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Vratislav

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Everything posted by Vratislav

  1. Thanks a lot and welcome to the forums!
  2. My general rule is to have a central storage, mostly for building materials, but if the stuff is used somewhere, it should be stored locally. Like cjc813 does. It also developed with the gameplay and expansion of the base, the most extensive storage system is in my actual gameplay (5th. year and continuing). The main storage contains dozens of crates with stones, rocks, soils, gravels, sands, logs, then trunks separated by building rock type and main woods types, and specific trunks dedicated to roofing, glass, interior stuff, wallpapers, etc. Then there are separated storages: Smithery ( ores, ingots, peat, coal, tools ) and chests for dirty cooking ingredients (candles, glue, etc.). Kitchen ( fat, flour, also lime to be mass-cooked because there is biggest capacity ). Mill (limestone, bones, bonemeal, and so on) Food cellar, wine cellar (separated) Study (Jonas parts, temporal gears, resonator + cylinders, cupronickel ingots, metal parts, etc.) Leatherworks, coloring, compost making in the particular workshop, Seeds and saplings in agriculture barn, Favourite summer and winter clothes are stored in main bedroom, large trunk for products to be sold to traders. I like to have consumable stuff visible (especially wood and peat), so fuels are mostly piled close to its use. Also bricks and shingles look nice when piled outside trunks, but I have so much of it that actually I don't show them. Maybe I'll dedicate some less tidy area for a purpose of purpose. Some further storages are rather illogical, developed by abandoning early game parts of the base, with items I use rarely and that I do not want to move into main storage, as this brings some purpose to otherwise unused rooms. Aside of these storages, there are "storages" of stuff most probably not to be used anymore: Exposition of nice ore samples or rare finds from ruins and lore locations, Armory / cloakroom, that serves as deposit of mostly used or leftover mid-tier tools, weapons and armors - If someone wanted to join the world by LAN . The MOST IMPORTANT trunk in the main storage is the one I throw away stuff that cannot be quickly put in proper place, when I need to clear the inventory. The system is reasonably organized, the stuff is mostly close to the place where it will be used, and chaos rarely occurs. The disadvantage is that some particular things are stored in pretty weird places. Like the main bulk of hay is stored next to the cementation furnace (because of pit kilns). (And yes, the least useful are two trunks of chiseling duds that hopefully I will rechisel once into full blocks). In the picture below, about one third of the main storage is visible:
  3. This gives me motivation to improve (non-existing) paths on my usual business trips, especially to pass smoothly through difficult hilly&forested sections.
  4. Welcome to the forums! Generally it is limestone and sandstone. The manor gray walls are from limestone rock, the yellow walls and detailing are from sandstone ashlar blocks and sandstone rocks. The staircase is from limestone ashlar blocks and polished limestone rocks.
  5. I have such setting about 200 blocks next to the base in the actual gameplay. Found three (!) translocators just in the same area (two about 20 blocks apart almost in the same level, third one conviniently close to surface. So I was like "finally, I will get great transportation hub, build a station there or whatever!"... Two of them ended under the ocean. Tthird one in a bit worthless location at the north, in the opposite direction than all lore destinations and without worthwhile resources.
  6. Still, nothing is more fun that the cruel difference between remembered and real spawn point... It happened me at least three times that I have returned from some journey requesting spawn point setting, jumped into mundane tasks around the base... and in two, three days got killed by a bear or in the temporal storm, or even in some haphazard spelunking (because why not, when I am just next to the base) - and then realized that my actual spawn point is somewhere several thousand blocks away... Maybe, some of us need something like MAIN spawn point, where we pull three temporal gears to the same spot saying "This (one gear down) is MY (second gear down) fcng. spawn! (third gear down) point! do you understand!" And then, wherever we set temporary spawn, after returning to the 50 blocks distance to the base, our spawn point will be reset to the main location. Home, sweet home!
  7. Great, that was thing I wanted a lot.
  8. Wow. These wavy roof tiles looks very interesting! How were they done?
  9. There is second thread with the tour, sveral months old: Actually, I am working on extension of the new castle and on general overhaul of some interiors, so I will have something new to show in 2-3 months.
  10. Mending, bro... MC late game playstyle is almost Creative mode, after you have farms for everything, there is very little difference. I have built 200 x 60 x 30 Ephesus temple from quartz once.
  11. If the cementation furnace is fired using brown coal, then 32 x 4 plus a little bit over it (2x 1-2) is needed. Three refills from zero coal end in 99% finished. It is probably effective to fire last 2 pieces of coal at the end, as it also makes the blister steel hot enough just to put it under helve hammer just in time you need it. For the Beehive kiln, I am not sure, only I know, that exactly 1/2 of wood pile (16 pieces of wood per square) is not enough. 24 pieces was enough,.
  12. I do understand concerns about losing focus on core VS gameplay due to doing also something else, but I consider it excessive. The 1.20 version was successful, many new players bought the game, so the studio would probably have enough resources to try to develop the Adventure mod without losing much if it will not succeed, both in finances and focus. And as I understand Tyron's development style, these additional money wouldn't help to progress core VS much faster. So why not to invest into aim that is designed to return some effort back into main VS engine whether it succeeds in creating separate game, distinct game mode, or nothing much? Also, after 500 hours of gameplay, my payment for the game (bought family pack) was fully returned in terms of well spent time. I'd be happy to see all eight story chapters finished in next two years, but hey, this is not a way that Tyron would follow anyway.
  13. I thought there is Exploration mode that does it without fiddling with the world settings. Should it be renamed as "Easy mode" to be entirely obvious? But I haven't played it so maybe it is not well balanced for players who are hit by the standard game too hard...?
  14. Welcome to the forums! There are externally made launchers and mod managers thay may help (I did not test them, but number of downloads especially for forst two launchers shows the interest). https://mods.vintagestory.at/vslauncher https://mods.vintagestory.at/mvl https://mods.vintagestory.at/rustiquewindows https://mods.vintagestory.at/octatonic I just made a mod_setup folder aside in the game with subfolders for particular mod combinations. Then I just change the content of the mods folder with whatever mod setup I need for particular world. It works well for three disticnt setups I actually play.
  15. I think that default is fair. If I remember well, the chunk protection can be removed using commands, so there IS way if someone wants.
  16. Then they may fill the saturation only to the one third of the bar, have zero timer to keep the satiety and do not provide any hitpoint bonus like bamboo (I don't play flora mods, so I don't know if such mechanic is implemented somewhere...)
  17. Definitely should be part of the tutorial. I have found about "Shift+H" trick in the forums after I was playing like for 50 hours.
  18. That chiseling of roof overlaps is insane!
  19. I have played with Plains and Valleys, of course several games in standard terrain generation, now I am trying Terra Pretty. The result is, that standard worldgen looks unrealistically "bumpy", but also it brings something unique for this game. Like, I have asked "why these mountains look like three floor cake?," but at the end, it became part of the game feel. Also, I suppose that such kind of terrain generation brings more variability in small area, that is imho positive for early game. And what I must say, the bumpy terrain is more fun to traverse by elk than smooth plains of modded worldgen, when you learn to jump with it well. On the other side, the more realistic wordlgen set up using mods feels sometime unimpressive, even boring, and it may be not easy to find a location that is beautiful unless you travel thousands of blocks. Actually, I'd be interested in "something between", and I suppose that interesting results may be obtained by decreasing landform scale setting under 100% in modded worldgen (or at least not increasing it to huge numbers as this is usually recommended). But I haven't dedicated time to fiddle with these settings to my satisfaction. For the future, I assume that if rivers would be added, this would mean radical changes in landforms, thus making this discussion obsolete.
  20. There is a mod (Mannequin) that allowed to put clothes on a doll in version 1.19, I have used it: https://mods.vintagestory.at/show/mod/5532 . Only these dolls are a bit expansive to make. Still, for vanilla armor stands, more basic approach would be also nice.
  21. Which mod do you use to list the amount of stuff in crates? (also, some others?)
  22. I love the combination of ashlar blocks and dry stone.
  23. For me, a flower in large pot inside smithery works fine.
  24. With four firepits run at once, this is easily manageable and fast enough.
  25. From the principle, you have two main ways how to do it with one windmill: 1. to power the large wheel from the side (and not from the top), that allows distribute power into 3 machines without loss of power, 2.or to use two large gears, first on the top of the tower to get smaller speed and second at the bottom to distribute it to 4 machines.
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