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Everything posted by Feycat
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I've followed the command instructions here: https://www.youtube.com/watch? /wgen structures list - 106 is 18jumblestonecastle in the structures list I am in creative, target a block and type /wgen structure spawn 106 The game freezes for a BRIEF moment and then nothing has happened. No structure appears. This is not a creative world. What am I doing wrong?
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They are all underground with the exception of the single wall that borders outdoors. I'm in a hot climate desert. The problem is that there's such a stark different between the rooms. I'm storing crocks in my translocator room because it's .2 better than my cellar! Also I built an extra wall between outside and the misbehaving cellar, so it has 3 walls fully underground, a 2-block thick ceiling (which matches all the others) AND a 2 block thick wall between it and outside. It didn't change anything. Still .4
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Absolutely. Areas becoming unstable would kill the whole ability to build big, awesome bases. Builders are always going to be more of the intended audience. Anything that deliberately makes areas you've built in worse instead of better is a big, big no. Taking the gear off and making it inaccessible? Also no. Take it out of your own game if you don't like it.
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All four are a single square room with one wooden door that faces outdoors. They all have one wall shared with the outdoors, other three walls are facing pure undergrouind
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I changed TO the firebrick door and it got fractionally better! It originally had a wooden door, as all the others do. Yes, the spoilage rate is based on a ceramic vessel placed in each room. Literally all four cellars are one stone room with one wooden door facing the outside world. None of them are nested in any way. I just can't figure out why they're all so different.
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I've got 4 rooms that count as "cellars." They're not connected together, they're in three different locations in my large build. All of them are under 7x7x7 and all of them show up green. They are all on the same elevation in the same biome. They're not all being used as cellars, but I've been moving storage vessels around to see why my main cellar isn't working right. Storage vessels in the largest one show as .21, two of them of wildly different sizes show as .23 and the one I WAS using as my main cellar is suddenly showing .34. I have no idea why. It's 7x7x3 tall. The floor, ceiling and walls are entirely stone blocks. I even added a fireclay door, when all the others have wooden doors and I STILL can't get it past .34 What's going on? (BTW just a heads up, wallpaper makes your cellar less efficient. When I had wallpaper up it was .45!
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I wish I had your experience. Every time I've been in the discord it's been singularly unhelpful. Either I can't get my question answered or, in the last case, I got actively trolled and left. If the devs are going to be using Discord to communicate, they need much better moderation in place.
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Just chiseling ashlar brick blocks onto cobblestone.
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Actually I think Tyron says something very much like that about real time in his interview with Oscilliascape.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
Feycat replied to jerjerje's topic in Discussion
I mean... there's a Wilderness Survival setting. It's pretty uncompromising. Sounds like you need to try that. -
Sprint away, bounce up hills as much as possible. Kill them by throwing spears and then sprint past them to get your spears and throw them again.
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Pink apples are peak, but I have other fruit for the vibe.
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That mountain looks like a running horse! Neat!
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Mountain farming is the answer you want here.
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When I say "reported" I guess I mean people posting that it's still happening and it's very hard to play when 500 bowtorn spawn during a storm and then don't despawn. I can't personally report it because I haven't updated to any version past 1.20.7 specifically to avoid it.
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I don't want to go sift through Github but this has been reported in literally every update, on Reddit but also here. Bowtorn overspawn and they don't despawn properly.
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Vintage Story is already a masterpiece, except for one small thing...
Feycat replied to FatherMcGnutty's topic in Discussion
Wait, people praise 7D2D's music? I've never heard that and I've been playing since A9. When they added the combat music everyone thought it was awful -
Bowtorn spawning en mass and not dispersing still happening?
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Vintage Story is already a masterpiece, except for one small thing...
Feycat replied to FatherMcGnutty's topic in Discussion
ooh, I love that! Music is just us hearing talking! -
You could download the mycoculture mod and use that for farming
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Vintage Story is already a masterpiece, except for one small thing...
Feycat replied to FatherMcGnutty's topic in Discussion
Same. I also love the fact that the music is diagetic. It muffles when you go underwater. Which means the music is *actually* playing in game. From... somewhere. That's fine for a horror title imo lol -
Yeah but with that many arrayed around, you're gonna get peppered
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That's really ridiculously convoluted. No one should be expected to do all this just to deal with a bug they keep saying is fixed.
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I love this game and I love the devs but what is going on with this? I've seen it mentioned as fixed in several patches and it has not been. I'm just holding out on 1.20.7 because this can't seem to get fixed. I feel like it needs to be higher priority than it is.
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Is the bowtorn issue (bunching up, not leaving in daytime, not despawning after storms, etc) ever getting fixed? I haven't updated since 1.20.7 because of this and I just saw on the subreddit that it's STILL happening in 1.20.11. This is a pretty major bug to be going on this long!!