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Deidora

Vintarian
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Everything posted by Deidora

  1. optional as I said, with a width of 2, you can reach the second block with a spear (or falx if it's a big mob). Without water to push item/corpse toward you, you might need to replace a fence by a fence gate on the separation in order to access the mob chamber. The major pain will be bowtorns if you have a large mob chamber since they'll constantly try to get away from you pretty fast without the water to hinder their move speed.
  2. I've been experimenting with a 2 chambers pit (inspired by a recent QPTech video, link in the spoiler below) One chamber is for the mobs, a 3 deep, 2 wide trench dug from the surface (with flowing water to push mob/corpse/items toward the player area). The water flow system is optional. it is a simple 1 wide, 3 deep trench that extend 1 more tile on each side than the lenght of the pit (so that the water can flow everywhere). Put the water on 1st block dug from the surface and cover with a slab to prevent mob from falling in. The blocks at the pit floor level are removed to allow the water to flow and fences are put at the botom layer to prevent mob from trying to flee in the water way). the player chamber is 2 high, 2 wide with floor tiles occupied by your favorite antispawn item (camp fire, branch layer, ... whatever works for you). the interface between player and mob chamber has a bottom row of fence gate (choose your style). the second row is alternating a single fence (attached to the ceiling) and vertical slabs (which the fence post does not attach to). NB: the spawn prevention look like firepits because of the instant firepit mod, dry grass should be enough (easy enough to include a safe room in the design just in case). in there you're protected from projectiles (stone or bowtorn javelins) though if you stay too close to the fence gate, you're vulnerable to melee (hence the 2 wide player area) and can reach around the fence post to attack or loot corpses. if you hug the fence gate, shivers and drifters will be attracted to you and jump in the pit. I did not see bowtorn fall in during the only temporal storm I had to work with. (wandering or getting in position to shoot you should make them fall in eventually). I would recommand to close the entrance with a block rather than a door or fence gate to prevent mob from camping the entry/exit. The design is modular, you can extend it with as many segment of slab/fence/slab as needed (bigger = better mob spread, less chance they'll kill each other). it's pretty fast to dig one if you have the materials at hand (6 stones, 2 clay, 14 sticks).
  3. You can disregard the temperature ranges in the wiki they're only used for world generation, all trees (and plants, and bees for that matter) seem to stop growing at 0°C (seed will grow to sapling but no further). so if you really need trees in winter, you can grow them underground at a depth where it's above 0° C (preferably low enough so that you can be above 0°C all day long, since surface temperature vary quite a bit and the growth timer stops when you reach 0°). They grow underground regardless of the subterranean agriculture setting. Another point, light is not needed for trees (or berry bush) to grow underground, though you might want some to prevent drifter spawn or harvesting these tree will become quite a challenge. You can collect and store sapling to save day necessary for the seed to grow to a sapling (which can be done above ground). The cost of digging/lighting is a bit prohibitive if you don't have plenty of metal on hand (or haven't found iron yet), so you have to choose trees that are not too expansive (once you have an ongoing tree farm above ground, it's kind of moot). I usually dig a few underground areas for winter to supply berries, honey, grass, cattails or tree without the hassle of clearing snow (don't put all your berry bushes underground though, they have a max temperature for maturing and for keeping they fruits and they won't produce anything during late spring-late summer).
  4. just had that problem in 1.20 rc6. it's winter with snow everywhere, I opened my charcoal pit and snow fell on the charcoal layers inside (which are almost never a full block). The snow could not settle and bounced up and down after that the game prevented me from picking up anything. I resolved it by removing the charcoal (switched to creative for this but it was probably not necessary) beneath the unsettled snow so that it could fall on a plain block. After that I started picking up dropped items/blocks normally.
  5. Salut, oui, tu peux utiliser les commandes en ligne de la configuration du monde : Configuration du monde — Vintage Story Wiki notamment: /worldconfig daysPerMonth xx avec xx le nombre de jours souhaités il faudra arrêter/relancer ce monde (retour au menu et relance suffit) pour que cela prenne effet. Tu peux ajouter ou retirer des mods quand tu veux, mais attention à la compatibilité avec ta version actuelle du jeu (et bien sur avoir des mods peut être un risque de crash de ton monde).
  6. Hi, you can kill them (spear, knife, hand, with anything really), no catching. It sometimes yields some fish meat when skinned with knife and, after looting the corpse, bone when you break the leftover fishbone.
  7. Hi, you need a free bag slot to pick it up (same as with skeps), remove one of your basket and you should be able to pick it up. warning: in 1.19 rc6 the traps are a bit broken and disappear when interacting with the, but since this one reverted to a reed chest it should be fine.
  8. Hi, look at the ground and right click while having the full trap selected on your hotbar (should be in the bag section)
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