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Alder

Vintarian
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Everything posted by Alder

  1. As long as any chiseled blocks that are facing inside are labeled as 'insulating blockface' and as long as your room doesn't exceed 7 blocks in width/depth/height it should work I can't tell from the photo but if your roof is made out of glass slabs, I believe the sides of a slab do not count as insulating, only the one side counts. But I could be entirely wrong on that.
  2. I can't provide any specifics, but from what I know stone-type blocks are the best. I haven't noticed a difference between natural stone and cobblestone. But I have seen a huge difference between stone and planks. I once tried to decorate my cellar with some wood supports, and it drastically decreased the efficiency. But you should be perfectly fine sticking with stone. I'd also recommend Cellar Door - By: UnnamedSystem No matter what door you use, it'll always decrease efficiency, the most efficient cellar must be completely closed off. This mod adds a ceramic door that will completely seal your cellar.
  3. The Blender plugin allows you to import the .json models from your game's asset folder into Blender. You'll want to look up a tutorial on installing plugins, then import through the new import option it creates; File > Import > Vintage Story (.json) At that point you can export them; File > Export > Stl (.stl) The .stl format should be readable for whatever Splicer program you use for 3D printing. You'll probably need to resize the model in your splicer though
  4. The blocks you use and your choice of door will affect the cellar's efficiency. I have never observed efficiency going down from using lights. I've used both oil lamps and lanterns and neither affects efficiency.
  5. This is the Blender plugin I use. It will allow you to import the models into Blender. From there you can export them to whatever format you want to use for your modeller/splicer.
  6. Alder

    Why

    ----- Divergence Displaced Unaligned textures upon this block face Divergence (An outrage!) Displaced (For shame!) The textures that refuse to line up the same -----
  7. My personal use of berries is using the bushes as path decor, and picking berries to eat raw as I need them. As for preservation, I usually press them into juice and keep them in barrels in my cellar, using the fruit mash as feed for pigs. Keeping an eye on the spoiling rate of the juice, once it gets close to spoiling I seal the barrel to turn it into wine, thus increasing its shelf life further. That being said it's not a very good source of saturation, you can only hold three servings in a jug, and unlike pies and cooked meals which will only consume enough to fill your hunger, the juice is consumed in a full serving regardless of hunger. So, I only really use it as a method of maintaining fruit nutrition throughout the winter. I've never gotten a steady enough supply of honey to bother with jams, so I can't comment on that. If you wanted to use them as a food source, other than just eating them raw, I'd recommend baking them into pies. The shelf life of pies can be greatly extended by semi-baking them bit by bit as they get close to spoiling. A raw pie near its expiration date can be cooked into a partially baked pie and have its spoiling date reset.
  8. You seem to be pretty well-prepped! I've heard from others you can continue to hunt during winter if you head far enough away, so if that is true, you can continue gaining meat should you run out of food. You can also build a greenhouse using either quartz glass or crafting a bloomery from fire clay bricks to make clear glass. You also do not need a full ceiling of glass to build a greenhouse, I don't know the minimum, but I can confirm you can build at least a 5x5 greenhouse with 16 glass slabs, possibly less. That will allow you to continue farming into the winter, pay extra attention to the temperature requirements listed on the seed bags as a greenhouse only gives a buff of +5℃. Other than that, I don't think I have any more advice to give on braving the winter, you seem to be pretty well prepared for the coming cold. Good luck!
  9. Mark the location where you found the mushrooms on the map, they will eventually regrow within that area even if they've been entirely harvested. That being said, I believe some mods allow you to properly cultivate mushrooms as well, but as for vanilla, there is no way to 'farm' mushrooms, other than returning to where they were found to see if they've regrown.
  10. True! There's ways to use this in some creative fashion. Seems I'll need to get crafty
  11. Realizing that you can place blocks between the gap of a helve hammer & anvil, I thought I had an incredibly clever idea. However, to my dismay, the top chiseled block prevents the hammer from functioning. For world context, this is the base of my windmill, placed keenly on the side of my smithing setup.
  12. I believe you could create another account with your current email using the +1 trick. Gmail allows you to add a + and then any set of characters and allows it to function like a separate email. So myemail@gmail.com could become myemail+relative@gmail.com or as many people do, just myemail+1@gmail.com
  13. Aw man really? Dang, guess I need to be conscious of that next time I return to the caves...
  14. I usually just punch the animal, then depending on whether it runs from me or tries to attack, I lure/herd it to my wanted location. You can also do a trench to trap them, and then slowly lure them with troughs. Also if you're trying to lure a duo, the females usually follow the males, so give those bighorns a nice bonk to the schnoz and their mate will follow.
  15. Oh my goodness, this is all amazing!! Absolutely gorgeous work on everything! I might have to fire up the forge and smith some chisels, you're making me want to chisel some stuff
  16. Alder

    Beachcombing

    I love the idea of items arriving on the shore with the rise and fall of the tides! Shells, Clams, Driftwood, it would certainly make me consider a beachside home!
  17. That's a good point, using sticks or trapdoors to let in daylight may be sufficient
  18. If I recall animals do need tall grass to spawn though, so make sure there's space for them.
  19. That is incredibly useful information to know... I guess I always just assumed if their weight got too low they'd die. Thank you! I suppose all I need to concern myself with is my food spoiling then. Off to the Archives!
  20. I also forgot to mention, that lighting up areas does not matter if you aren't temporally stable. Temporal instability allows drifters to spawn right next to you despite lighting, the only way to prevent this is spawn-proofing using rocks or other proofing materials.
  21. Ok, there are quite a few things that affect drifter spawning, here's my tips for reducing spawns and handling drifters. 1. As you already mentioned; Bring a ton of torches, they're cheap and you can batch-light them in a campfire. Lighting the area will aid in reducing numbers. 2. Spawn-proof frequently treaded areas. If there's a path that you're going across constantly (ie. the stretch before a threeway fork) then place stones atop every block to spawn-proof the area, this helps ensure a safe way to retreat should you find yourself near death. 3. You need to be temporally stable. The lower your stability the more frequent (and more powerful) drifters will spawn, there is an incredibly sizable increase just by going under 50% stability. This might mean shorter caving trips, or bringing temporal gears with you to refill your stability. 4. Make sure you have a shield. You mentioned frustration with the rocks drifters throw at you, a shield will block these entirely, and assuming you're placing torches as you go, you won't need your offhand for light, even the earliest shield in the game can greatly increase your survivability against drifters. I definitely agree that more cave enemies would be cool, and I do believe they'll be added, this game is certainly not done yet. That being said, after going against one of those bells underground, I don't know how many more enemies my heart can take
  22. I've been very curious about how the game handles the loading of terrain and mobs. I can see in winter that snow only falls where you've been, but I've also noticed wild crops distances away from my base, still growing eventually. I guess more specifically what I want to know. If I journeyed far away from my base, via translocator or to visit the resonance archive. Would my home base fall into disrepair? Like would my crops grow, my food stores spoil, and my animals starve? I'm unsure if they'll either: A. Simply unload as I get far enough away, and when I return everything is as I left it (Best case scenario) B. The base remains loaded for whatever reason, and everything falls into disrepair (Unlikely) C. The game remembers when that area was unloaded (Animal unloaded on 8th of July - Food had 32 days until spoiling on 8th of July) and when I return and load the area it applies the consequences of time accordingly, thus spoiling my food and starving my animals. Does anyone have any in-depth knowledge of how this works?
  23. Here's my malefactor! I always find myself running to greens and browns, and the woolen scarf is both warm and fashionable!
  24. The forge looks sick!! I also really like the roofing on the animal pen. What are the mods you're using? Those beehives look so much nicer than the vanilla ones
  25. I find it a shame that bones can only be used for stone axes and knives, especially as I love the look of the white handle, and I know some metal tools that would look stunning with it! I mean a handle should be what.. lightweight, and durable yes? So I don't see why bone doesn't fit the bill, maybe there's a physical reason why that wouldn't work who knows. Anyway, I see both aged wood and bone being perfect handle options, outside of aesthetics they'd also increase durability just a touch. I say aged wood as well because it's often used for higher-tier things like beds and paths, though logically I feel like aged wood would be weaker, who's to say the aged wood in vintage story isn't slightly fossilized or something idk, I'm just looking for an excuse to have a pretty aged handle for my tools haha. If this resonates with any modders/modelers, I'd love to see it come to fruition. Or even to see new handles in the base game itself. Also if anyone else has ideas of what other handle types the game could have for tools, I'd love to hear them too!
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