Jump to content

StCatharines

Vintarian
  • Posts

    17
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by StCatharines

  1. You can, right now, already cool metals off using the watering can.

    It sounds awful but I do it sometimes if I had one too few molds for the batch I smelted.

  2. 19 hours ago, Thorfinn said:

    It seems that way to me, too. Pretty sure one dropped in a temporal storm, and you can get several just clearing out a den of locusts. All the other games, I've only been able to assemble a single device, while in 1.19, I already have 2.

    [EDIT]

    I think drifters in general have better drops. Pretty sure I'm getting more flax, enough to make it worthwhile hunting, at least in the early game. More gears, too.

    [/EDIT]

    In regards to your edit, it seems the same to me. Very slightly better drops.

    For Jonas parts though? I'm either getting very lucky, as are you, or the loot tables have been mercifully updated. I don't think I got a single Jonas device assembled in 1.18.

  3. 10 hours ago, Tyron said:

    Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment

     

    Interesting! I'd run into that, and it corrupted a world (which I was thankfully able to recover) but I wasn't in a dev environment, just a regular world.

  4. 13 minutes ago, Maelstrom said:

    Tangent question: does anyone know if those doors applies to greenhouses?  Seems like it would, but would like definitive confirmation.

    They need doors to be considered rooms, but other than keeping rabbits out it doesn't matter if the doors are open or closed.

  5. I'd be delighted with continually fruiting plants such as the bell peppers and tomatoes being finished, before something like potatoes.

    19 hours ago, Michael Gates said:

    Nightshades would be a really good mod. Potatoes, tomatoes, peppers, and of course the delicious nightshade berry plant. If you can make it so that you have to cultivate potatoes by dumping a soil block on them halfway through the growing process that would be extra nifty. (No, seriously, that IS how you grow potatoes IRL. Makes 'em produce more tubers.)

    That is very true! I grow an awful lot of potatoes every year, and you really do add more soil (mostly a peat/soil mix, for me) a couple times to encourage more tubers. It works.

    • Like 1
  6. 4 hours ago, Jacek Babiak said:

    I thought that some mod had destroyed the clay molding, but I turned off all the mods and I still can't shape the clay things properly, more precisely, I haven't finished the first stage yet and the next level has already started.

     

    I ran creative mode without any mods and something like that.

    2024-02-25_15-05-00.png

    I hadn't tried clayforming in 1.19.4-rc.2 but I just replicated this. It starts on the second layer instead of the first. Odd bug!

  7. Thank you so much for fixing the lag/rubberbanding for multiplayer! I didn't notice it since I host, but that was causing so many issues that I had to set creatures to passive.

    The experience of forging now feels just about perfect. The animation is well timed, and a single click once again moves or removes one voxel. However, rarely, I've single-clicked and had a voxel move twice instead of once, with only one animation and only one sound, and it seems to happen instantly.

    I don't mind the new slowed mouselook/cursor movement in the water, but adding a checkbox in the options for that would likely be a good move. I bet you anything it gives some people the distinct sensation of seasickness.

    • Like 2
  8. 22 minutes ago, CipherStormwolf said:

    Will resin be easier to obtain, I find it a pain. Can we not get way to cut trees and harvest some resin? For balance the tree could be hurt and die if you drain it too much. Please?

    There are already mods which allow for easier sourcing of resin. The base game plainly uses resin as a way to gate later-game technology, after which it goes mostly unused. I see this glue system as a good way to give resin a use later on.

    • Like 1
  9. On 1/25/2024 at 10:24 AM, Tyron said:
    • Fixed: Reverted shift+click on armor and other wearables to dress the character with them, as it interfered with shift+click moving wearables between inventories
    •  

    Having now played a few hours with this change, I have to say: please consider adding an option or a config setting or anything at all which would allow me to go back to being able to use this feature! I sorely miss the ability to quickly remove heavy armor and quickly put it back on, without having to have three slots on my belt taken up.

    • Like 1
  10. 1 hour ago, Dronzo said:

    Not sure if I'm doing something wrong, my traps caught some hares but I can't pick them up. I shift-crouched to picked them up and they just turned into this but still shaking. I have open slots as well.

    2024-01-26_19-35-19.png

    Try having an open backpack slot instead of a belt/inventory slot. It's like a populated skep in terms of carrying it.

    • Like 3
  11. You mention reverting to before installation of the mod, and you mention creating a vanilla world... did you try completely uninstalling Vintage Story, manually checking to make sure the install directory or directories are empty (including user/appdata/roaming/vintagestorydata) and reinstalling a fresh copy of 1.18.15?

    I can't explain why, but sometimes starting totally fresh can fix weird issues like this.

    Edit: I see now where you state you tried exactly that. I don't know how I missed that passage. Very strange, indeed! Perhaps reinstallation of the .net dependencies would somehow help? I'm left scratching my head.

    • Like 1
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.