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Papa Cheese

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Everything posted by Papa Cheese

  1. Just a heads up for the author, snake and crab meat pies are showing what looks like the programming name rather than the in-game name and the textures for the filling are showing as the white "?" block rather than the filling textures. Love the addition of the firefly jars (still trying to catch the last couple of types).
  2. Well dang, I'm guessing for the testing everyone wore the same or no armor which leaves it a head scratcher for Spear and Fang to puzzle out.
  3. What classes are the players? It could be speed bonus from something like hunter. Just a thought.
  4. Is it in your hotbar with it showing as being carried? If it isn't showing go to the hotbar slot you have it placed in. If it is showing as being carried and it isn't working then the only thing I can think of is that you have a conflict with another mod or you have the wrong mod version for your game version. Hope that helps.
  5. There is a pit trap setup in this mod using the wooden spikes in different ways. I think there's a video linked under the mod description on how to set one up.
  6. If I get minimized much more I'll disappear lol
  7. As the game currently stands I would say it's safe to upgrade from early access/alpha to beta. As a late comer to the game and a multi-player server I have been able to go from stone age to steel relatively easily even without help. I do rely on advice from other players for things like making blue cheese (still haven't managed it yet) that aren't clearly explained in the handbook, gearing for mechanical power is also vague. For most things I didn't understand I checked the wiki or experimented in creative mode. Now I'm being asked for tips on our server or being a roaming windmill inspector. The only things I could ask for would be things like "grinding in a quern" to minimize new player confusion and more info on making steel for the newbies as well as more info on making blue cheese for me. How can I live up to my name if I can't make the one last kind of cheese? Documentation on that is almost nonexistent or vague at best.
  8. Out of curiosity, do the chances of finding a worm apply to rocks you place as well as naturally generated ones? I was planning on testing that but haven't had the time yet. Just recently finished a community greenhouse/cellar at spawn on the MoM server and I've been catching up on chores at home since then. The trotlines in cellars work beautifully by the way, thank you Spear and Fang for that information.
  9. Another option to decrease the glitching through is to use lower terrain to your benefit. My core breeding animals are kept in pens two blocks deep with solid blocks making up the walls. They will occasionally glitch through fences or gates in between the pens especially during temporal storms but I've never had one glitch out of a lowered and covered pen.
  10. I've had this happen if the % of quality was higher than what displays on the item they want. If they want boots at 76% and I have a pair that's 77%they won't buy until I run around wearing them to wear them out to 76% or lower.
  11. If it continues to show after entering the game again use a bucket with water to fill the space (control+RM).
  12. I decided to do some simple automating to speed up my chores at my homestead. It's a basic setup of a labeled chest sitting on an elbow chute leading into a 4 way chute. The three open ends feed into the long sides of small troughs for my chickens. The bug is that if I place 24 flax grain in the chest to fill the 3 troughs the troughs straight out will fill while the two to the sides will only get 3-4 portions each. The chest is empty as well as the chute sections, if I break the full trough I not only get the 8 grain it should hold I also get the other 8-10 portions that didn't go to the other troughs. I refilled through the chest and waited for the chickens to empty the troughs. The trough straight out showed as empty but I couldn't add to it, when I broke it I again got the extra grain that should have gone to the other troughs. It would appear that chutes aren't respecting the capacity of the trough or that it's also feeding into the rot storage. Just thought I should let you know.
  13. There are dead falls and snares in this mod (great for killing rabbits, chickens, raccoons, and your toes.) You can also set up mob capture traps that require more work... just make sure to remember where you set them up or you'll find yourself in one.
  14. If all you want is fish then trotlines are the best route that I've found. A stake at each end and enough cordage to fill in the water blocks in between. You can run trotlines side by side to take advantage of every water block. If you want shells or the special "not to be named" items as well as fish use weirs and fish baskets but they are much slower. Individual fishing lines can be run but since they are the same materials as a trotline I rarely use them.
  15. Well I tried. Unfortunately I'm still too new to the game to know where the screenshot settings for the game are kept. At least this has eliminated the possibility of old or corrupt settings/files being the problem. Only other thing I can think of to try is what Streetwind suggested and checking your permissions for your operating system.
  16. I just saved out the saves folder for my single player games and you can get by with just the mods folder to avoid re-downloading. I wrote down my server info. The rest will be repopulated on game load and connecting to your online server. You'll lose your map data and have to fill it back in but any way points you have marked are kept somewhere else so they will still be there. The player data folder I wouldn't save just in case there's old settings causing problems in there.
  17. I would have to check but if I remember correctly there will be a save folder inside the vintagestorydata folder.
  18. I was able to "fix" the problem by moving my saves folder to my desktop then completely uninstalling the game. After that I re-downloaded the latest installer, started the game up, quit, then dropped my save folder back in.
  19. Step 2: Basic setup options. There are two options for setting up an automatable tool at first: 1) Direct connection and 2) Indirect connection via large gears. Option 1 only allows one machine to be run off of a windmill at any given time while option 2 allows you to run more than one machine off of a windmill and with transmissions you can turn on and off the machine you want to run at that time. Option two Is best because it allows for more windmills to be added as you build up the materials needed. Speaking of building up, below is a picture of six windmills running one large gear like I use on my server. the blue blocks show the input lines and the red are the output lines. Ok, having some issues with adding a picture right now so I'll try again later.
  20. Ok, here goes..... basics of windmill setup step 1: assure proper clearance. This trips ALOT of people up, there are 5 sets of sails in groups of 4 that can be added to a rotor to get to max size sails. That means 5 blocks of clearance right? Wrong! The sails while spinning will actually clip into the sixth block out and if that's a solid block you get broken sails (all of them, not just the end pieces) that will despawn while you're blissfully thinking everything is fine. Make sure you have 6 blocks of clearance in all directions from the rotor.
  21. Sorry I forgot to post pictures like I meant to. I'll take care of that later tonight or tomorrow afternoon.
  22. Thank you for testing this out and giving the answers plus suggestions. I used the trotlines at a small public workshop in my area but it's rather out of the way for most of the newbies to take advantage of and expected to do it again. Knowing cellar mechanics have an effect is very useful and I honestly never thought to automate feeding troughs so thank you very much for that info. Now to find a good spot to start building and try not to freeze in the process since we just hit winter.
  23. Out of curiosity, do the trotlines, weirs, etc act as containers? Ie, if I were to put a hopper or chute below the active water block would it pull the catch out? I'm working on an idea for a community food center on our server to help our newbies stay fed till they can get themselves settled and stable and I was considering ways to add fish to the available options. If they don't work that way does cellar mechanics have any effect on the decay rate of caught but not gathered fish?
  24. I like the idea of going to pairs of fillets with higher saturation and getting fewer of them. (The 1,2,4 per fish as that's realistic since you get different numbers of usable fillets depending on the size of the fish.) It will also lessen the amount of wasted fillets that spoil. In one game day of babysitting my lines and immediately running the fish to a cellar to store them I ended up with a storage vessel full of fish. After cooking, sealing, and storing every meal I could with whole fish (catfish stew with cabbage and soybeans giving a whopping 2000 saturation) I fileted all the leftover fish and ended up with around 60+ fillets that went mostly to waste since I ran out of crocks and veggies to cook with them. Now before anyone uses this as ammunition to say that catching fish is too easy, my setup is a 17 x 7 pool I make with two trotlines running the length of the pool(17 hooks each), 12 fish baskets, and 4 weirs making a total of 50 chances to catch a fish at one time and I still had to spend an entire game day doing nothing but picking up any fish I caught. Long story short..... finally lol.... I side with the fewer but better fillets just from a game play and storage saving option. Next time I feel like arguing with the water physics I think I'll try building a fish pond in a cellar to save myself all the running back and forth.
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