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Krougal

Vintarian
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Everything posted by Krougal

  1. It's simple really. The rule is you can't put a container inside another container if it isn't empty. A skep with bees counts as an occupied container. You also can't pickup filled chests and barrels. It's what makes the carry-on mod so awesome, being able to move my barrels of wine around at will. Too bad it doesn't work with trunks.
  2. Probably actual Y vs % of world height setting.
  3. Yes, I decided to be Chinese and do a Spratly islands. So I've got this offshore base and I also built some platforms on the shoreline, which I decided to remove later, as well as I dug out the deposit of peat that was there. If this was MC, then I'd have just placed a bucket of water here or there in the corners where the existing water can't usually create a source block but the bulk of it would have filled in on its own. One thing that does maybe skew the result is I began pouring in freshwater and at some point this thing is saltwater. I am not sure how the 2 interact with each other, or if they do at all.
  4. I am on 1.20P7 as well and that has not been my experience. I have had to fiddle around a lot to fix holes in the water I made. Now using a pump to move water, that would be cool. Especially if we could build aqueducts and cisterns. Maybe even collect rainwater too. Those are the kind of things that would make it okay to not be able to make source blocks, even if it means I have to give up using it as a portable elevator and start carrying stacks of ladders.
  5. It currently doesn't. You can make a real mess out of bodies of water by placing and removing blocks. I don't know what TOBG (maybe it is code for Minecraft, I am not participating in the he who must not be named game) is, but Minecraft 2 sourceblocks will create a new sourceblock in a gap between them. The behavior can still be a little erratic there, which is why mods like "pretty beaches" were useful if you cared about keeping your coastlines nice. I think it is a necessity unless the ability to dig a well is added for general water supply and other arrangements can be made for farming. As it is right now, the only real practical solution for farming is a grid of water blocks surrounded by farmland. It's too limiting.
  6. DW20 would be proud...
  7. I've never bothered with lamellar, seems like a waste of resources. Granted leather does take quite a bit of time, but it's decent armor at least. You'll get a feel for the wolves and they won't bother you anymore. At first they were giving me fits too, now I go "Meat is back on the menu boys!" and make orc sounds when I run into them. The shields ability to block is far more powerful than any armor in this game(well maybe not steel plate, but even my new steel chain is somewhat underwhelming)
  8. Yeah 2 or 3. You can use varying percentages in most alloys. Typically I like to use as little copper as I have to, although gold and silver being as rare as they are, I probably would stick to 8% each. I've never bothered with any other than the tin bronze. There's an ingame mod version of that alloy calculator as well.
  9. Yeah, I've taken to using the tab key for inventory in many games too.
  10. While the improvised armor sucks, it is better than nothing. It has 75 durability, 2 hits is exagerating. Is your sound on? The wolves generally growl when they detect you, so you should have enough time to react. I don't think wolves give fat either. Pigs are your best bet before you get a bow/better spears. Later deer are great for meat, fat and large hides. The amount of fat (and other material) you get also depends on the animals weight. So if their weight is good you'll get more, less if it is low.
  11. Improvised armor and crude shield. No, the armor doesn't last long and it doesn't cover head or legs, but it is better than nothing. You need to hold sneak key (passive shield has only 15% chance) and enemy needs to be somewhat in front of you. You can use the shield with a bow, if you aren't a hunter or have class recipes disabled, then you likely don't have a bow yet. I'd carry 3-4 spears. Also if you stay out of the woods until you are ready, you won't have trouble with wolves. I feel your frustration, I was ready to quit before I figured this all out.
  12. There's a mod: https://mods.vintagestory.at/fieldsofsalt Although honestly, once you find 1 salt pillar, you are set for life, so I haven't bothered trying it out.
  13. PR7 added the ability to click on waypoints in map and teleport to them (in creative of course)
  14. Yeah, I used to be crazy about topping myself back up with poultices from every scrape but it's an opportunity to eat more food. It seems very erratic to me, but then it is supposed to be based on your activity level.
  15. I would usually expect to need to start a new save anyway. This is for all intents and purposes an early access game and it sure as hell should not be the devs priority to make sure it is compatible with your old save. If you can keep playing the same save it's great but I never expect it. I'd still go with the PR. There is a lot of cool new stuff and you might as well start learning it right from the get go. OTOH, I guess if you consider yourself dependent on the wiki, then 19.8 would be your safer bet I guess. If you are that intent on keeping your progress in a new save game, can always cheat stuff in and/or I'm sure there are utilities to copy just the chunks you want, etc.
  16. Krougal

    Eclipses

    Ok, it's cool and all to have eclipses but I've had one 3 4 5 days in a row??? Is this normal?
  17. Considering the point of perma-death is well...perma-death...I feel we should publicly ridicule you or something.
  18. Sure, because I always carry a stack of water lillys The only excuse for not having a bucket on you at all times is you haven't made one yet.
  19. I was surprised to find my latest local large body of water is also freshwater. If you scoop up a bucket it will say if it is saltwater, although that could be modded behavior as I run with a lot of QOL mods.
  20. Yeah, really. Great things to come.
  21. Yes. I am doing that myself come to think of it, since I still have the 1.19 installation along with the 1.20, I've got multiple data folders since each new PR has broken a mod or two, I test them out before going to the next one. That guide is really invaluable. There is no reason to keep multiple installs of the same version though; you are correct the settings are in the data folder.
  22. I don't know, but I'd interested in this as well. As it is you can at least toggle mods on and off, but of course it's on you to remember which mods for which saves.
  23. Yes. It's a new thing in 1.20PR we were talking about. It is optional. Exploration mode default is off. Survival default is on, but then survival settings are for masochists. I do love abusing the hell out of it too, I don't carry ladders, I just flood the shaft from the top and swim up and down. I also flood the mines to prevent spawns.
  24. Well, while I don't use the River mod, since I feel it needs a lot of tweaking, it is a POC for flowing rivers and water power. I have a problem with not being able to make water sources from buckets and I'm glad it is an optional setting. We have no means of irrigation. If we could build aqueducts then it would be fine, but as it is now it is too limiting. You've got use a watering can, build over a pond or do rain dance.
  25. I am really not sure, I also don't know what the range is for unloading chunks. I use the campfire as an example for 7DTD but it isn't good for VS since who goes out and leaves food cooking when it is going to rot. The pulverizer and quern stop working. I am not sure about the timers on anything else, I know wild crops will not grow while you are out of range. My treetaps (mod) don't seem to fill either. Nor do wild bees swarm into skeps.
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