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Petalwing

Vintarian
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  1. Did you figure this out? I just encountered the same. The help command says that "mex" is not a valid subcommand. EDIT: I couldn't find any reference to the mex subcommand being removed in patch notes, but did see an export command. I was able to use /we export <filename> successfully.
  2. I had a working windmill, but decided to build higher. Now I can't get it to work. Windspeed is 90-115%(?), but it stops spinning once set up. If I remove any part of it, it starts spinning rapidly again. I created a creative world with the same setup and it works. Can anyone clue me in as to what I'm doing wrong? I need another set of eyes. Thanks! EDIT: Nevermind, brain fart...when I dismantled my other windmill, the sails fell and I didn't realize I only recovered one set.
  3. This happened to my 1.18.15 world after updating to 1.19. I tried loading new chunks to see if the map updated, but nothing fixed it. I just started using mods, so that could be an issue, but it seems to be related to the new map color feature in settings. This morning, I updated to 1.19.1 and this just happened in a newly created world. I immediately went into creative and flew to see if loading new chunks would affect it, but it did not. I created several new worlds in 1.19.1 prior to this one and those were fine.
  4. Yes!!!! and No!!! I just spent all day finding the perfect 1.18.15 seed and setting up a world. LOL. I'm excited to test out new stuff. Great to finally see 1.19 stable. Thanks team! Great work.
  5. That looks like the wagon with a trailer attached. I encountered one of those for the first time yesterday. The one I saw spawned similarly with some low terrain intersecting between the two but was accessible for the most part. Because of the generation, I couldn't tell if it was two wagons that spawned close together or another wagon hitched to the first.
  6. Sure thing, I assumed the seed only affected terrain, so I didn't try it. The seed is 1420311264. Just checked, but I only had time to generate two worlds. See attached pics. The first copy was nearly identical; the ruin spawned exactly in the same spot as my first world. The second one had "the Alamo" ruin nearby, but the 'parapet wall ruin' didn't intersect the trader this time. The first three seed generations did not have any of "the Alamo" ruins near spawn. I'm curious now what other loads would produce, but I'm packing to leave - don't tell mom that I'm going home to play more VS! I can't wait to install on my game system - it runs well on this laptop but I get frequent rubberbanding (integrated Intel 520). Addendum: To be clear, the first reproduction was done through the 'Edit world' and 'Copy this seed to generate a new world' option. The next one, I generated a new world and typed the seed in.
  7. I came across a trader with ruins spawned inside. I can't tell if there is an NPC inside or not. A forum search showed lakes spawning in traders, but I didn't find this situation in any reports. It's certainly not game-breaking priority, but just a heads up. I've only been playing a few days and currently running the game on my laptop (not a gaming system), but the game is running well outside of minor stuttering or lag (likely my connection or integrated GPU). Can't wait to try it out on my main system soon. Attached is a pic of the trader ruins.
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