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idiomcritter

Very supportive Vintarian
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Everything posted by idiomcritter

  1. not sure if this is the issue... VS discord status channel:
  2. possible reasons? vs discord status channel
  3. not sure if this is the issue... VS discord status channel:
  4. not sure exactly whats being asked... When updating to a newer client version, and then visiting a world map that was created and used in a prior client version? usually a prompt pops up indicating that the map is an older/prior version, with a yes/no to continue (along with an option, or should be an option to backup the map first) Then on the old, now new map, the client update will only apply to map chunks that have yet to be newly created (via exploration). was this helpful? (usual reasons to keep an old map has much to do with preserving progress and prior old builds)
  5. interesting, haven't made sulfuric acid yet. I have made candles, and glue. seems i was able to reuse those pots to continue to remake candles and glue. (checking bug reports for a reported issue... )
  6. nice, I like the design. the part that needs water, could be difficult early game without a bucket, hmm...
  7. claiming granularity is so needed for the reasons you've stated. That and my personal desire to have a GUI. Also, the solution to have 'roles', allowing to grant more claims per user is kinda static and seems to require admin to reassign a user to the different roll. would be nice if a system was in place that (automatically) grew ones ability to increase the claims based on time played maybe...
  8. Welcome to the forums firepits thankfully don't set the surround blocks on fire. you are ok. pitkilns on the other hand, will set things on fire that are within a few blocks of them, so one needs to be careful on those...
  9. sounds about right. personally I double fence, that is, a perimeter fence 2 blocks away from the pen surrounding. the bears may not climb the fence, but they do have a block or so reach, a killing move
  10. I get what you are saying... seems deliberate/intended. and I've yet to craft fire clay using flint, seems to be a thing with 1.20 unrelated I'm recalling when first finding kimberlite and thinking it would look great as bricks only to find it could only be polished and no crafting recipe for bricks... sad day
  11. Welcome to the forum Have you taken a look under Accessibility - Interface tab yet? [edit] the following doesn't appear to make text larger, but developer might be open to suggestions? Accessibility Tweaks [edit]
  12. welcome to the forums the wiki has a table of all the growable crops and the conditions the will grow in. The other bit with crop growing has to do with the location, even within the same relative area. I'll keep an internal memory of what the area i'm growing in had for minimum (winter) and max (summer) temps to best gauge which crops best to grow. I forget if vanilla shows the growth time and best temps needed for the seed you arrow over (might be a mod i'm running that beefs up the wiki info) wiki : check Table of available crops
  13. probably wrong in my understanding, seems in a prior version there was an intent to reduce wild spawns or the frequency of reoccurring spawning? like i said, could be my misunderstanding.. I do like the idea and maybe to build on it, if not tracks, perhaps something added to the prospecting pick, or a different tool that would give readings on an area regarding wildlife and the density (population) along with frequency on respawn(?)
  14. go here sorry it didn't work out for you, welcome to the forum
  15. the bowtorns will walk into the 3 block deep trench as you walk towards them. the shivers when they are in wander off mode, will also walk into the trench. (25 blocks from center in each direction test space 50x50)
  16. the mobs have 2 ai pathings that are trappable. pursue, and wander off. in testing what i'm seeing in a fenced in area (20x20), the shivers will wander into the corners against the fencing. digging pits 3x3x3 will trap them. bowtorns will evade to the fence perimeter and 1x1x3 can trap them. Drifters that wander off, will also fall into the perimeter pits and would need further filtering the 20x20 fence perimeter was just an arbitrary size for quick testing. not sure what the best area fenced in will work. and still haven't addressed harvesting the trapped... (not noticing the mobs climbing over the fence)
  17. whats good about the sorting pit is the ability to construct early game with dirt/packed dirt...
  18. was just playing with a sorting thing, the pit is 3 deep, cause shivers can climb out of 2 deep. in the pit, take out every other block 2 high to capture the drifters only, then drop 2 blocks further down to prevent escaping.... wanted to use water to help push things, but the water mechanic doesn't have enough force... not sure on a killing chamber, cept that a chisled poke hole where i could stab or maybe shoot an arrow idk. a glass safe room above the pit to sit and lure... needs testing lol
  19. welcome to the forum the wiki has some helpful infos, check the paragraph on Runtime cultivation data that said, I much perfer growing oak trees 2x2 spaced every 5th block. gives me a good mix of wood, and sticks to shear. if I'm growing for the wood (purple heart, ebony..) I usually find a good open field and space accordingly... hope that helps?
  20. hmm, don't see a Client startup parameter for that option. nothing within the game settings either. damn. Well, there is a course/gross change if running windows11 that is outlined here, quoting the following: Not exactly the best granularity as the change is now for all things running under windows and not just the VS game....
  21. based on the settings you've shared, looks to be a bug, might check the bug channel on discord to see if its already reported (or github)? and welcome to the forum
  22. just now thinking or reflecting on the movie matrix where neo sees a scene repeat, which is an indicator that something is up... As a storm arises to a certain peak, the beginnings could be momentary glitches that flash the rot world, that would be amazing :blink:
  23. wood fences don't have a decorative top (and connect to a top block evenly with no spaces) iron fences that can be purchased from the trader come in 2 varieties, one which has a decorative top, one without that connects evenly, no spaces. so wood doesn't have a choice if a decorative top is wanted, and stone fence doesn't have a non decorative top.... perhaps an altered crafting recipe is needed to gain tops (with what i'm calling decoration) vs bottom/middles?
  24. omg, feel like i'm watching Monte python flying circus lmao
  25. an additional option is the command .charsel to reenvoke character selection, and then choosing a different hairstyle which is more than going to an ingame hairstylist or barber
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