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Dilan Rona

Vintarian
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Everything posted by Dilan Rona

  1. Take a look at the nightwatcher mod. https://mods.vintagestory.at/nightwatcher
  2. The mobs that flicker and dissapear, is not synced with time (time being broken being a major part vintage story), so the fact that they dissapear faster after killing them is in line with everything else wrong with whatever calamity fell on the world of Vintage Story.
  3. I'm having an easier time hunting bears and wolves than chasing other game.
  4. Hunting...
  5. Winter is also the one point in the game I can sit down and make some cheese (except for the elusive blue cheese that is).
  6. Original Title: I think more creature types and survival supplies should be added to the game. Original post: I think our game should have more animal variety, more trap types, and more survival-oriented materials and tools. --=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=--=-==-=-- With all due respect, @ALİ GÖÇER. Please keep to english on this forum. As for what you suggested, consider installing the following mods to add the missing features. https://mods.vintagestory.at/primitivesurvival https://mods.vintagestory.at/primitivetools https://mods.vintagestory.at/medievalexpansionpatch Primitive Backpacks: https://mods.vintagestory.at/show/mod/36679 https://mods.vintagestory.at/ancienttools Sticks from Firewood: https://mods.vintagestory.at/show/mod/10409
  7. Welcome to Vintage Story.
  8. Winter gives me time to get crafting out of the way, and helps to pass the time. Its also when I spend a lot of time digging mineshafts, and exploring underground. First year though is usually spend just gathering as much food as I can. I also process hides into leather early on, so I have a full set of winter clothes ready to go by Autumn in the game (30 days per month game setting). Only time winter really becomes a problem for me is when I run out of food. Which rarely happens, as I have a habit of storing too much, and loose a lot of meat to rot. Something I try to avoid by making as much cooked meals as I can, and sealing it with fat or wax, and storing it in a cellar.
  9. Ok, I managed to get a version of the Alloy Calculator going for 1.21.x (tested with 1.21.1, and 1.21.5). It will give the original author time to fix the official mod, and once its fixed and working, I'll remove my jerryrigged version from the mod page. https://mods.vintagestory.at/show/mod/36902
  10. encountered it a few times myself, and I do agree its a hassle, but since I play with Smithing Plus (https://mods.vintagestory.at/smithingplus), its more of a minor headache really, if I do run into a voxel or 2 thats missing, I just add it in from voxels split off from previous iron ingot forging. Hopefully that bug with the iron ingot gets fixed one day...
  11. Currently, Translocator Relocator does allow it to set names, but the problem is that the names has to be exact to get to the other translocator. And I have to constantly type it out(and remember to rename it back to what the original name was). Which is where the problem is for me, as I need to set specific locations, and the names (Bridge, Engineering, Deck 2, etc...) has to remain constant.
  12. There is a mod that I need, similar functionality as that of Translocator Relocator(https://mods.vintagestory.at/show/mod/22557). But to give me the ability to set a name to each translocator, and a second field that I can use to set the destination. Mod is needed for my build that uses turbolifts.
  13. was going to suggest https://mods.vintagestory.at/alloycalculator, but only found out today, it crashes the game on 1.21.x. Been playing that without mods so far, so wasnt aware of problems with the mod.
  14. if you place a torch near that rift it will help to dissapate it a lot faster if that rift is an issue. especially if its too close to home, base, or outpost. another option is the nightwatch mod.
  15. Made alcohol as well, only I had expanded foods installed, and what alcohol I did make was reserved for the production of the Soulstorm Brew. Fun mechanic. The drunken effect though wasnt as long as I expected though in some cases. Or maybe thats just me.
  16. Fresh meat for when winter hits
  17. Wolves are easy. Poke one, and run to the nearest pit trap. If you keep them till winter, they make for great emergency food. Just remember to feed them now and then, and to raise the walls by one when it snows. As for bears. If they aint chasing you to a pit trap, they will be running away. Best to tackle it head on, and kill it before it kills your animals. Keeping a farm nearby a pit trap makes for a good magnet for trapping bears for winter meat though. I generally have 1 bear to every 7 wolves though. If I am not so lucky, thats 1 bear per 3 packs of wolves though.
  18. I do the same thing when I have to do extended caving. Except I combine it with a well placed moat (or 2, when dealing with a tunnel and the ores are in the wall). Keeps the walled off area clear when I am ready to leave the mining area. That and plenty of light sources. Start of any new map, main focus is really food first and foremost. Finding a good spot to dig into a hill or mountain, or setting up a dirt shack is just as important, as it usually becomes my permanent home. Copper is a last concern, but I do mark their location before picking up the nuggets. Long nights I pan gravel and sand. Helps pass the time if I have nothing else to craft or do during the night. Most of the complaints in fact I dont see as a tedious chore.
  19. The devs said you have to install DotNet 8 to play 1.21.x. I couldnt play it myself till I updated my DotNet as well.
  20. Made cheese. Not difficult (with the exception of blue cheese. never could make that variation).
  21. Early on for me, if I saw a sawblade locust I'd tuck tail, and jackrabbit out of the area asap. Now? I tackle them head on. With whatever weapon I have if I dont have spears.
  22. Not having the best of times myself at times (impatient). But you cannot milk a gen 0 ewe. If you are lucky, you can milk a gen 1 ewe. But you can ONLY get milk after the ewe had its baby. and only for the first 10 or so days. After that the milk stops. Later gens does get easier to milk (same restriction of 10 days after giving birth still applies)
  23. Then the best thing to do is have an issue opened so it can be fixed on the game level then. Mods themselves should work fine regardless what mod directory was specified or used (default or otherwise). I hate to flag a developer directly, but I think we need the input of @Tyron on this topic as well.
  24. So if its a known issue, is it something that can be fixed on the mod level (enforcing --addModPath proper usage), or fixing on the game level itself (seeing that the stick is as basic as you can get).
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