Jump to content

LadyWYT

Vintarian
  • Posts

    3815
  • Joined

  • Last visited

  • Days Won

    177

Everything posted by LadyWYT

  1. It would be nice, but I think it's just as easily handled by admins on a server, via commands. For a singleplayer world there's no point, as there's already an option to change your starting climate.
  2. Correcting myself from earlier--it's not a bug, it's an update to how the distance fog works. So the reason all the caves are looking foggy at the moment is due to the fog being rendered in a spherical radius, instead of what I assume was a cylindrical one before.
  3. Oh, that explains why I've never had any then! I've only ever found one salt dome, and that was mostly by accident. Generally I use a mod to boil water down into salt, or just buy salt from the traders.
  4. I have it on my test world, though I haven't ventured into the caves as I'm not equipped for it. I kind of assumed it might have been due to the region I picked to play in, that is, a tropical start. But if you're not playing in the tropics here then it's not that. Could be a bug, but I could also see it being a change to make the caves creepier. Can you see anything with a torch/other light source in the cave, or does the fog prevent you from seeing anything? Because if it's the latter, then I would assume a definite bug.
  5. Is that in 1.20? I'm not sure I've ever seen potash.
  6. I think it used to be a thing, and then got disabled in 1.19. It might return as a mechanic in 1.20, not sure. But I agree, it would be nice to upgrade lower qualities of soil to at least medium quality, for sod roofing. It'd also be nice to have low fertility/barren soil drop from farmland when you break it...not that dirt is hard to come by, I just like getting the blocks back so that I can reuse them elsewhere. As for resetting the nutrients...I don't think that would be much of a factor with low fertility/barren soil, as both aren't really suited to growing much of anything.
  7. Pretty sure there's an Ignore feature on your forum profile that you can use for that.
  8. I would assume it'll have its own separate thread.
  9. Hello, and welcome to the forums! Hmmmm, try checking to see if you're running in Windowed or Fullscreen mode. You might try Fullscreen + Always On Top; my guess is that while you're playing the mouse might not be locked to the primary screen, and you might be moving the cursor off-screen for some clicks without realizing. Setting the mode to "Always On Top" will keeping the game maximized even if this happens. If that is the case, there's probably a better way to fix it, though I'm not sure exactly how. The other thing you might check is the Windows taskbar settings, assuming you're playing on a Windows machine. That's if the game minimizes when you click the specific part of the screen where the Windows taskbar would otherwise be. I think I had an issue with that once, and the most I recall is playing around with the taskbar settings until I got it fixed.
  10. I mean...I just wrote up a quick response before going to bed, trying to outline how one might begin making a mod like the concept requested, but also trying to point out why that might be the more frustrating route to take. I'm not a modder--I've made like...a handful of mods/textures for a couple of games, and those were just minor tweaks for my own personal enjoyment. In that limited experience, it took me several hours worth of work just to make something that wouldn't crash the game, and then another few hours or so hammering out the remaining issues until the project is something actually playable. The more stuff that's involved with the mod, the more effort it takes to get working. That's also why I tend to try to find a pre-existing mod that accomplishes what I'm looking for first; it's less work and frustration and I can jump back into playing the game. Hopefully OP can find what he's after.
  11. So if I'm understanding correctly, you're already using a mod that either modifies the vanilla forge, or adds its own separate forge item? For making a mod the best starting point is probably poking around in the game's code until you find the bit for the forge, and then copy/paste what's written for accepted fuel and modify it to accept peat/firewood to use the same model and burn at the same temperature and duration. Which that will be time-intensive, but the bigger issue that I see is if you're already using mods that change how the vanilla systems work, you'll either need to remove those mods, or do extra work to make sure whatever mod you make is compatible with the others that you're already using. In any case...I agree with @Thorfinn. It's likely going to be much less hassle to build a bigger charcoal pit(more charcoal per firing), cheat in charcoal, make a recipe mod instead, or just find a mod that already does something similar(like make charcoal easier to get).
  12. I think it's unintended behavior that hasn't really been fixed yet. The main drawback to using this strategy is that you're depriving yourself of the health gains from nutrition. It's not a tactic that's all that useful in the mid-late game, and in the early game the health is more beneficial.
  13. After fiddling around a bit more with the update, especially tinkering with stuff in creative mode...yeah I'm inclined to agree that it's best to wait if you're inclined to sink tons of time into a specific world. I don't know if it's just the map I got for my survival world, or if the devs tweaked world generation a bit, but it feels somehow...smoother...than it was before. Less jagged on some of the landscape, some rolling hills on occasion. I don't really know how to describe it, but I did stick to standard world generation. In regards to where the story might go I can only guess. I've got some theories and if they hold true we're in for one wild ride for sure. Of course, even if they're bogus, I'd wager we're still in for the same!
  14. Reminds me of a bug with the mannequins in Skyrim--one started teleporting behind a friend of mine when he was doing the Soul Cairn quest.
  15. 'Murica! In hindsight you probably could get an additional meal or two out of a chicken, if you're combining the meat with vegetables and such. It's been a while since I wrote the initial post, but I was angling toward meat being the majority of the meal involved. Assuming the chicken is the main part of the meals for the day, it's probably still not going to last more than a day, maybe two, for an active individual. I dunno, in my experience chickens tend to be pretty flighty critters, although it does depend on the breed of chicken. The ones in Vintage Story are similar to the English game bantams and jungle fowl, which are more skittish than their larger counterparts. I don't usually have an issue with spooked chickens in the game though. Typically I'll locate the pen in the less active portion of my base, and spend more time outside of my base while waiting for eggs to hatch. Chickens also mature fairly quick, so it's easy enough to reach generation 4+ where they stop spooking quite so easily.
  16. Good point. Especially if all the other tiles are halfway grown and the others have yet to grow at all. I seem to recall someone having crop difficulties because some tiles were in the shade instead of sun, but that doesn't seem to be a factor here.
  17. LadyWYT

    Trader Spawn

    I doubt they would, but I've also never tried it. EDIT: They do not appear to despawn, and appear to stay within a few blocks of where you spawned them. Confirmed via unintentional testing when conducting "science" in a creative world. I'm not sure that they can use gates/doors, as I've never seen them use such on their wagons. They may also be programmed to stay put in a very tiny radius. If nothing else, you could just chisel barricades to keep them in a certain spot, although that probably won't be necessary. There is also this mod, and its add-ons, to consider as well: https://mods.vintagestory.at/show/mod/2635
  18. It's a bit random on when the crops decide to advance a stage. Most will usually be pretty consistent and grow around the same rate, but sometimes you have a tile or two that's exceptionally fast or slow. In this case, it looks like you may have just gotten unlucky with slow tiles. They should still mature before winter hits though; you indicated it was May, and given the background it looks like you're playing either a Temperate or Cool climate. So there should be plenty of time before winter hits, assuming standard settings.
  19. Ah true. I didn't consider the spoiler part.
  20. Assuming a vanilla game with normal settings...honestly I'd just make a really big cliff, or do the classic lava pit at the bottom. The main issue I see with calculating the damage needed to kill a player isn't how the game calculates fall damage, I'm guessing, but rather how much health does the player have? A well-fed player should have about 30 HP; a player without any nutrition bars filled should have about 15 HP. If you're dealing with a Blackguard, you have to add 5 HP to those totals by default. A weaker class, such as Tailor, will have a lower health pool and be easier to kill. You'd also need to account for any mods that might add/subtract total health. That's assuming that fall damage is calculated on a linear basis similar to how it is in the other block game. Which I would assume it is. If it's not though, I would assume a really big drop would just be overkill.
  21. I've always just shoved firewood into the oven and then cooked whatever I needed to. If the temperature got a bit low, I just shoved more wood in to heat it back up. Peat I generally burn on the pit kilns, to warm myself up, to preheat a crucible, or cook in a cookpot.
  22. I like the idea, but yeah, it probably wouldn't do to overcomplicate the base game. Variety in damage types would give combat a bit more depth though, as it would let players pick weapons suited to killing specific things. So like, if you really hate mechanical things, you might opt for carrying a club instead of an axe, sword, or spear, but it might also mean you'll have a harder time dealing with wolves, bears, and some other things that go bump in the night. I do think some sort of herbalism mechanic could be cool, though I'm not really sure how it would best apply without resorting to the basic "brew potion, get basic buff". Maybe it could tie in to the brewing/fermenting mechanic that alcohol has? So it's not just a matter of mashing some plants into a bottle and calling it a day; maybe you need to grind them in a mortar/pestle, combine that with a specific oil/liquid, and then let it sit for a while to be of any use. The benefit to going through such a long process is a bandage that heals for a hefty amount(more than the stuff we have already), and that stays fresh for a while(making it useful for trips). Or it could simply ignore part of the healing penalty that armor applies.
  23. I mostly manage by keeping a sharp eye on my surroundings and avoiding unnecessary risks when possible. If I hear a wolf, I'll either attempt to spot it so I know exactly which location to avoid, or steer clear of that general area if not. For bears, catching sight of them is more critical, since they don't currently have any noise to telegraph their whereabouts until they've already spotted you and decided they're hungry. In regards to monsters...I try to make sure that I'm indoors when it's dark out or there's a temporal storm. Caves I generally don't bother going in until I have better gear(tier 2 armor/weapons), as there's not much that's really worth the risk that early. As for the armor itself...I usually forget that it's there. By the time I remember it, I've usually hunted enough animals to have a fair amount of hide, and acquired the means to turn said hides into leather. So I'll usually opt for leather equipment as a basic starter set. The crude shield is also rather useful for soaking some damage in a fight, provided you're actively blocking with it. The drawback though is it will increase the rate you get hungry when equipped in your off-hand slot, and you don't move quickly at all when actively blocking.
  24. Isn't there a command though to generate those structures? Specifically with older worlds in mind? By structures I mean the new story-related set pieces, not the more minor things added by the update. Those will still require new chunks. The general impression I get is that the devs try to preserve the integrity of older worlds when possible...but the integrity of the game itself will take priority. I'd wager that if an update overhauls enough that a new world is absolutely required, there will likely be plenty of prior warning. Sage advice. I started tinkering with the experimental version, since I really want to play around with the new stuff, and would also like to get used to the new...um..."friends" that have been added. A new world also means a fresh slate to play with and new things to see.
  25. I'm thinking it's probably just set decoration, though it would be cool if there were hidden marks like that to indicate secrets. It probably also ties into the lore, somehow, though it's probably left up to the players themselves to determine what the marks are and what they could mean.
×
×
  • 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.