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Sukotto82

Vintarian
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Everything posted by Sukotto82

  1. ok. I thought I tried that before but I don't remember so I'll do it and see what happens. thanks.
  2. this is a good question as I have a lantern 15+ blocks above ground and it still lights the ground below it up but doesn't seem to cover the same distance horizontally.
  3. I think just about anything is considered a roof that covers a building. as for cellar it doesn't matter what Y axis you build it it could be all the way down to the mantle or all the way up to the build limit as long as it's enclosed with earth type materials (dirt,stone) it will be fine no door is needed as long as the opening isn't too big and has a long enough hall to prevent natural light from getting inside. artificial lights are all fine you can cover it with lanterns inside if you really wanted to. as long as there is no natural light getting in and you keep in within it's size requirements. the greenhouse I'm still having issues with. I have almost all clear glass as a roof with only 1 strip down the center blocking skylight being directly down to the farm land and it's still not being calculated as a greenhouse I actually have an open forum asking for help on that issue right now. I know wood and grass blocks will still count for a cellar but at reduced protection. there is a youtuber who does a series called Vintage Verified and he does a lot of different test on things like this and found that dry grass blocks still give some cellar effect but lower amount than wood and wood works but at lower rates than stone. turned out stone and dirt al worked equally well and were the best given the longest protection bonus. they also did the test with the light as some people say not to have a light source any brighter than an oil lamp but he used several light sources and none of them had any effect except for natural light.
  4. yeah very weird, I only feed mine grass all winter and they still reproduce even in cold temperatures. it has only gotten down to about -17 though so maybe that's not too cold. glad you got them producing for you. too bad couldn't really figure out what was going on at first but the good news is it's working now so that's great.
  5. the total exterior height from the bottom to the top on the sides not the peak is 5 blocks the peak goes up 1 slab at a time alternating between top and bottom slabs making full height 7 blocks at peak. the top of the peak I have a bottom wood slab on top making a total exterior height of 8 blocks. I thought maybe this would violate the 7 block height limit so I even removed it and some other trim that I still haven't put back on yet and it still didn't register. I think the 7x7x7 size limit is referring to the interior size not exterior so I don't think having other blocks on the outside for aesthetics will effect the greenhouse as long as it's not blocking skylight in the roof that according to the wiki only needs to be 50%. clearly this is far more than 50% skylight in the ceiling.
  6. even after removing the wood slabs on the side walls outside. it still didn't count.
  7. I have muddy block that is at the bottom of every pond under the water source in the middle but it should still count as a full block.
  8. it's only 5 blocks between the soil and the glass at the peak. the block space taken up by the glass slab at the peak is 6 and the soil is 7 only 5 blocks of air space between the soil and the highest point in the ceiling on the inside.
  9. if it shows the green lines are bottom slabs and the purple lines are tops slabs. it is 7x7 interior and 7 tall. the 7 tall is counting the soil layer and the upper most top glass layer at the peak. the wood trim at the top is actually 8 but is just for decoration the glass block below it should be the last block counted for the greenhouse and I have ladders outside the front door to climb on the roof and that shouldn't stop it from counting I don't think.
  10. I can try. not sure how to take screenshots and share them.
  11. I get how to install mods but if I wanted to create a mod for example I want to add an early game version of the saw. I attempted to do this but found an issue where I would need to change the recipe for the saw to "material" instead of "metal' but I'm afraid this might cause some issues so I don't know if I can just add an extra line of code like i could for say 7 days to die or if I need to rename it entirely. I essentially want to add an early game saw to the game flint and obsidian only. adding 2 knapping recipes 1 for flint and 1 for stone (obsidian) a grid recipe using the flint/obsidian sawblade in crafting grid with stick to make the actual saw the knapping recipe would be a little weird as I'm trying to keep the same pattern as the smithing to some degree and smithing is 15 long as apposed to the only 10x10 grid for knapping so I did something like this { ingredient: { type: "item", code: "stone-*", name: "rock", allowedVariants: ["obsidian", "flint"] }, pattern: [[ "__________", "___#______", "__##__#___", "___#__#___", "__##__##__", "___#__#___", "__##__##__", "___#__#___", "__##__##__", "__________" ]], name: "stone saw", output: { type: "item", code: "sawblade-{rock}", stacksize: 1 } } and something like [ { "op": "add", "path": "/durabilitybytype/saw-flint", "value": 30, "file": "itemtypes/tool/saw.json" }, { "op": "add", "path": "/durabilitybytype/saw-obsidian", "value": 50, "file": "itemtypes/tool/saw.json" } ] then I get to this { ingredientPattern: "T S", ingredients: { "T": { type: "item", code: "sawblade-*", name: "metal" }, "S": { type: "item", code: "stick" } }, width: 1, height: 2, output: { type: "item", code: "saw-{metal}", quantity: 1 } } and in order for it to work with the obsidian and flint variants I would need to change the "metal" and {metal} to "material" and {material} I'm afraid however doing this might cause trouble in the vanilla recipe for the metal variations. then of course there is the main file for the saw { code: "saw", tool: "saw", attributes: { handbook: { groupBy: ["saw-*"] }, toolrackTransform: { rotation: { y: 1, z: -1 }, translation: { x: -0.35, y: 0.05 }, scale: 1.25, } }, variantgroups: [ { code: "metal", states: ["copper", "tinbronze", "bismuthbronze", "blackbronze", "gold", "silver", "iron" ] }, ], damagedby: ["blockbreaking", "attacking"], shape: { base: "item/tool/saw" }, heldTpHitAnimation: "breaktool", textures: { "metal": { base: "block/metal/ingot/{metal}" }, "wood": { base: "item/tool/material/wood" }, "linen": { base: "item/tool/material/linen" } }, tooltierbytype: { "*-stone": 1, "*-copper": 2, "*-gold": 2, "*-silver": 2, "*-bismuthbronze": 3, "*-tinbronze": 3, "*-blackbronze": 3, "*-iron": 4, "*-steel": 5, }, miningspeedbytype: { "*-stone": { "wood": 3, "leaves": 1.6 }, "*-copper": { "wood": 4, "leaves": 2.4 }, "*-bismuthbronze": { "wood": 4.4, "leaves": 2.6 }, "*-tinbronze": { "wood": 4.6, "leaves": 3 }, "*-silver": { "wood": 4.6, "leaves": 3 }, "*-gold": { "wood": 4.6, "leaves": 3 }, "*-blackbronze": { "wood": 4.7, "leaves": 3.1 }, "*-iron": { "wood": 5, "leaves": 3.2 }, "*-steel": { "wood": 6, "leaves": 4 }, }, durabilitybytype: { "saw-gold": 70, "saw-silver": 90, "saw-copper": 250, "saw-tinbronze": 400, "saw-bismuthbronze": 450, "saw-blackbronze": 500, "saw-iron": 900, "saw-steel": 1500 }, creativeinventory: { "general": ["*"], "items": ["*"], "tools": ["*"] }, fpHandTransform: { translation: { x: 0.0468, y: 0, z: 0 }, rotation: { x: -161, y: 20, z: 90 }, scale: 2.5 }, guiTransform: { rotate: false, translation: { x: 1, y: 0, z: 0 }, rotation: { x: -77, y: 47, z: -151 }, origin: { x: 0.5, y: 0.5, z: 0.38 }, scale: 1.9 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: 0.45, z: 0.5 }, scale: 3.6 }, tpHandTransform: { translation: { x: -0.65, y: -0.62, z: -0.45 }, rotation: { x: 90, y: -174, z: 0 }, scale: 1 } } I figure I would need to change the variantgroups: [ { code: "metal", states: ["copper", "tinbronze", "bismuthbronze", "blackbronze", "gold", "silver", "iron" ] }, ], portion to include "flint" and "obsidian" but they are not metals so I would need to replace metal here with material as well. then there is the texture textures: { "metal": { base: "block/metal/ingot/{metal}" }, "wood": { base: "item/tool/material/wood" }, "linen": { base: "item/tool/material/linen" } }, where I would need to add something to this to get the flint and obsidian texture. for the durability durabilitybytype: { "saw-gold": 70, "saw-silver": 90, "saw-copper": 250, "saw-tinbronze": 400, "saw-bismuthbronze": 450, "saw-blackbronze": 500, "saw-iron": 900, "saw-steel": 1500 }, I'd simply add "saw-obsidian":50, and "saw-flint":30, above the "saw-gold":70 but again making these changes as I don't really know what I'm doing I don't know if it would work and I don't know if it would cause problems with the vanilla saw "metal" references. any help with this would be appreciated.
  12. I feed all my pigs and bighorns dry grass all winter and they still reproduce. so I don't know what's not working but I can say with confidence that it doesn't matter what you feed them at least in the sense that they will or will not mate. if better food last longer or encourages mating faster I don't know but I do know it doesn't stop them from mating if you feed them only grass.
  13. thanks this would work for my spawn building reasons but how about command blocks? I want to have a couple custom shops at spawn where people can trade specific things for other things. there is a merchant guild in the server I play on but it's mostly just the host having spawned in a few different traders that you normally find wondering around but I want to add custom trades that the in game traders don't usually have and I don't want them to get locked up once someone has traded with them once or twice. I thought the command blocks give item command would be useful. if anything like minecraft command blocks you can check to see if they have a certain number of items and space for what they are trading for and remove the required items they have and add the specified item. I have not opened a command block yet so maybe this is different but to spawn items in to people even if I have to do it manually myself after they give the required items for trade I would still need the item list. as you said if I go into creative I lose my inventory. ideally I'd like to just make a custom trader with custom trades with no limit or a really really high limit and short refresh time if possible ever since someone spawned cranberries into my inventory in a server and spawned a welcome package into my inventory that I guess I was told should have happened when I joined but didn't happen until 3 real life days later when I logged in they popped into my inventory. anyway ever since then I've been wondering how to do it. but no answer in game. almost as if it's set up as automatic and no one knows quite how to do it or I'm just not on during the same time the server host is on. I would like to do something like this in my game too though.
  14. this is correct. if you get sufficient snow fall it will raise the ground high enough for them to just walk over fences. that being said though. my pigs escape the pens they are in even when there is no snow fall. I figure this is due to over crowding as they are already full grown gen 5 pigs and I have well over 30 pigs in the pen, I put a second row of fencing around the original pen with a 1 block space and a few fence post occasionally to help find out where they are getting out. most of the time it's around the fence gate that they get past even when it is closed all the time. also having your feeding trough too close to the fence will also allow them to walk out. I've not tested this as all my animals are out in the open but it is true they will die if they have no light for a long period of time. having them outside where they get sunlight every day is enough to keep them alive. they will not die over night but prolong lack of light will kill them eventually.
  15. actually where I lived in Florida the water was in deed crystal clear. you could see very deep and due to how clear it is sometimes it's hard to judge just how deep it really in is some places. there is nothing wrong with clear water. that being said, the current issue with the flowing water being of such force if you get into it mainly a downward flow it is nearly impossible to get out. you need to mine the ground around you until you can finally get out or block it off. I have no problem with the color of the water or the transparency but the flow strength could maybe use a little tweaking. that being said being launched 20-30 blocks away by falling dirt when trying to climb a cliff side is also something I think should be reduced a little. I feel the force that you're launched by falling dirt is a bit too much.
  16. nice, but do you know why the ones that don't work don't work and why the ones that do work do work? I have a greenhouse I can't get to work at all. and I tried the last method you show here but instead of bottom slab glass on wall and top slab glass flat across the top it was full wood block on sides and full flat glass ceiling. I was trying to fix it during winter so not sure if it won't be recognized until spring or summer or what is going on but my original plan that I wanted to use didn't work and that was closer to your first picture but instead of even ceiling it was odd my greenhouse inside from wall to wall is 7x7 and between 4 and 7 tall from farmland (including the farmland blocks themselves) to the highest part of the ceiling (including the upper most slabs). *edit, my original plan used a combination of top and bottom slabs alternating a staircase like peak roof.
  17. It would be nice to be able to melt down metal objects you no longer want or need. I'd even melt down my copper anvil once I have bronze anvil going. it just waist space weather it be in storage or being placed down. so far just use it for decoration for a village smith I'm working on because I have no other use for it.
  18. well there goes that idea lol.
  19. I've only panned about 27 sand and 9 gravel so I haven't panned stacks because it takes so long but killing drifters I've gotten 3 so far. 1 I used for setting my spawn and the other two I'm saving to repair a teleporter. in order to get a temp gear from panning do you need to pan stacks of sand and gravel? what's the drop rate? do certain types of sand or gravel give different drop rates of different items? I think I have seen them in a shop before but not sure I know I've seen shops buying things you can't even get so not sure what the deal with that is. I see them asking for different loot urns and such and you can't pick those up only break them. I heard you can buy them from traders too but if trading is anything like any other game that would be pointless for trade purposes unless it's like no mans sky where you buy certain trade goods from 1 system and sell them at a different system with higher demand but we are not traveling through galactic systems everything is local and if it's anything like trader in "most" games you sell the items for less than what you buy them for so kinda pointless if that's the case.
  20. I want to make a small mod that adds a saw recipe to flint and obsidian knapping. it would require a new item "flint/Obsidian" respectively saw blade and saw so technically 4 new items. a new 3 new recipes. 2 saw blades 1 for flint and 1 for Obsidian. 2 new grid recipes 1 for flint and 1 for Obsidian Saw. durability would be the same ratio as any other flint or obsidian tool in comparison to it's copper counter part. after all people were not melting metal before they were cutting wood.
  21. I've done a lot of panning and not once have I found a Temporal gear while doing so. I didn't even know you could. I thought the only way to get one was killing the drifters. I finally got mine after killing about 20-30 drifters. most of the time I get nothing ocasionally I got a single flax fiber and that one thankful kill I got a gear. I don't know about bed setting your spawn but I do think it would be Ideal for everyone to start with 1 Temporal gear to set their spawn. it's a 1 time use thing so not like it would be breaking anything especially if you end up setting base 2,000 - 3,000 blocks from spawn Like I often find my self doing. be careful not to die with it in your inventory though unless your not too far from spawn and you know how to get to exactly where you died. when it comes to dealing with wolves I would have to agree with people who say lure it into large body of water like a lake or large pond. you can poke it with a spear without being close enough for it to hit you but you can hit it and you move faster in water as long as your not trying to constantly jump while swimming that slows you down and might be the death of you. also watch out for hyenas when moving through desert regions they are the desert equivalent to wolves. sometimes I walk right by them and they ignore me but not often and besides ignoring you a little bit on occasion they are pretty much desert wolf. don't harvest crops while wielding a knife. I did this and it just destroyed the crop completely. it was mature but didn't drop anything. break it with your empty hands or something like a rock or block in your hand or seed or something like that if need be but never break it with a knife. try to find clay and make clay bowl and clay pot for cooking as soon as you can. cooked food is better for you and typically last longer. note eating mushrooms count as a vegetable but they don't count as a vegetable when cooking so when you see a recipe that says "Meat+meat+vegetable+fruit" the mushrooms don't count also not sure if it's all recipes or just the one I tried as I never used them since but cranberries are a fruit but don't count as a fruit when crafting certain meal for some reason. not sure if these are bugs or intended.
  22. I haven't had them spawn ON my character though. so maybe if your sitting in a 1 square whole in the wall or something where your all blocked in maybe they can't spawn in the same place as the character. I have not tested this. I kill them instead of run from them now in hopes of getting Temporal gears for repairing teleporters now that I found one.
  23. yeah temporal storms are odd like that. I was swimming back to my base when a storm hit mid day and they literally just spawned in mid air around me and dropped down. also had some spawn 5 blocks under water while I was sitting on the bottom of a large lake thinking to avoid them that way until it was over they spawn anywhere during a storm from what I can tell.
  24. I'm sitting at a Medium wild bee hive with 26 flowers nearby and an empty skep placed a couple blocks below it but I don't see the "swarm in x time" tip that shows up in some videos I've watched. Do I need more flowers around?
  25. it was about 8 stacks of logs I think I don't remember how much wood I had at the end of it but I literally broke 9 axes on 1 tree normally it's only about 6 or 7 axes but the point is I shouldn't need to carry around a bunch of axes to chop down a big tree 2 or 3 would be reasonable but that's why I upped the durability of tools in the settings prior to making my new game to have 400% durability. I needed a lot of wood for firewood for making charcoal and so the big 2x2 trees were a good choice. and they do grow naturally well I planted 4 saplings in a 2x2 pattern like you would a jungle or dark oak tree in minecraft and they did grow into 2x2 trees some of them fairly tall others rather short but they still grew. the 2x2 are the best wood per cost of sapling at least for me so far.
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