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idiomcritter's post in Best way to have two versions installed at the same time? was marked as the answer
if you have the patients to read the wall of text, this topic has been discussed here:
there is also a few mods that attempt to manage this issue as well (VS Launcher to name one i've used)
personally, under windows, i setup a second windows account, and toggle between the two depending on which version and settings i am wanting to play....
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idiomcritter's post in Animal Husbandry: Generation n+1 ? was marked as the answer
its the females that give birth, adding 1 to the generation count. (regardless of which male generation played)...
not sure this is the answer, was kinda what I culled? 🙂
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idiomcritter's post in Hotkey to equip armor? was marked as the answer
ah, good screenshot, looking at the hot bar, i'm guessing the game is seeing the knife, instead of the armor bit, so need to wheel the hotbar highlight over to the armor?
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idiomcritter's post in My room isn't rooming was marked as the answer
welcome to the forum @word very quick thought, wall in and put a door on the stairs. put a flat ceiling in...
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idiomcritter's post in Server player question was marked as the answer
welcome to the forum @Miquel Villarroya
something I've noticed that will be different, if playing with the map on, the part of the map that has been revealed by the player will no longer show. The server map will keep waypoints and propick infos for the individual.
there is a file in the map directory per client that holds the revealed map bit that will need to be copied over to the new/next computer, to preserve the revealed map
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idiomcritter's post in Temporal Stability gradually decreasing in a Temporally stable location was marked as the answer
welcome to the forum @Christian Lewis🙂
I'm thinking two separate issues..
its possible to build a base that straddles a temporal unstable area. In a recent map, the base I made, one side of the build was very slowly unstable, could hardly notice until I went afk and came back to zero player stability (shocked). while afk'n on the other side of the build was just fine stability wise. so this may need your further investigation?
the 2nd issue has to do with rifts that form from the 'weather' of rifts. under the 'c' menu (easier to see with certain mod huds), at any point in time the player can see what the rift level is at that time. the best defense to preventing the outcome of bad weather rifts mostly early game has much to do with lighting. think spamming torchs. spaced ruffly 10 spaces apart maybe. also, once a rift has appeared, they don't go away with torches, a need to wander off to unload the chunk is needed. upon returning, the lighted area should hold down the rifts...
hope this is usable help, and not too much spoiler eh?
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idiomcritter's post in Wolfs everywhere was marked as the answer
can't say enough about the magic of fences
got the fence that surrounds the perimeter of main dwelling (and other dwellings frequently used). fences on both sides of the worn pathways used.
strategic fencing at the edge of known spawning spots (forest).
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idiomcritter's post in Sudden death???? was marked as the answer
Welcome to the forum 🙂
check in the data\client-chat.log (or data\Archive\client-chat.log), and search/find on the word damage?
i'd be curious on what is/was found?
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idiomcritter's post in Family Pack if I already own the game? was marked as the answer
You can buy keys. If you are buying keys under an active account/email, you will receive a gift-able key.
If you purchase a key using a new email address, then that email address will take the first key (from the family pack), and assign it to the new email, leaving 3 gift-able keys.
Your choice on how you want to handle it in that sense, buy under a completely new email, or use your current account/email.
The point has to do with how VS establishes a game account, 1 key per 1 unique email address when it comes to registering.
make sense?
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idiomcritter's post in Bees and Pollinating was marked as the answer
sadly that game mechanic isn't implemented (yet)
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idiomcritter's post in turning boat was marked as the answer
I've yet to build the sailboat... so your question has me looking up the info's to give it a try myself...
looking at the wiki:here
not sure if that helps, gonna wander off and test
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idiomcritter's post in Issue getting chickens to brood was marked as the answer
11 blocks distance is needed, between the player and the chickens. setting the hen house a distance away, preferably in a spot where the player only passes by to fill the troughs
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idiomcritter's post in Question about Stables was marked as the answer
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
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idiomcritter's post in can't put any attachments on to the elk or sailboat was marked as the answer
welcome to the forum
think its cntrl click (not shift click), but i'm thinking thats what you ment?
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idiomcritter's post in Multiple copies/accounts question was marked as the answer
in my own experience,
you can buy, and receive the new/additional key under your current login. the key will be emailed to your email account.
when it comes to activating the game, you'll need a unique email.
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idiomcritter's post in Are savegames update compatible? was marked as the answer
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)
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idiomcritter's post in Update game with your world version 1.19 to 1.20 was marked as the answer
its supposed to work without issue. won't update preexisting chunks, so for instance fire clay could still be found on the surface in the old chunks, not so much in the newly gen chunks...
the old rule of thumb, make a backup of the world first
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idiomcritter's post in Buying Family Pack While Already Owning the Game was marked as the answer
haven't bought the family pack. did purchase a giftable key (for the wife). The giftable key ties to a unique email at the point of activation.
from the above quote in the Product Information, looks like you will gain 4 giftable, and should there be an issue, open a support ticket.
(now that I look at it, seems a sweet deal)
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idiomcritter's post in Translocator locator was marked as the answer
aside from a mod, yeah, the only way (that i know of) currently is while caving there happens to be drifter noise (or falling water) thru a wall to another cave (that might contain the tl), and picking a hole thru
(recently treasure hunters will sell maps to buried treasure. perhaps another type of map could eventually be offered that points to tl's)
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idiomcritter's post in Searching for a ewe, no luck. Pls clarify animal spawning logic was marked as the answer
This is a better picture in that it shows mountains in the background. that's where the ewe's are spawning (seriously). the sheep in the current version spawn in elevation (used to not be that way in prior versions, they'd be running around everwhere).
need to get them mountains and trap em
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idiomcritter's post in Reclaiming metal? was marked as the answer
think a chisel and item in the crafting grid maybe?