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Posts posted by DrEngine
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2 hours ago, Silent Shadow said:
Is it really a big deal? Their uses are rather different so just store them in different chests.
It's not of course. Its a minor thing that could bring some confusion sometimes. Yes, it's graphically better than old icons but it could be designed more different
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I have finally installed 1.15.x version. How do you like new inventory icons of some materials?
- Salt/Lime/Powder/Borax/Saltpeter/Mortar/Bonemeal/... look all the same. Very bad to recognize what is what. Looks the same only different color. Very, very bad.
- Lump of Fat icon looks very weird; the old one was much better IMO
- some other are different but at least they looks like they should (clays, cattails, wax, flint, flax/twine); but is it necessary to change them and force player to learn new icons???
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16 hours ago, Streetwind said:
Not "slow", no.
You can choose between no time progress while no one is online, and regular time progress while no one is online.
Erm... We don't play several days on our server often. With 1 real day = 1 game month it is not good option to use.
1 real hour of playing means 1 game day. Thats ok.
I'd like to have: 1 real day of NO player on server = 1 game day. That would be perfect.
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Hi, is it possible to set VS server to slowly progress world time without any players online ?
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7 hours ago, Siinamon said:
This does not work for me but ".debug relightchunk" did. This only works until you log out and back in, though. It doesn't fix it on the server side, and the map still shows a big black spot.
If I remember right this didn't work for me too. But dark void disappeared after long time. So good luck...
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It's some bug. You can correct it with console command. I don't remember it but it can be found here in forum...
EDIT: try ".debug rc"
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1. I's not necessary to start new map with major update. New features will be added to new generated parts of world.
2. I've got reassurement from dev team that terrain gen will NOT be changed so we'll not get such strange terrain glitch when updating game version like for example in Minecraft (where terrain gen change caused new and old terrain donn't fit).
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I haven't seen any food nerfing in last year or so.
It depends on your map position. You can find a lot of berries for example in forests. There are places where are no berries at all. VS isn't an easy game... -
The solution is to delete target area first "/we mdelete". Paste works then.
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On 5/15/2021 at 10:59 AM, colin macdonald said:
found this bug several times now making me not not really trust them lol thankfully i have a mod installed with /home function to tp home cause dieing with my full steel chain/tools is not a option id really like to take
It's very rare. I have got about 40 active teleports now (multiplayer server) and no one was bugged. I hit such a situation only one on my single player world.
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There are a lot caves inside mountains. Just find huge tall mountains (with iced top) and they'll probably have some cave inside. I've found many caves inside mountains (30 or more).
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I've tried several hours to use copy/paste but the result is horrible:
- necessary to mark "paste to" position by "/we ms" otherways it pastes on the original position (why ??? why it doesn't get my actual player position to paste ???)
- paste places only part of the copied blocks, no the whole copied "cube", why ??? is it buggy ?
- a lot of exceptions; necessary to change paste position a little bit or remove some blocks like torches to avoid exception, I don't know why= weird behaviour
Finally it's absolutly impossible to use it.
Any hint? Help? Tip/trick?
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I've tested water wheel connected to quern . 1 iron repair kit adds 29% of durability. It is enough to grind 11 stacks. New waterwheel (100% durabilty) can grind about 36 stacks. I think its very very low productivity if producing one water wheel needs 32 iron ingots, 2 brass and 6 steel ingots (overshot variant).
My hammer powered by waterwheel (the same overshot variant as above) was in use many months (I turn if on only for forging) and it has 56% still. It's weird !!! Does use for hammering have differenr durability effect than usage for quern ???
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On 3/18/2021 at 5:30 PM, Rhonen said:
this is an option.
if you want do this, you can easily change the waterwheel json in the /assets of mod-zip.
attributes: { handbook: { groupBy: ["waterwheelbase-*"] }, damagePerTick : 1, },
change damagePerTick to 0
I can't find this config file. Where exactly is it ???
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1 hour ago, Papa Cheese said:
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.
Thats weird. He should buy if % is the same or higher than demanded.
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We've had this issue yesterday. My frined with granted access to my claim put something in one chest and it disappears immediately.
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We've built castle high in the mountains. Level 210-240. The temperature is much lower than at the sea level especially during winter. I try to heat interior of the castle by fireplaces but without success. Any suggestions?
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Very interesting set of recommendations.
I absolutly agree concerning Compost/TerraPrata ! And the same concerning rule making not new game content but improving existing ones.
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"seti" - ok. But it's the same, no 100% removed clouds.
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Yes I know. However "/weather stopclear" or "/weather setir clearsky" don't work 100%. Some clouds are present still.
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Great !!!
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Amazing !!!
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I need to switch off clouds to be able to screnshots mountains terrain from very high position for my project design. Clouds prevent me to get clear screnshot.
Cave art deletion
in Questions
Posted
How to delete "cave art" i.e. paintings made by chalk, coal, ... ??? Destroying of block doesn't work - painting reappear after replacing block.