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Filip Nowak

Very Important Vintarian
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Everything posted by Filip Nowak

  1. @Tyron please my colleague finished translation to Czech in the Crowdin. Would it be possible to add it to the next update? Thanks!
  2. Hoooraaaaay! I'm so excited by the Mini Dimension System - the system I dreamed of for so long time! So, can I looking forward to: Construction of large ocean-going ships with which we will sail the seas? Construction of various hovercrafts? Construction of a horse-drawn wagons? A possibility to build a house or a whole street, rotated for example by 30 degrees related to the standard map? Am I having exaggerated expectations?
  3. Hi, please is the following functionality, described in the #devlog, already implemented in some published version? We need it as soon as possible :-). Thanks! /wgen autogen 0 // Temporarily disable chunk generation /db prune 20 confirm // Will delete all chunks with less than 20 survival player edits in 1.18 (edit=placed or removed blocks). // Emphasis on 1.18 - this metric only exists since version 1.18, so edits from older versions are not counted. Does a dry run without the confirm part /db vacuum // Recreate the savegame to actually free up the now unused disk space Fipil.
  4. @Rhonen thanks. I made this issue recently: https://github.com/anegostudios/VintageStory-Issues/issues/2680 which I closed yesterday. So maybe you can create a new issue pointing to the my closed one and describe the problem? Hope that devs will help you with that. Thank you very much.
  5. Hi! @Rhonen the floor plates causes wrong door behaviour, see my description below: If I place a floor plate to the one side of doors (the new 1.18 animated doors), and when I close the doors and I'll come to that door from the other side where is not placed the floor plate, then when I push to the doors by a whole body, no clicking to any mouse button, just pushing by my body to the doors, the doors opens. Probably during pushing by the whole player's body, some part of the body touches the floor plate laying on the other side of doors and activates it. This is problematic, because I've all doors in my house locked and reinforced and I've floor plates at the inner side of the doors to ensure that the doors always closes automatically when I go outside of my protected house. But this bug causes that anybody can go in, just by pushing to the doors. Hope that you'll fix it. Anyway I love your mods! Thanks! Fipil
  6. I just tried to export a whole city including a big castle using Schematic and it worked very well. I imported it to a new map and must say that it transfered almost everything. All things are in chests. It transfered even a mod based blocks pretty right, with some exceptions such is for example Fancy Doors, which was not imported well. Only animals has not been transfered all - some pigs has been transfered, all chickens but no sheep. Also reinforcements, land claimings and door locks has not been transfered (those data are probably saved into chunk, not into block, so that's the reason). But those are minor problems. So, I've to change my previous opinion. The Schematic probably is solution for us to move to the new world. Thank you all for hints and advices.
  7. There was the Multiworld mod for MC (Spigot based). We used it in the similar situations, we created a new world and expanded to it but we could still live in and improve our old world. So maybe some mod would solve it, as you wrote
  8. Yes, we'll probably go this way.
  9. Thanks for the link to the tutorial. Unfortunatelly for us is not enough to just copy some of our buildings to a new map. We've a city, composed to terrain. Some of our players has a large piece of land surrounded by an ornamental wall, something like the Great Wall of China. And in the center of the land, they've composed their house into mountains. Some of our players has a "traders trail" - a long way composed from translocator jumps and a marked paths from one trader to another. They're able to earn a lot of money during an one pass through the trail (they sell some goods to traders). Finding and preparing of this trail consumed a lot of time and effort. So it's not just about a couple of buildings to copy to the new world. That's the reason why for us would be best one of the following options: Make transitions between the old and the new terrain smooth, so there aren't an ugly cut off mountains, cut off lakes etc. Add a support for multiple worlds, so we can add a new world, still play on our old world and explore and settle the new world with oceans and the cool new terrain generation. Please @Tyron consider our reasons described here. Many thanks. We all love Vintage Story!
  10. Awesome, I'm looking forward to the new version! I've only one important question regarding of the this part: We've a two years old world, where we've a lot of work done, so we don't want to leave the world and start from the beginning. We would probably prefer to keep playing on this world. Please, would it be possible to implement some smooth terrain transition between the old and the new generated terrain? So it's not jarring but smooth... We would like to enjoy the new terrain generating as well as the oceans, but we don't want to start again. Pleaase think about it, it would be highly appreciated. Or, if there would be some multiworld support, it would be nice solution. We would keep our old world and add a new one to enjoy all new features.
  11. I'm sorry, but nobody on our server likes the new "musical" seraph voices. Please, give us back the option to switch those off and to have back the human voice. The musical voices doesn't express well the player hurt situation. It's really irritating and annoying, it ruins the gaming experience. Please, allow us to use the old voices. It would be highly appreciated. Thanks. Fipil
  12. Hi! I just distilled a jug of brandy. But I couldn't find a way howto pour the liquid directly from jug onto a bowl. Is it possible? I'd like to pour an alcohol to bowls to my guests sitting in my tavern :-). I know that I can have the brandy in a bucket and take it to bowl by holding bowl and clicking to a bucket, but it's ugly. It would be much better if i can pour the brandy to guests bowls directly from jugs. Thanks. Fipil
  13. It seems that the new patch v1.15.6-rc.1, rc.2 fixes the problem.
  14. Many thanks, Tyron! I'm happy to read this fix! Does it mean that also carpets can be placed to chiseled blocks as well? My floors are often made of chiseled blocks, because beneath is some decorative ceiling on the lower floor.
  15. Hi, I bought a wallpapers from the building materials trader. I put it to a wall. How can I remove it to place it elsewhere? When I break the whole block the wallpaper disappears. Is it a bug? Thanks. Fipil
  16. I noticed problems with food fresheness calculation as well. I reported it to issue tracker here: https://github.com/anegostudios/VintageStory-Issues/issues/772 Maybe it's related to the problem described here?
  17. Hi @Rhonen I understand your point, but I what I meant is to count sibling waterbloks from the waterwheel, up to some limit. Just start from the waterwheel and search for sibling waterblocks around the current one, then move current to the sibling and search for the next siblings up to some max limit. During counting can be taken into consideration also the elevation of the found water blocks - if the elevation is increasing, the water is probably falling from some water source above the waterwheel. So what I mean is just calculate the water mass based only on positions and count of the water blocks. The limit + elevation change should be big enough so user should take water from a big lake or high waterfall to achieve a maximal speed+torque. Of course, the calculation should be optimized, so it'll not kill the server :-). Maybe it can be done in some thread with low priority. Or per steps, calculate n blocks per server tick (one step), then another n blocks etc. up to the max limit, then each step will report result to the waterwheel - the effect could be smoothly increasing speed and torque. Does that sound reasonable? Anyway, I'm not pushing you, it's just an idea. Keep up your perfect work! Filip
  18. Hi! I love your mod, I noticed it yesterday and it was like miracle, because I'm just finalizing building of my castle on our server and I was telling myself "it would be nice to have some portcullis and drawbridges". And voila, I found your mod! I noticed the waterwheels as well, such is a second miracle, because we plan to build a waterwheel mill in our city under the castle. There is already a building parcel for that. Are you reading my mind or what? For the waterwheel, I've an idea regarding of the speed and torque: maybe you can examine a water source, for example count compact water mass from which is the river/stream coming from and from that calculate the speed and torque. It will prevent to create a mill indoors and run it just with a bucket of water, such is a littlebit "cheating" of the realism of the Vintage Story. It would force user to find a big lake for example, to have a high speed and torque. The water source realism could be configurable switched on/off - maybe some players will not want this limitation... What do you think? Fipil
  19. Thank you very much for great work, Tyron! Especially the quoted one :).
  20. Most wanted thing is the animal leashes for me! I'd like to move to my new castle from my old house and I'd like to move all my domesticated animals.
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