. I'm sure someone could make a mod that provided recipes to make tool heads so you could do it MC style if you wanted. We don't all want the same game, but VS is interesting enough that a lot of us want a really similar one and we've been given a lot of tools to help make it I'm a vanilla MC player... optifine is the only mod I use. I like sticking to the rules for the most part. But I don't have the time or desire to play VS quite the way it wants to be played. I switched off all the temporal stuff, and I wish all the tools lasted about 4 times longer than they do (esp the scythe). I use the carry mod (used it once or twice so far), the give back dirt from farmland mod (not actually used it yet but will when I re-locate), ProspectorInfo - I don't think that changes the way the game is played, and I've installed better crates but not used it yet and am not sure about it, it does seem to be overpowered for storing the endless stacks of sticks and stones you accumulate. I *am* basically playing a really cool MC clone/extension. I'm honestly considering getting rid of Drifters! They're just getting in the way of my fun when caving. There's no point talking about realism when there is an automap, minimap, compass, coords, etc. If you don't want to be attacked by a wolf while knapping then tower up and do it 3 blocks up. Then kill the wolf from there Having said all that I agree VS needs to keep its identity in the default state.
  19. I tried creating another world with the same seed as my exploration world so I could have it in creative mode to make it easier for me to prospect. When I entered the new world it looked nothing like the one I have in exploration mode. Then I copied the save file and gave it a new name from within VS and that did what I wanted.
  20. My guess for the copper is that once some terrain has been generated it won't get copper added into it. The new value for the setting would only affect new terrain getting generated. Crops get eaten by rabbits so you need to put a 2 block deep trench around them until you can make fences. With luck that will also get you some meat to eat. Have you put too much time in to start a new world? Life's too short to struggle along in a game you're not enjoying! After watching some YouTube videos about the game I made my first world way easier than the default settings because I'm trying to enjoy myself, not punish myself. It is great the devs have allowed us to tweak the game to be more to our liking.
  21. I'm with your son on that one. I don't enjoy the knapping, smithing, or clay working parts. They're not terribly 'realistic' as such and are just busywork. The knapping is probably the least annoying among them in that at least it doesn't let you make a mistake - you just have to hold the button down and move the mouse around. But they're such a part of the VS identity I can't see them going anywhere so your suggestion is a good one.
  22. When you've finished a recipe, or messed one up, I think it would be good to be able to pick all of one type of item up with a double click.
  23. Regarding prospecting, I think it sort of works ATM but isn't much fun. I watched the video and read the threads and a systematic survey makes sense. I started around my homestead for a few hundred blocks in each direction and got a lot of nothing much. No tin, of course, one high copper, everything else very poor. It wasn't enough fun I wanted to keep going in all directions. I had taken the propick by mistake when I was looking for resin and figured while I was out and about I may as well give it a few goes. I found poor tin, better than anything around home, so kept looking and got it to very high. It isn't too hard to see you're getting lower or higher. I was going 50 metres in each direction. But at that point I thought about the next step with the other propick mode and couldn't be bothered. I copied my world, switched to creative in the copy and went looking at the very high location. I hit a layer of quartz about 10 metres down. I went through it and found the tin about 20 under it. It wasn't anything like as large as iron or coal veins I've found but good enough. As you only need 10% tin for bronze you don't need that much. I wouldn't be able to get through the quartz with my copper pick and it was extensive enough it didn't seem I could reasonably mine my way around it - I gave up in 3 directions even in creative. Luckily the last direction I tried had it ending fairly close to my reading location so I noted the edge of the quartz layer, and where I'd seen the copper, and then took it from there back in the survival world. I looked up tin mining the other day and after following a few pages I think I may have found the wiki page the dev used to decide ore probabilities - the numbers looked exactly the same A lot of bronze age tin mining seemed to be at or close to the surface, so having to dig through quartz seems unfair.
  24. The copy mode when making clay molds is great. But it's annoying when the layer pattern changes while you're right-clicking away and you get a bunch of clay where you don't want it and have to remove it again. I think either the mode should be automatically disabled if the next layer has a different pattern, maybe by just not placing any clay rather then going to single voxel mode or something, then the player gets to choose the next mode. Or it should only fill in the voxels in the new layer that need clay.
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