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Everything posted by DrEngine
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Does anybody use bow/arrows? I think its very inefficient use. It has similar attack power as longblade. Thats why I should hit the target by arrow the same times as with longblade. This makes using of bow/arrows practically impossible. The target run away or starts running around. Impossible to hit it by arrow again. Not speaking about arrows loss (few of them always break). Whats your experience ? I wonder if one shot = instant death of target would be better. It's always the question of game play balance of course. So in such a case maybe only steel arrows would be able to kill in one shot (?). I'm not sure...
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Do you like behaviour of new scythe ? I feel the use of it a little bit weird. Sometimes it doesn't cut and I should repeat operation...
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Thanks !!!!
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I think we don't understand each other. I don't ask for traders inventory change time interval. It's about 6 days or so. Thats fine. I do ask how is generated inventory content so how the game select WHAT trader offers to buy/sell.
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Yes, of course. But is it totally random or it is tied to season or whatever else? Probably nobody knows...
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I think it's ok. Very "realistic". I like it.
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The most interesting: idea to carry more by use of a second horse with bags.
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I supposed equator position is coordinate zero, where we do have spawn point. But thats not true. Our spawn is -47° N. It's a little bit tricky, you jump there and back repeatedly, but finally I have found both polar lines and equator coordinates. And 24 hour day/night works. And now pure theorethical question: let we have two bases. One on the north, and second one on the south (lets say we can teleport easily). So we can exploit 24 hours light (half of the year on the north, and half of the year on the south). But both poles are cold (no way to plant anything). I wonder where is the sweet spot to get longer days and suitable temperature...
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We run a small server. We'd like to keep our map very long time (years) without "map reset". We do have experience from Minecraft that every worldgen change caused problem with new generated parts of our map (new parts doesn't fit to old terrain). So it was big problem every worldgen change. What about VS? Tyron noted that next worldgen change could be after 2 years or so. Does world gen change in VS cause the same problem?
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I think you're speaking about real world. As we do have sphere world or flat world. And about real physics. Thats right then. But VS is software and author can simulate any behaviour independently on world shape. Even if our virtual world is flat (polar line - not point; repeated zones equator-polar line-equator-etc...), it isn't any reason to author to stick to it and he can simulate aby behaviour (for example 24 hours day/night on polar lines). And thats what I wanted to know... how it is designed/set in VS.
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oops: I have found answer in another thread: If I have set polar-equator distance = 100 000 (in world config) where is the place a day takes 24 hours daylight ? I have tested it: world with polar-equator distance = 100 000. Date: June 21. Coordinates -100000 (north) = 16 hours day; coordinates +100000 (south) = 10 hours day. Where is the place with 24 hours day/night? If I move farther to the north or south, it seems zones winter/summer repeat cyclically. So If -100000 (north) has 16 hours day at June 21st, -300000 (more north) has winter (10 hours day). It seems zones are repeated every 400000 blocks with polar-equator distance = 100000. So no place with 24 hours day/night (?). Am I right?
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I have tested it few times now. It works. I don't know what was it...
- 35 replies
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- quality of life
- client-only
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(and 1 more)
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It doesn't work with 1.14.7. Density mode crashes client. Do you plan any update ?
- 35 replies
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- quality of life
- client-only
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Great. No need to have modes then. Processing ores produces nuggets. And processing nuggets produces crushed ore (i.e.dust). Some material is crushed to dust in first run (bauxit, olivine, quartz) without nuggets.
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I have made the same experience few minutes ago. I crafted a lot of bloomery chimney with use of SHIFT key at once. Some time later: I tried to scrap 11 soaked hides with use of SHIFT (knife at the top; 11 soaked hides below knife in craft). I used SHIFT click and I got 1 scraped hide and 10 bloomery chimneys.
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It would be nice to have more use for pulverizer. What about possibility to break ore chunks to ore nuggets? Of course this would mean that pulverizer should have more modes i.e. "crush to nuggets", "crush to crushed <ore>" (like quartz/olivine/bauxit/ilmenite) to distinguish different output for ores that can be crushed / break to nuggets (like Ilmenite).
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As Hal13 has said: create new trader wagon and spawn new trader with "/entity spawn humanoid-trader-survivalgoods". You can use any other type of trader (replace "survivalgoods" with another type - see folder "<yourServerFolder>/assets/survival/entities/humanoid" for types). Or better copy some trader configuration from this folder, change configuration, rename it and copy back to configuration folder. (Disclaimer: I haven't tested it yet, but I suppose it should work.)
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Some suggestions about the game and its mechanical aspect
DrEngine replied to Livarbesaru's topic in Suggestions
I used both of them. The first one (density) to localize suitable place (maximum %) at the surface. I mine down then to find maximum by the second method. And finally mine horizontally in both directions to find maximum. However some ores (typically sphalerite) - huge amount means not much blocks. So I missed easily ore during my first attempts to use propick without much experience. I'm able to use propick effectively now. However I have got so much ores now I don't need to mine a lot now and ore occasionaly founded by exploring caves is enough.. Only that damn sphalerite is very rare to find and I'm out of the zinc sources again and again. -
1.14.7: it seems it's solved. I have made 8 cheese pcs and no one spoiled.
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As EconBrony has said: use "/genbackup". We do use it on our multiplayer server every mornig (5 a.m.). Our server isn't much powerfull so playing during backup isn't possible. Definitely not a problem you can assign some time every day to make backup when you don't play...
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Some suggestions about the game and its mechanical aspect
DrEngine replied to Livarbesaru's topic in Suggestions
As Streetwind has said: use propick without hesitation. It's quite difficult to locate ore even with propick results. You'll work hard believe me... Once or maybe twice I was not able to locate ore even with propick and I gave up. Explore caves as much as possible and you'll hit some Zinc or Tin ores sooner or later. Get both. Bismuth isn't problem - they are plenty of Bismuth sources and mining two or three places will give you Bismuth for long time. When smelting bismuth bronze use the lowest possible zinc % level. Move to iron age as soon as possible. Iron tool have some using speed advancements but most important much longer durability ! And finally if you find one or two huge iron ore deposits you'll have iron for very very long time. Steel is another story. Producing steel is time and source (coal) consuming process. Steel has only slightly increased tools using speed and a lot increased durability. But it costs the price (fuel and time). My personal strategy of using metals: STEEL: - sword: slightly higher attack power counts (less count of hits of enemy needed), and long durability; - pickaxe: only one for occasionaly mining of titanium ore; IRON: - pickaxe: standard pickaxe material; good mix of mining speed/durability and cost; - knife: knife is not so often used as pickaxe BUT producing of any knife has the same complexity as iron one (every metal knife should be smithed); thats why I prefer iron knife; BRONZE: - shovel/axe: these tools aren't so much in use as pickaxe so lower Tier is enough; EDIT: corrected wrong info concerning knives... -
Traveling in winter is a tedious job. Have good and repaired clothes, avoid water, travel during (unfortunately short) day only to avoid necessity of building shelter and fire. Or limit your travel as much as possible to translocator routes only. Or better concentrate on home-base works and nearby caves and places during winter,