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Hal13

Vintarian
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Everything posted by Hal13

  1. There are no differences in drop rates anymore, you can use shears or any other tool including your bare hands, seed and stick drop rates stay the same. shears are able to cut up to about 18 blocks of leaves at once though. I would prefer to have to use shears on branchy leaves to get saplings somewhat guaranteed instead of hacking through leaves faster though (see here).
  2. okay i encountered leaf blocks that rendered not even touching the block they are supposed to be now.
  3. Those look as if you'd need to anchor them before falling and therefore do not tackle the problem I want to solve. i kinda think a parachute would be comparably easier to implement too. And the rope from that clip behaves more like a bungee cord instead of a rope, ropes aren't really elastic.
  4. From the combat changes I know of I can tell already, 1.16+ I'll only play with mobs not attacking at all and keep staying offline to avoid those annoying pvp enthusiasts...
  5. on the top right you find your name, click on it and you'll get a menu, select account settings, you should be in "overview" now, go to display name change it and you should be good, never did that myself though (and have no intention on doing it in the near future, i don't want to have to wait 60 days to change it back)
  6. You can use /time speed... But it's not a pause or something it just slows down/speed up the background timers. speed 60 is the default, lower makes the day/night-cycle and things that are not measured in realtime go slower, higher values faster. setting it to 0 basically stops time, but not ai-processing, nor player actions, nor fuel consumption and similar things measured in realtime. Basically it seems to do the same as /calenderspeedmul (default 0.5, lower=slower, higher=faster). Sadly no one was able or willing to answer me if there were any differences between both commands. Both commands can be stacked.
  7. I asked for something to break ones fall not to traverse the land (else i would have mentioned Minecraft's Elytra and not Minecraft water), something like a parachute without or with very limited steering capabilities (irl hightech paraglider can reach 8km for each 1km of fall, I'd say cutting that down to 2-3 for a simpler, and smaller, parachute sounds about right) would be at latest available somewhere midgame, around the time you can afford making gambeson armour. Even a hang-glider (steerable, going in any horizontal direction at best a dozen blocks for every block down [irl a hang-glider can travel around 15km for each 1km of fall, cutting off 20% sounds about right for slightly heavier linen and wooden frame], with no option to just float downwards, would need to be put down next to an ledge before using, would become an item when running into any block that's not air) wouldn't need ressources you wouldn't have at that point.
  8. I think it would be nice to have some mechanic to prevent fall damage when falling deep. Building high in survival is rather tedious, sure one is able to put up ladders or scaffold with blocks, but even then one can fall to death easily. My suggestion is something like a craftable parachute, that slows one down to under damaging speeds over about 5-10 blocks (maybe reducing fall damage after deploying it to the damage you take when falling 10 blocks minus the fallen blocks since deploying, down to 0 at most) and perhaps keeps sideways momentum and/or can be influenced by wind. I think it should have to be deployed to use (use in hotbar) and afterwards it should need to be packed before being used again (maybe putting it down on a full block surface, craft animation for a short time and taking it up again). Or maybe some slimy fluid that can be used like water in Minecraft to break ones fall.
  9. You can trigger the autosave feature anytime via command. I think it was "/trigger backup now"? I think I remember @Streetwindmentioning something like that.
  10. hm... I just assumed, as there weren't big changes, using the 1.15.10 version should be okay to be used with 1.15.9, but strangely placing one of the crafted blocks CTDs the game, until then there are no problems. Any idea what it is? I've just attached the crash log. crash log.txt
  11. You can scroll through all slots (even the bag slots) as long as you hold sneak while scrolling. But the hive won't do something in that situation as you'll need to use a populated skep on it if you want a swarm to move in.
  12. Just checked it myself in 1.15.9 (btw. i'm playing since 1.12) and felling a birch with 3 log blocks and a handful of leaf blocks resulted in 4 durability damage to the axe. EDIT: Strange, chopped down a pine with 14 log blocks and many leaf blocks just now and it only used 14 durability... There seems to be inconsistencies...
  13. sorry no idea, but i don't think it's a problem, only that it would grant you better results, in my experience people rather look in questions (or similar parts of a forum) if they are able to help with some problem, than actively looking through other parts of forums and multiplayer affine persons will most likely be found looking in the multiplayer related sub forum. Eventually there will be help with (or at least somewhat helpful comments on) any problem anywhere. I think then it's easy to answer: MC has millions of players, VS only thousands, hence MC is more profitable for them and has a more diverse player base they need to cater to. I'd say there are no kindergarden children playing VS, nor are there huge competitions with live broadcasting... wdym with that? Back in the days, when I went to school, we were taught something about learning never ends. just kidding there may still be a few more years until I reach the 40s. Though that lifelong learning thing always seemed to be a lie looking at some of my teachers and how outdated materials and information were often times (heck sometimes materials were several decades behind, mentioning countries that ceased to exist years ago, scientific data far from up-to-date and cold war tech as being new), but with how people again started following right wing propaganda everywhere obviously learning isn't humanities strong suit...
  14. maybe question or multiplayer would have been better places for the topic... Foremost I'm no server admin but maybe I still can help? Even with MC using the same seed doesn't necessary mean there is no difference, going forward that will increase as MC just started using methods of blending biomes and terrain into each other (before 1.18 it was only visually and several blended biomes had to be used and biomes were only 2d). Using the same seed in VS should give you nearly identical maps too (terrain and which rocks/soils to find where should be identical). Though i think treasures, ores and similar things are generated when opening them/generating the chunk leading to different outcomes (in MC those are generated when generating the world) similarly translocators pairing only happens when using one, etc. uploading the world should be as simple as uploading mods... locate the data folder both on the server installation and on your drive, copy the contents of the subfolders maps, playerdata and saves onto the server (in case anything goes wrong make backups of the files on the server) or just copy the whole data folder, that should be everything. There are several options more that you can change via commands, but I think the 43 visible customizable options when creating the world are way more than what comes with MC... Of course if you are speaking about Spigot, Bukkit, etc. those are modded versions of MC, unofficial forks of the game, often messing with even core mechanics. If You mean those options, that's as if you would ask why aren't different versions of VS similar to bedrock and java MC available? Update the game version, then create a new world? I somehow doubt it would be much more complicated than in singleplayer.
  15. I love the looks, and i suspect the blocks with axles are insulating? Being able to hide parts of the machinery really helps too. Is it still a WIP or can it be downloaded somewhere? Even if it's in the moddb you might want to add a link to it.
  16. My last info was that'd be still an experimental recipe and not meant to work that way yet, but I'm always a fair bit behind with information on the development of all the games I'm testing... And I rarely make more than maybe a stack or less of torches at the start of a new world.
  17. Translocators can't be linked that way, they always connect to a random one that's not already connected to another. Hence You could make a mod, that prevents translocators from being generated, and then place translocators manually, making sure to connect them before placing the next pair. But apart of that or maybe some command I'm not familiar with I don't think it's possible.
  18. I think occasional npc homesteads could be a great thing to have, something that gives the traders a bit more substance and provides examples of how things work to new players. I don't think anything bigger than 3 to maybe half a dozen people and 2 to 3 houses would fit the game, but people who have their own trade and who potentially are the reason why so many traders travel the lands could help with immersion and explain where potential settlers came from (even if they technically just spawned in your settlement). After all most traders look like they don't craft/produce what they sell. I don't like to have bigger villages or even towns, as those either take up way too big claimed chunks of land or just invite raiding them and meta gaming like with Minecrafts testificates.
  19. alcohols and wheels of cheese are definitely something a luxury trader might be interested in (i mean Parmesan cheese even can be used as security deposit with some banks), but pies? a luxury trader would only be able to sell those for a profit while they are fresh, but it'll take the trader potentially days to reach another trading spot when traveling with the cart, hence they would lose money if they'd bought them from anyone to sell them elsewhere. If we'd get settlements, those people might be interested in pies to consume themself, but even than it would feel strange if it was a common trade doable more or less every week and or if demand was higher than 1-2. Yes more luxurious things are the luxury traders trade, but such a trader has fewer customers and sells stuff less often, hence any food that isn't at least keepable (but better gets worth more the longer it's kept) wouldn't be of interest for them.
  20. Really? When did that get changed? Nevermind that's going on a tangent, thanks for checking though.
  21. Thanks. That'll help with all my stick surplus.
  22. wouldn't that solution work for cob and packed dirt, too? Instead of just disabling them, i mean. Those are technically soil blocks after all, aren't they? enabling gravity for hay blocks would prevent players to use them for roofing and if you aim for people building more interestingly scaffolding is very much needed. Me too, I always have several kilns burning and i don't collect back ladders I use in mining, I even use sticks to start cooking and melting. But still I keep on accumulating chests of layers of sticks... I don't mind having a recipe or two for making sticks, after all I don't have to use it, I just wonder every time people complain about the stick shortage as I can't think of anything I passively collect in huge amounts else than sticks (sure i collect huge amounts of stones too, but at least there are more uses for them)...
  23. Did you try looking from the side when placing them? place, turn 90°, place should do the trick. hm with layers of sticks (vanilla item crafted from 9 sticks each, can be broken back into 9 sticks) stacking to 64 (increasing stick storage by 800% compared to default sticks) storing layers is 125% better than storing these stacks of sticks, is there a way to easily change the stack size to idk maybe 10 (making these slightly better, 11.1%, in storing sticks) or maybe even 16 (to stay in the default stack sizes, improving stick storage by 77.8% compared to layers of sticks).
  24. Not a fan of compacting many different things into a single mod. As long as the mod isn't big, a config file like @Hells Razersuggested might be sufficient, but if it gets bigger making parts of it into their own mods is better (some people have no real internet flatrate and/or have only ISDN speeds, yes internet in Germany is worse than in most third world countries). And putting it in separate mods helps troubleshooting and finding incompabilities too, though I doubt there is much potential for such problems in here. That's something i saw many people requesting in other topics, and definitely something I'm interested in. I like the look, but like the vanilla leaded glass panes they look a bit too flimsy compared to any valid wall, I think they would look better if they'd be half a slab thick (or maybe even 75% of a slab) as the game doesn't allow for slimming the wall (sure i can chisel it down but then it breaks the room). But keeping the main material for greenhouses locked until iron age tech level seems extreme, especially as you can craft full glass blocks with 2 clear quartz and 4 sticks too (even though the blocks are a bit milky then). What do people do with sticks? i don't know where to store more of it, even in compressed form I fill up several chests fast (because of the low chance of tree seed drops and as leaving leaf blocks connected to a tree use up durability of my axe when felling it, I just have to break many leaf blocks manually) As long as there is still dirt and hay blocks you only limit early game buildings to even cheaper materials. Without a pickaxe it takes quite long to break cobble stone (at least if you do it to more than a handful of blocks), and as cobble is really cheap, I don't think making it a bit sturdier does help preserving ruins; and as even dirt blocks are less ugly than mudbricks I doubt anyone changes to using mudbrick because of it too.
  25. for me it would be: More or less classless progression system (everything available to all classes, but maybe it takes one longer to reach something specific than another and vice versa). Less risk or higher rewards for PvE, or a way to make totally safe zones. Some system against unwanted PvP (at best PvP-combat opt-in only), I can appreciate traps but I hate fighting.
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