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SongOfRuth

Vintarian
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Everything posted by SongOfRuth

  1. I'm guessing nothing. But just in case.... lol I have a tendency to hoard all supplies that come into my hands. So I have literally thousands of low fertility soil. I use some here and there as filler where it won't be seen (wall intersections). Maybe I need to build some mud brick things. What do you do with all your extra non-useful blocks?
  2. I have that. I carry 2 chests - one to put on my back and the other in my hands. The problem is I put the storage container down. Fill it with stuff. Get greedy. Set down the 2nd one. But wait. There's more stuff right next to where I was already looting. ooooo, must have. And boom, it's dark and I can't remember where I put my containers. lol. I guess I wish there were something that did automatic beacons, complete with a beam of light. I like easy. I don't get a lot of time to play and usually have 3 other real-life things I need to be doing while I play. Thanks!
  3. I'd like to separate my piglets from my adult pigs, working towards 10th-generation pigs. Has anyone come up with an easy way to do that? Right now my only thought is whether there is a size difference that could be leveraged. Would like to do something similar with all the critters one can breed.
  4. So, after having babysat my little pit trap trying to get some sheep for a really freaking long time, I decided to go into the wild and encourage some to come home with me. I started with a group of about 3 and eventually had 6. I was using the bait and fence method used for moving livestock. I was within about a couple of hundred blocks of home when.... BEAR!!! I teleported away barely alive, only to die on arrival because in my haste, I'd entered my coordinates a bit off. No worries. I got over my shock and TPed back to my sheep (thank goodness for that waypoint). 5 of my 6 sheep were dead. I was left with one lone ewe. Okay, I can (hopefully) always get another ram. I beefed up the walls around my slowly moving enclosure and even put a roof over it (imagine a dirt hut 8 long, 4 high, 4 wide slowly being built on one end and torn down on the other). And I made a mistake. And my dang ewe got out. I tried to keep her from gettng out. I tried to get her back in. No luck. Major frustration, so in a rage, I hunted down and killed the traitor. I was going to have to start over for a ram; I might as well start over all the way. I walked back home. At least I'd eat good. Looked to see if I'd gotten anything in my pit trap. I did. A RAM! Daggone it! So now, I have a poor lonely ram along side my pigs. Sigh. It's hard to be a farmer-rancher!
  5. Oh, and thank you, @Apache, @ApacheTech, for the Campaign Cartographer mod. Being able to use your mod to search my waypoints is enough for me to always install your mod. (the rest of the mod's capabilities are pretty essential for me too!)
  6. There are mods that highlight ores. Those mods are awesome! I wish there was one for highlighting baskets, ha ha. I keep putting down a reed chest when I get overfull and stuffing it full of stuff. And then half the time, I am so focused on what I was doing that made me overfull that I forget to set a map marker so I can find it again. Oy! Right now, all of my tooling flint is in a basket I've done this with and I want to make a hoe.I don't generally make hoes out of anything other than stone because I just don't re-hoe things that often - once a farm plot, always a farm plot. I know this doesn't really need a mod (which is why it is here and not there) because I should just put down a waypoint so I can find my stupid basket again. grrr... on me.
  7. Do bees only swarm from a large hive? Or from any size? Any difference on this between wild hives and skeps? When creating two worlds from the same seed, do bees appear in the same locations? Or is bee location randomized regardless of seed? Are there always countdown timers shown for wild hives? Why? I had a large wild hive with no timer. It never got a timer. I tried multiple, desperate things to get it to swarm. I ran across the tip to reset (pick up, put down) the skeps, which did work to update the hive. Unfortunately, one of the desperate moves I'd made was to remove some of the leaves. The hive promptly exploded when resetting the skeps. Fine, a glitch, and a stupid move on my part (removing leaves). I found another hive (in much less time than it took to find the 1st). It's a medium hive. It is also not showing a countdown timer. Yes, I have mods. I know something there might be causing the problem. But I'm trying to pin down "normal" behavior without having to put several hours into a new world only to end up with the same problem. v1.17.12
  8. I always thought it would be cool to only be able to do relatively rough planks with the saw and require a saw mill type affair for better quality and quantity.
  9. We're all familiar (IRL) with stucco surfaces on building exteriors, as well as stone and brick. I have also seen (IRL) shells and smaller (river?) stones set in a mortar base. The result is now sometimes achieved with a veneer-type application. Wouldn't it be cool if we could collect all these shells in VS and mix them with stone/clay and create a shell surface for at least cube building blocks? I really like the little shells found on beaches and sandy places. It would be cool to use them as a decorative building material.
  10. For all those times in the past when someone used a peat bog as a disposal area. It should not occur in surface layers of peat. And perhaps the chance could increase the deeper the peat layers are. So, you never find it in the top layer. You might very rarely find one layer below that. Slightly higher chance in the 2nd layer down, etc. And then perhaps some fixed percentage past a certain point, but never a very high probability. Some additional interest could by added by maxing out the percentage of blocks within a peat area that are bony soil. Perhaps only a couple of folks wound up there. You could then add some interest by extremely - I repeat - extremely rarely having a sufficiently large peat bog have a whole massacre of bony soil at the bottom. The intention is not to make peat bogs a handy source of bony soil, but rather to make things interesting. And the bony soil takes care of adding the additional smidgen of archaeological interest of artifacts from the past. (why yes, I am currently digging out a few peat bogs that are in the way of some paving over I am doing.)
  11. Thanks! That's very helpful. Yes, it would be nice if one could save the settings as a custom world type and then select from the dropdown menu.
  12. I've looked around and seen a couple of old-ish posts asking this. Is it possible to "save" a custom worldGen setup? - by "custom worldGen", I mean the settings one sets when choosing "Customize" on the "Create New World" page/screen I'm a programmer (that's what we called ourselves years ago, now known as "coder" or the hoy-paloy "software engineer") so I can "json" if someone points me in the right direction(-ish). Or if there is a mod and I'm just not searching right for it. I have limited play time available so it's entirely possible what I'm asking exists and I just haven't found it (recently searched for something, varying case and spacing, only to find I neglected to also search for dashes in the place of spaces, oy!) In the other postings I saw, some wondered "why?". Short answer is it's faster to serially create worlds looking for a good spawn instead of spawning and then spending time searching the world for a good place. And since I play for entertainment, relaxation, I tend to make the game as easy as possible while still retaining an illusion of challenge - think Exploration but easier and with longer time spans for almost everything (except trees, trees need to grow faster dang it, lol).
  13. I just started fiddling around with this last night and I'm not sure if I'm doing it right. I get the "--addModPath" thing. When I open the Mods folder from the Mods Manager screen, it takes me to the "universal" mod folder. But the mods in the "addModPath" are there. Upon reflection, I guess that's a good way to think about it. The mods in the "universal" mods folder apply to all instances of Vintage Story, whereas the ones in "addModPath" only apply to that particular instance. But I digress. I am trying to run 2 separate versions of Vintage Story - 1.13.4 and 1.14.0. I have set each shortcut to point to a different "dataPath" but they each seem to be looking at exactly the same folder. As in, if I open the "universal" Mods folder, it is the same for both. If I open the Saves folder it is the same for both. Does this sound right? How can I tell that I am actually accessing different "dataPath" folders? I have another post under Discussions where I was asking about this when I first started playing. "Mod Management on a per save basis?" (https://www.vintagestory.at/forums/topic/2787-mod-management-on-a-per-save-basis/) Thanks for your help!
  14. With the release of 1.14.0, I'm finally picking this up again. I have installed both 1.13.4 and 1.14.0. Each has a different --datapath set. I click Mod Manager in each and they each report the exact same folder. And there is no difference in the mods listed. I then set --addModPath to be the same as I had set for -datapath. Although Mod Manager still shows the exact same path, 1.14.0 has no additional mods (which is correct) and 1.13.4 does have mods listed (which is also correct). So. Changing --datapath did not seem to have any effect. Changing --addModPath had an effect (in that the correct mods were listed for each) but indicated the exact same folder for each version. Either I'm not using these things correctly or it's a bug. Any guidance from anyone would be greatly appreciated.
  15. So I'm finally processing my first leather. But the ratio of required ingredients is such that I need to have a certain number of starting pelts available. So far as I know (which isn't necessarily much) the bucket is the only way to transfer liquids. Is there anything else? Take care, Melody
  16. Came to the forums today for a different reason and saw your response. Thank you so much. Off to go play with that. Edited to add: My fingers are itching to create some batch files. Here's another question to ponder... can I have the current stable version side-by-side with the new 1.14 version. I'd like to try it out but don't want to kill my current game (and have some PTSD from Virtual Machines gone horribly wrong at work).
  17. I keep looking for YouTubers playing Vintage Story and saw Kage848 a couple of days ago.
  18. First, as an FYI to the Vintage Story team/devs, I found Vintage Story through PaulSoaresJr. I figure it's handy to know where user come from, as far as finding a game/app. Second, <sarcasm>thanks, thanks a lot </sarcasm>, cause I was just really hunting for a game where I have already died And rage quit many many times before even reaching the copper age. I've never stayed with a game this long after dying so much before really progressing. Finally, truly thanks (no sarcasm), I've attempted many times to play TerraFirmaCraft but gave up (also before the copper age usually) due to bad spawns (as in nothing but a big gravel island as far as the eye could see) or non-intuitive task requirements. I much prefer this. Take care, Melody
  19. I generally like playing multiple saves of sandbox games like Vintage Story, switching back and forth between 2 to 3, sort of round robin style. But I want different things in each save/world. Hence, mod management. With java Minecraft, I use MultiMC. With RimWorld, I use a mod to allow such switching. Does Vintage Story have that ability? Perhaps with a mod? If not, is such a mod possible? Or perhaps Vintage Story devs have it planned for the future? Take care, Melody
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