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StCatharines

Vintarian
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Everything posted by StCatharines

  1. In vanilla, no. There used to be a mod (Break Down Tools) that would allow for breaking them down with a hammer in the crafting grid, but I don't think it's been updated in a long while now.
  2. Joking aside, I think this is a great representation of making the crude door as seen in-game!
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  3. Sailing straight up? Well, the world is flat in VS... so it doesn't seem overly weird. Sure makes for an interesting sight though, doesn't it!
  4. Dana's Tweaks mod does that. Vanilla VS though? "Does this automatically...?" the answer is no. Nothing automatically anythings.
  5. Oh yeah! That was you with the chart on X, wasn't it! Nicely suggested.
  6. About 1.20-pre.6: That's an old issue. Good to hear it's potentially been fixed! Hooray...? It should be interesting, if horrifying at times! Excellent stuff! This has been a minor annoyance for as long as I've played. I'm glad it's been made uniform across all clayforming recipes.
  7. I'm guessing your friend also has an Nvidia GPU. Check out this guide. It's helped many people, myself included. Edit: Unless that's the exact "Nvidia fixes thread" you meant. Drat.
  8. Great idea! It's an excellent way to reinforce the gameplay loop, as well.
  9. You aren't kidding. The 85°F days and 20°F nights, back and forth, sure don't help things, either! The representation of seasonal cycles in VS have seemed very realistic to me.
  10. Unless you're after tuning cylinders or Jonas parts, there's very little point in standing and fighting a bell. Easier to simply explore elsewhere and come back after it despawns.
  11. I have found no more or less valuable ruins/loot in deeper caves than in very shallow caves. It seems entirely random. If you're after specific ores or larger nodes, they do seem to be deeper.
  12. To summarize my thoughts so far, there's a (pixelized) meme below.
  13. Pick a (non-granite, preferably) direction, and start running. 10k blocks, maybe 20k in a worst-case, and you'll find some.
  14. "Thermae Traders"!
  15. Another great suggestion! That would also very much look seafaring, so to speak.
  16. From version to version, no mod should be expected to work. It's a pleasant surprise when they do continue functioning, or only require minor rewrites.
  17. Yesterday, I had a similar cliffside ruin spawn. Next to another cliffside ruin! I think it's the first (and second) I've seen spawn like this.
  18. This made me stop and smile. I had to take a picture to share!
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  19. Oh, that kind of recording. Whoops.
  20. Record... audio? No way of which I'm aware. Text? Yes. You can write in books.
  21. Agreed, wholeheartedly! The more customization for things like this, the better each player can tailor the experience to their personal desires.
  22. I am so incredibly torn on this thought. I would adore having a collection of traders, drifters, Seraphs, locusts, etc., on my desk. On the other hand, it does tend to leave a sour tastes in many mouths, to be selling merchandise before completing a product. I disliked having to wait so long for, for example, official RimWorld merchandise... but it did finally get offered for sale. However, I expect that VS isn't going to really leave development any time soon. The amount of features planned, not even things that spontaneously get added, is easily the work of another decade.
  23. Ah, yes, a drifter cementation furnace.
  24. You're going to have a long time playing. A few immediately come to mind. Expanded Foods ...which requires A Culinary Artillery I also suggest Primitive Survival and Acorns. The number of permutations for food there is gigantic. On the order of, not even the close order of, millions. Might be trillions, I can't do more than a very rough guess.
  25. Rebuild as in replace it exactly, with it linking to the same general area as the destroyed one? Not that I can think of, unfortunately, no. Rebuild as in replace it entirely and have it link somewhere else, hopefully without lava? Yes, absolutely. With creative commands, you can break the existing TL and put a new broken one down, and even spawn yourself a couple of metal parts, and enough temporal gears to get it up and running again. Commands go into the chat box, and you'll need only two. /gm 2 will turn creative mode on, and then hitting E will open the creative menu instead of your inventory. /gm 1 will turn creative mode back off. Alternatively, if you know the general X Y Z coordinates for the TL which was destroyed, you can point your cursor at the existing one and use the following command, replacing X Y Z with the coordinates you need. /settlpos l[] X Y Z That command, much like repairing a TL in-game, will spawn a new linked TL at the target. It's obviously random when you repair one in-game, while that command will force the TL you're looking at to spawn a linked TL at the exact coordinates you indicate.
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