Dark Thoughts
Vintarian-
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New player. I know Winter is coming. Mimimal spoiler tips, please?
Dark Thoughts replied to Makeshift's topic in Questions
I specifically meant to farm until it gets too cold. There's no reason to stop earlier, because at best you end up with fewer crops, and at worst you just lose some nutrients (which replenish fast enough if you rotate / have them go fallow). Because when the crop is dead, it always drops the seed back, which is not guaranteed when you break the crop in one of its earlier stages. -
If they're just for locations where aged ones would not have been, in order to simply light up areas as you go through them (like in the archives), then that's fine. I'm a lot more careful with mods that add assets, because apparently every mod that adds them has to grow the game's ram usage by like hundreds of MB or even several GB, while also increasing the world load time to several minutes. And unfortunately I only have 32 GB of ram available.
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New player. I know Winter is coming. Mimimal spoiler tips, please?
Dark Thoughts replied to Makeshift's topic in Questions
More like Minecraft's TerraFirmaCraft but standalone. Anyway... It's not really that hard to be honest. 1. Farm enough food. Especially turnips are fast and easy to grow early on. From farming flax (which you want tons of) you should also get a bunch of grain as emergency food. If it gets too cold, wait for the crops to die before you rip them out - this gives you a guaranteed seed back (I don't know why they did it this way). 2. Pay attention to your farms nutrient levels. Each crop needs a different type, so make sure to rotate your crops around to have soil nutrients replenish over time. 3. Rooms! Make sure you have a valid cellar room! It caps the temperature at +5 degrees, slowing down spoilage times significantly. 4. More rooms! By winter you also want to make sure that your main rooms in your base are valid rooms. This gives a temperature bonus while protecting you from the cold). If you do not stay in valid rooms, it will count as outside and severely increase your hunger rate! 5. Speaking of hunger rate. Don't hold off-hand items if you don't need them. They increase your hunger rate by 20%. Same for heavy types of armor of course. 6. Turn your hides into pelts, especially huge ones, to make fur clothing and maybe even the new bear armor for extra heat protection. 7. Don't bother with wasting valuable fat on crocks or preserving crocks & food early on in general - this is a common noob trap. Raw veggies will last a long time in a storage vessel in a valid cellar - especially during winter. You really just need crocks for your prepared meals (I usually cook up 2x pots for 6 crocks in rotation). 8. If all things fail, you can always hunt. And hunt cleverly! A pit to trap animals in will make it much easier for them not to get to you or anywhere else, while you can throw spears at them. People survived even the polar regions that way. 9. Absolute worst case, move south and enjoy the warmer temperatures. -
It would definitely **** if the aged torch holders would get rarer, or worse, extinct. The main reason I want them is their color, because the brass ones are ***** - and that's the only material we can make them out of for some reason, while also being way too expensive in comparison to lanterns (now small lanterns I guess). I'm gonna hold my breath on the berry bushes until I can actually test them. But unfortunately they don't release the preview builds on the unstable branch.
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How do I prevent mobs spawning inside a building? (CREATIVE)
Dark Thoughts replied to Cobra_007's topic in Questions
Monsters spawn on blocks with a light level of 7 or lower. -
There isn't really a special surface entrance placement. Cave gen simply exits where it hits the surface layers. So by modifying how caves generate you can change how the entrances appear on the surface - or rather don't appear. The "outdated" one specifically mentions less shafts, which is what the complaints were about, and the mod still worked as of 1.21.5, so chances are it still does in 1.22.6. I use plenty of mods that have not been updated for several versions.
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Does it cap out at some point? I guess it does, as it otherwise would mean if you live in the polar regions that your chunks would eventually all just be a wall of snow. Several blocks / meters high would require some serious blizzard though.
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Accumulating snow layers are already part of vanilla during snowfall in fall, winter, spring and in the polar regions. It's why you need to be careful with predators potentially being able to get over your fences.
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5 seconds in: https://mods.vintagestory.at/cavetweaks https://mods.vintagestory.at/show/mod/31780
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Why would you put a sawblade on a locust?
Dark Thoughts replied to PineReseen's topic in General Offtopic
Eidolon limbs? But yes, also literally support beams, because I'm sure outside of gameplay mechanics they do not come in magical dynamic lengths. -
You were name calling and dismissing my advice, promptly demanding an answer from OP that my advice was meant to provide. Like what even?! And I'm not your "bro", bro. Jfc... Maybe take some of your own advice. Blocked.
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If you attack me like that regarding a helpful comment (and then the ironic audacity to literally ask for the solution...) then you can sure as hell bet on me getting hostile. Reported.
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Flying ones in particular, aside from you know which one. From predators who may even dive down to hunt for small critters to little singing birds that sing in trees to ravens and crows watching you.
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Okay... 1. If it isn't on Github, submit it to Github so it is there. 2. Don't end threads with "disregard" or whatever. If you have the solution, post it so it may help others with the same issue and may be stumbling upon this thread when looking for a solution.
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I don't really understand how windmills work... How can I improve it?
Dark Thoughts replied to vinnland's topic in Discussion
Is this sarcasm? Because you seem to completely ignore gearing here, aside from this being inconvenient in pretty much every other way as well. -
The game isn't exclusive to its lore content. Otherwise they wouldn't have added Homo Sapiens mode / the option to disable lore content either. The game is clearly meant to be flexible to someone's personal play style & preferences. Respectfully: Who gives a F? The settings option would already make it clear that it is not lore friendly and you do not have to go for it, if it somehow bothers you this much. I genuine don't see how a chosen option someone goes for would decrease the quality of anything, when it is a personal choice to make in the first place.
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Imo they should just add a world setting for lore / non lore character creation features, and then show a species drop down menu to choose humans or seraphs - or even just add more options to the character creation if the world config is enabled. There's already a pretty big demand for custom species in the moddb anyway, so maybe open that up even further with more character creation options, or at least better moddability. That's definitely an aspect where I think Hytale has an edge, despite the lack of color normalization on their clothes. But even just the biological body part options would be a cool feature.
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It's not just about temperature zones though. Biomes in MC are a fundamentally different concept that determine a lot of things in a given area, from terrain generation to block types. Even with patchwork climate distributions you won't find that in VS. It's maybe a little more similar, but still too abstract to be really comparable.
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To add: Vintage Story does not use biomes. It uses factors like humidity and temperature for various spawn factors of (relevant) things. If you come from MC you can forget that concept entirely. My advice to travel vast distances: Either progress the story to the point where you get your faster land travel method, or built a ship if you have oceans enabled & nearby, or repair translocators and check the location on the other side.
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And today we learn that "vegetable" is really just a culinary term. It's usually just edible parts of a plant that are savory instead of sweet. Though I do kinda hate that the game does the mushrooms dirty by classifying them as vegetable, as they're not even plants and more of a protein source - which imo would also make them more useful past agriculture after the early game, which pretty much makes them completely obsolete & inferior.
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Please change the despawn times for precious items
Dark Thoughts replied to Mint Comet's topic in Suggestions
You can change that yourself through the world config. -
I don't "call anything I don't like cheating", I call it what it is, which is you creating an unfair advantage for yourself that goes beyond intended gameplay. So you using debug of creative to avoid intended gameplay consequences means you're cheating. Maybe stop being so sensitive and instead just acknowledge basic definitions for normal words. And while we're at definitions, this is absolutely not gatekeeping either. You're free to cheat as much as you want in your singleplayer game. Neither me nor anyone else is stopping you from doing that. That being said, there is an argument to be made to not use this method in multiplayer.
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I wish. I think the journal is generally pretty terrible. Can't tell the order, nor the proper entries or what you're missing even. You kinda have to manually keep track of everything by making sure to always sort the books properly - but that of course excludes tapestries and scrolls. I really wish the journal was a bit more organized and less obtuse.
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That's not how it is coded. The cooking pot simply requires exact recipes, which require exact amounts of ingredients. Maybe in the future they'll make a more dynamic cooking system but for now it is fairly static.