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Everything posted by Krougal
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If the color map is cheating, block overlay must be heresy. Yeah, upheaval does strange things. I've tried messing around with it a little, but never been pleased with results. Blue clay seems to be in what seem to be lowland swampy areas, of course it is very rare now. Fireclay is almost always found with black coal or anthracite. Red...yeah, it seems fairly random where it generates. That is odd to not find peat nearby unless it's too warm, cooler it should be more common. That's an interesting mod, pretty useless. Pulverizer and quern, give me a break. You can't even make a crucible without pottery, let alone the quern, pulverizer and windmills and the rest of the infrastructure to get there. That's just cruel and unusual punishment. I keep https://mods.vintagestory.at/clayfromdirt installed as a contingency, but I've never had the need to use it. You still need smithing for a saw to make a barrel, but at least it isn't as ridiculous as the other mod. Your still going to need clay for molds too. Honestly that is pretty useless too. If you find any clay, you are going to find plenty of it. There are just some things you cannot progress without. Like @Vratislav said, it is easier to just restart at that point. Especially if you use block overlay and can't find anything.
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I dunno. Something. I run past a lot of it myself and I know what to look for. Peat is another one that is hard to spot. I wish someone would make a high contrast texture pack. There's always the particle mod I guess too.
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So I released this about 4 days ago, was debating whether my humble recipe mod deserved a post or not. A few hundred people have downloaded it so I figure why not. 3rd release is up, and until a future version breaks it, should be the last. So what does it do you ask? With a knife or shears, you can cut medium/large/huge raw/salted/scraped/prepared hides and pelts into (2, 3 and 5 respectively) small ones. It will preserve the perish timers on raw and salted. I also felt it unfair that the large hide required as much materials as the huge for making sturdy leather, especially since the chromium sulfate is such a pain in the ass to make, so I cut it down to 2L and 2 wax (from 3). To be honest, the huge hide should only give 5 sturdy (instead of 6) to keep consistency throughout the whole hide lifecycle, but I am going to leave it alone. There is also a recipe to recycle hunters backpacks into 1 medium pelt. Shoutout to @Brady_The for pointing me in the right direction when I got stuck (more than once). I had actually made this mod some time ago, it just did raw hides with knives, but I decided to add some more to it and share it. https://mods.vintagestory.at/show/mod/27343#tab-description
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It seems like every week there is a new thread about this. Unless you spawned in the desert, there is usually plenty of clay around. No one here will dismiss you offhand though, because sometimes world generation just screws you over. Granted it might be like the rocks in Medieval Dynasty, no noob can find any, but once you know what they look like, they are everywhere. Look at the pictures https://wiki.vintagestory.at/Clay Fire clay is harder to find, because it is usually underground. Blue clay is actually rarest now, swamps seem to be a good place to find it, but it's still very rare. Red is like everywhere, but because the top looks like normal grass unless you look closely (for the red tinge) it is hard to see unless you find a patch that has exposed sides. I am honestly starting to think Tyron needs to get rid of the grass top on the clay. I mean c'mon how many people have to start a there is no clay thread before we can admit there may be an issue?
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Yet another take on hot climates and overheating (No thirst!)
Krougal replied to Ben Velveeta's topic in Suggestions
Depends. If they added hydration, then it should drain that faster. -
@Katherine K Yeah, those are a lot of good points. I agree about traveling to find a river if need be, if there were rivers. That has been always been a huge draw when looking for a place to settle down throughout history. That is another thing about water wheels and movable source blocks; if the majority of (sane)players are going to prefer to settle down next to a river, it is a non-issue anyway. Really, it just benefits the people who care about aesthetics, since they can put their water wheel where it looks purdy. Yeah, mining hazards...I'd play with the collapsing if it were better implemented. I have tried it, but it seems too random and I just don't like it. Flooding would be another good challenge, although I don't know if it could really be managed or would matter. Other than iron & quartz mines, I feel like most deposits are so small I exhaust them before I move on, so there is no long term to care about flooding. Not to mention I like to flood my mines as it is, better than lighting it up with torches to keep the rot beasts away. It would require changes to the game to make it matter really. Like if you couldn't mine while submerged, which would be reasonable, but not fun.
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I'll buy cheese from traders sometimes, but more or less, yes. The pigs are a great source of fat, but by winter, I'm usually good on fat, and having done it in the past, I think domesticating animals is a huge waste of time in that first year. Wild pigs are a great source of fat too. Poultry isn't as good as red meat, I'll have more feathers than I can likely ever use before spring is even over and eggs would be more interesting if you needed them for baking. My first choice would be sheep or goats, mainly for milk. You simply have too much to do to get ready for that first winter. Not just to survive it, but to thrive in it. Now, multiplayer, I have no experience with in VS, none of my friends are interested in it, my wife has zero interest. Not to mention she drives me insane when we game together. Absence makes the heart grow fonder and all that. Two people could be a lot more efficient, so one could get started on the animals and farm and be the "base bitch", while the other explored, mined, hunted and gathered. There should be plenty of time to do activities together as well.
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In the 1.21RC versions? I cannot tell you for sure. I believe it does, but I am playing with keep items on right now so I disabled the mod. If you are talking about it not saying 1.20.12, it still works with it. A lot of mods I have hadn't been updated since like 1.17 but they still worked up through 1.20. 1.21 introduced a lot of changes in the data structure, I think they reorganized everything for sanity's sake. I want to say I had it enabled when I was playing RC1, but I didn't die so I don't know if it works. Some mods will load without error but not work, some will not error until the are triggered (so like it could seem to work fine until you die). A lot of the mod authors don't update until the stable version comes out.
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It's "supposed" to kick in after the freshHours expire, but I haven't tried messing with it. I wound up taking one of my old trash saves and setting the food rot speed to 10x so I could make sure it was working right. Now I just need to decide how to handle the raw-hide pants & mantle recipe conflict on large and huge hides. Well, I forgot I left the game on the side with the inventory open and I had some start spoiling. I cut them and it copied the spoiled status over too, so I guess there is more to it with the freshHours, since I am not explicitly copying anything else over.
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It isn't, but you never know if it will make a comeback. I'll still usually fence it in winter now, which is when I try to make the base a slightly less Spartan dirt-hole. For anyone who wasn't around to experience the "joy" of it, rabbits would just spawn on any grass next to your fields and rampage through them if you didn't fence it. You could dig a dry moat around your fields and there would always be a few rabbits in the morning to go kill. Coons to a lesser extent would go after skeps, but they didn't seem to spawn constantly and I don't remember if it was 1 block or 2 off the ground would put the kibosh on that. I used to put them on 2 fence posts, but it becomes a pain to jump around the place to make sure you get all the drops. I still put them on 1 post so I can see them past the flowers. I honestly do not remember if I ever had them hit mine.
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Did you miss the link in my first reply? It's a thing. Not that alternate mods are a bad thing. Never know when one person is going to lose interest and not update.
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Yeah, transitionedHours is supposedly the amount of time it takes for the item to fully rot once it isn't fresh anymore.
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That did the trick. Thanks again! "output": { "type": "item", "code": "game:hide-raw-small", "quantity": 2, "attributes": { "label": "freshHours"} }
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It's all kind of moot, because for all intents and purposes, everything in VS is infinite, especially with default worldsize. You'd die of old age (IRL) before you could mine all the iron. Now you guys are being pedantic, but it's Traugdor's fault
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Yet another take on hot climates and overheating (No thirst!)
Krougal replied to Ben Velveeta's topic in Suggestions
Well, we already have the salt water, true. I was thinking if there were dirty and clean water as well. It always comes down to how much realism is too much. 7DTD has an endless raging debate for several versions now because they removed the humble glass jar, and the ability to collect water from water sources. The first day or so until you find a cooking pot, or build a forge and make one, you may need to drink dirty water and lose some HP and quite possibly get dysentery, which is pretty bad. It pretty much becomes a non-issue after that, unless you are an idiot. So it is generally a worthless mechanic, and could be skipped altogether, and so you would just need fresh water/juice/wine or berries or other fruit or it could be included for that extra bit of realism and inconvenience. -
Aquifer would be great, water ladders for everyone, no bucket required! Yeah, the FPS death is horrible. I've built obsidian generators in Terraria that lag like hell too. Dana tweaks actually does make barrels collect rain water. Nerd!!!
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No, you are correct. I've stopped fencing mine in for a while now. The beehives too, I haven't had any raccoons show up and raid me.
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Sure, sure, release another RC just to ruin my prediction! All joking aside, great stuff. Release as many RC as you need to. So, "Fixed: Glass panes turned sideways would still count as walls for a room stuff" Does that include ceilings as well or strictly walls? Speaking of pit kilns, I am still seeing 20 hours for peat, although it has been intermittent. Also Dana updated extra info for RC last night, so I doubt it is his mod. RC3 has been pretty stable. This one is probably pretty safe to play, unless it introduces a bunch of new bugs. 99 little bugs in the code, 99 little bugs. Take one down, patch it around. 100 little bugs in the code...
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Yet another take on hot climates and overheating (No thirst!)
Krougal replied to Ben Velveeta's topic in Suggestions
Honestly, it would make sense to make us carry jugs and boil water to make it safe. Would have to add a waterskin for early game. Before you get a pot...I guess you are drinking dirty water. Maybe make berries give some hydration. Of course then there has to be some penalty for drinking dirty water. Dysentery wouldn't be fun, but then there was an entire game centered around it that used to be very popular Or, could leave out that part, and just any water is drinkable, drink out of your bucket of water. Really none of this is fun in the traditional way, it is fun in that it adds more survival mechanics and something to do, which does mean more chores. -
Ok, fine. Honestly if you had just said that in the first place instead of going on about plasma rifles I would have actually agreed with most of it, maybe even all of it. As far as balance, I was spit-balling ideas, and you are right, while they are workable gamey solutions, none of them are solutions either of us would be happy with. I was really cranky and over-tired by the last post; only reason I was up was I couldn't sleep. When you started going off the rails with the absurd examples I wasn't in the mood for it, and too tired to understand any of it. I felt like you were just being pedantic at that point. I understand the handgun example perfectly. I agree that things should wear out. I was just saying in another thread we need more resource sinks. As far as the water wheel, yes and no, you need to be near a stream at least, but you can build a raceway to move the water a bit, or a dam. We should have the capability to build these things in the game. We currently don't. We don't even have rivers & streams. If we aren't going to get these things, then it should be an option, just like the water is, and they should not be mutually exclusive. It should be the default for survival and an option in standard. Otherwise it is like adding the need to take a crap but not letting us build outhouses. Yes, my water ladder. I live in fear of the day Tyron decides you can't hold your breath that long. Although to be honest, lately I have sticks coming out of every orifice. I had to make a 2nd crate and I even use them for campfire fuel. It would be no hardship at all for me to make stacks of ladders. Lately, believe it or not, I have been using ladders more often than the water exploit. Anyway, peace.
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