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wildforester

Vintarian
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Everything posted by wildforester

  1. If axles are waterlogable that may work.
  2. I assume.... like... Hemp? If vs were realistic we’d be finding ash trays in the ruins. Anyway, fairly certain hemp would have to be refined with tech far beyond what we’ve got ingame.
  3. Worldedit has a slider for fog. That’d require being in creative mode however. From what I can tell we commands correspond to ingame commands so if you could find the specific command that controls fog you may not need to go into creative mode.
  4. Chain may make a good cave diving armor. And can confirm on the gambeson, wear it all the time.
  5. The issue may more so be that the translation from opengl to directx12 is faulty. That'd appear to be what's happening, the opengl being implemented on directx12
  6. I didn't touch on boat travel, but I think the ocean percentage needs to be bumped up a little more, 80-95% (land coverage) seems to be a good number that doesn't interfere with the early game, but also allows for extensive boat travel in the later game with some canal building the higher the percentage is.
  7. Since 1.21 is tweaking world generation I decided to take a peek at what's different. My feel currently is that the world has become much flatter overall with no gradual changes in base height at all. While this could make elk travel easier, I don't think the feel of the world has benefitted from this. Personally, I think some types of world generation may just have to go or change. That world gen mainly being the small pockmarked type (like in photo 11 or 6) and that the world should have more height variation on a larger scale. I've taken a good few screenshots of the world gen and want to see what others think about these types of terrain, I have my thoughts in comments on each photo. Pointing out what I like and what makes a scene work/not work. Google drive link to the photos (to save my file upload limit) The seed is "wgtesting" or "1730375493" with all photos coming from the 1.21 pre for those wondering.
  8. I'm just gonna test to see if I can display and image here with a link... html maybe https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/view?usp=drive_link <img src="https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/view?usp=drive_link" alt="mountains"> <img src="https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/view?usp=drive_link" alt="mountains"> <iframe src="https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/preview" width="640" height="480" allow="autoplay"></iframe> <iframe src="https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/preview" width="640" height="480" allow="autoplay"></iframe> AKGpihYYeLTndIUovC_G3ngpSG8U8aDIrViJEUplheTOOvnydyvhT_PKu73LKr52wglSxTPUyHacMS0EVLVZ1XqnMuj908Hhwtmy3fU=s1600-rw-v1 (1600×900) https://drive.google.com/u/0/drive-viewer/AKGpihYYeLTndIUovC_G3ngpSG8U8aDIrViJEUplheTOOvnydyvhT_PKu73LKr52wglSxTPUyHacMS0EVLVZ1XqnMuj908Hhwtmy3fU=s1600-rw-v1 I have a feeling that even before hitting enter none of this will work (in which case, could such functionality be added?)
  9. (I gotta admit the 2nd and 4th images starting this thread look like pretty nice terrain)
  10. I would believe looking at mod code is fine as long as you are not straight up copying it and claiming ownership. Ofc asking the mod author would get a more definitive answer on what you can do with it. But the mods are just zip files and one can simply unzip and look and the code.
  11. Less jank and more sustainability (for trees and whatnot, gets annoying having to shear trees when you just want the wood, so a seed nursery maybe)
  12. The 1.21 pre release says it mitigated the issues with fog. I’d wait for an actual release however just to be safe
  13. I could use a “Jumping rifts on the side of the path” song, fun and humorous
  14. Yes, it’s very much possible, for example with my drifter trap design. Though I don’t know of any place for specifically posting build jsons
  15. I agree with @Thorfinn on it being what you want to do, especially if you’ve made plans that could benefit from everyone using json formatted models in future updates. Getting rid of depreciating formats now would be better than later.
  16. You may have exhausted the collective knowledge of how to mitigate/fix this issue. I've personally gone through my bios tweaking stuff and enabling stuff like resizable bar. Though my stuttering was never as bad, more so that I had much lower FPS than would be expected with my hardware.
  17. Work smarter not harder! There's a command for this sort of stuff, 100 sets the width and height. .blockitempngexport all 100 There are some other commands that do more specific operations with the export, but this one will get you all blocks and items rendered as pngs.
  18. The dev mode option is in the Interface tab of the settings screen, have you tried disabling it? If you can't launch the game then you could disable developer mode by changing "developerMode" to false in your clientsettings.json file found within your VintagestoryData folder
  19. Same here, found this issue that got fixed in 1.20.11, nice seeing the issues you've reported getting fixed. Fixed: Redwood tree generation destroys translocators
  20. Drifters can definitely kill themselves on spikes if they’re forced to walk all over them
  21. I’m guessing removing those squares from existing claims is not possible. Is that correct?
  22. Psst... For a tiny boost to the farm you can layer the entire pit with metal spikes except for in front of the trapdoors. This will help with killing the drifters, but it'll also kill you if you fall in, so don't do that. The type of spikes you'll want are the ones on the left since you can move them around. They're found around locust nests for those unaware.
  23. What you’re having sounds a lot like the issues that occurred on 1.20.8 onwards, it may be fixed in 1.20.11. Then again I’m unsure of that
  24. I doubt this is an engine problem, just something that is not done. Storing planks in piles would be nice.
  25. It makes sense when you look into the files of the game, the rates are much lower (In fact you'll get something like 75% seeds back per tree with redwood and ebony, all others should be sustainable if not a little slow to build up a supply of)
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