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Everything posted by Krougal
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How come you older and more mature people can't set a good example and take it somewhere else? I mean it might be the pot calling the kettle black for me to criticize people going off-topic, but this is for update news FFS!
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Wow that's spooky.
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Wow! Nice to see something that not only looks great, but is actually useful as a base.
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So still no fix for the eating crash?
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Long distance water transport - Aqueduct and reservoirs
Krougal replied to Crylum's topic in Suggestions
Oh, I didn't think anyone was thinking the aqueduct or ditches would have actual flowing water going through them, the overhead would be huge. No, I thought we were talking having aqueduct/ditch blocks that just have 2 states; dry or filled. Then you'd just need a source and a destination. Actually, that could be a compromise maybe; chunkloaded source and destinations, and we assume your pipes stayed intact in between (yes, you would still need to place them to make it work in the first place) until loaded chunks in between prove otherwise. I don't know how VS handles them or how Tyron feels about adding them. -
So far the falx looting is...very disappointing to be brutally honest. It seems like it only works sometimes and I'm still left with piles of corpses that I have to go and clear with a knife. The mod I was using before which just made them drop their loot on death and vanish almost instantly after was a lot better. The corpse wouldn't be so bad if they actually hindered the drifters as much as they hinder the player, but it doesn't seem to bother them at all. I also agree the loot is absolutely pathetic for the risk vs reward.
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Long distance water transport - Aqueduct and reservoirs
Krougal replied to Crylum's topic in Suggestions
Those are good points, and those of us who have used chunk-loaders in the other game know that they add a fair amount of resource overhead. Some things can just be extrapolated when you come back to an area; like if you have a forge running in...some zombie game...it doesn't keep running when you leave the area, when the chunk gets reloaded, it calculates how long it's been and how much fuel to burn and resources to smelt. As easy as storing a var and doing some simple math. No overhead. I'm not sure how that could be applied to our theoretical water supply though. Volumetric calculations on bodies of water in a voxel game are cost prohibitive; like what it would take to have a lake go down in height by use. It's why the better lava pump mods for MC started backfilling the holes with dirt. Also having actual flowing water has significant overhead too. The river mod for example doesn't actually have flowing water, it simulates a directional current, which doesn't take a lot. If it were actually continuously flowing water through the map, your system would crawl. It would probably have to remain a very simplified system that just assumes you have water flow until you don't. I can't come up with anything working that doesn't require chunk loaders. -
Long distance water transport - Aqueduct and reservoirs
Krougal replied to Crylum's topic in Suggestions
Yes, wind mill parts, I go through several stacks. I like my mechanical power. Yes, I would like to see wells too, but I am still not going to sit there and water each block of crops, so the aqueduct and irrigation ditch system is truly needed. Cisterns too, oh, and of course it should be entirely possible to fill them with rain. -
Eating out of a bowl causes an instant crash. I even tried with a fresh start. This is not playable! It is fixed but I'm guessing we will have to wait for RC3
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Well the rock strata seems to be fixed, so I don't think the ore distribution is going to vary "that" much.
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Long distance water transport - Aqueduct and reservoirs
Krougal replied to Crylum's topic in Suggestions
Resin??? Oh hell no! It's already a pain without the tree-tap mod and no matter how much resin I collect, it is never enough. Otherwise I like where this is going. I wouldn't even consider turning off water bucket source without an aqueduct & reservoir system. -
Personally, I enjoy cooking with wine. Sometimes I even put it in the food.
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Ahhhh hell, I missed that when I did the copypasta. You are correct sir, that is what I meant to say.
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There are a few good mods for this, so it shouldn't be a heavy lift for the devs to incorporate these features. Hopefully they get around to it someday.
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Hurrah! The crocks thing was driving me nuts since muscle memory is hard to overcome.
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Yeah, I consider it legit, because there are mods that I will not play with, but fortunately most of them are updated (the lack of inventory tweaks is fucking killing me). So many modders do no upgrade until the stable release. People like Dana who have a lot of mods to update, and limited time don't want to do the work twice and I can't blame them. A lot of mods I use also haven't been updated since 1.17 and they have worked through 1.20, unfortunately some of them may be dead. I can fix simple mods myself, but anything with dlls is too much of a pain in the ass for me.
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Same. Unless this is in F and not C?
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Actually, I think I'm going to walk back what I said about the bearskin armor, considering it can be made early game with no infrastructure, and it is better than wood lamellar, it isn't so awful. It still isn't great, but then low tier metal armor sucks too. All you need are some bones and rope and...you...have to kill...2 bears (because when you cut the head off you still get a pelt, so you can make 2 helmets)...Did you ever hear the story of Goldy-Seraph and the 2 bears? Corrected a couple other things, but it's a hassle, from here on out I will update the google doc but not the forum post.
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Yeah, I wish Tyron would fix this, it's annoying.
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Has anyone had issues with the Resonance Archive not spawning? I found the trader, gave him the pickaxe, got the map, no red X. Map went poof. When I talk to him again, I can tell him I forgot, and he goes through the dialogue, but nothing happens.
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Checklist: 1. Food and shelter. 2. Pottery. 3. Irrigated farm. (Build it in a lake since you can't move water yet.) Plant ALL the flax. 4. Charcoal. 5. Copper pickaxe, hammer and (optionally) prospecting pick. 6. Bronze anvil (not copper). Make all tools out of bronze from now on. 7. Make a saw, build a nicer house. 8. Farm berries, cat tails, bees, oak trees. 9. Find lime or borax, set up barrels to make leather. 10. Fill crock pots with meat and jam, seal with beeswax for winter. Turn leather into backpacks and armor. 11.Build a smithy with windmill powered helve hammer, quern and pulverizer. 12, Find/make iron and then steel. This takes a long time, but it's quite possible to make a full set of steel armor and tools over the first winter. I believe I got this off Reddit and I still use it to keep myself on track. I have the same problem where I will Squirrel! if I don't have a plan. You have plenty of time until winter if you focus on tasks and don't get sidetracked. My own observations/more details in spoiler: Wow, this turned into a full blown guide! I decided to save it on Google docs, https://docs.google.com/document/d/1ub-kQ-oJZM1N4sDTBcyRP_KBJH6A3EGLjktOudwae-Q/edit?usp=sharing
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Assuming you are on Windows and you went with default paths when you installed, you need to copy %AppData%\Roaming\VintagestoryData Generally %AppData% translates to "C:\Users\%username%\AppData\Roaming" Windows 10 and 11 made it pretty trivial to move your user settings and data over to a new computer, although you will need to be able to network them or have an external drive. Linux I can't tell you off the top of my head, but there are other Linux users around who can help you.
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I've been playing with the same one from 1.20 and possibly 1.19 as well and it has been generally good. The interesting thing is even with different settings and different world-gen mods, I get different results, but it has generally been good to me. With the rock strata changing mods (the broken one if you fix it yourself and another one, I forget exact names) I got large areas of basalt with lots of obsidian as well, of course finding decent soil was a challenge. Oak too. Without the strata mods it was limestone and granite. Now in 1.21RC1 and with no world-gen mods, I actually got a really great spawn. In andesite, which I prefer for building. Granite and chalk (nice for floors for contrast) and slate (for roofs, because no bamboo in the north ). Peri and others mixed in. Everything you could want in a few KM, Copper, tin, borax, chromite and the big one: bauxite. I haven't looked for iron, but there's always tons of iron in my experience. Haven't seen Ilmenite, but then haven't really looked for it and it's an end-game material anyway so I care less if I have to travel to find it. Seed is: 44573915 Config: Whatever Tyron did in the worldgen in 1.21RC1 it is way better than 1.17 onwards. Map with markers (Don't look if you intend on trying the seed but don't want to ruin the joy of exploration). This is about 1.5-2km around the spawn. Since I have gotten burned so many times by shitty worldgen, I pause time and do a fly around in creative mode with a scanner and look for the important features and overall layout. I think that is an ocean in the NE, but I am not positive. Didn't see any coral, bummer. I mostly mark clay and peat. Traders. The black markers are cave entrances so my dumbass doesn't fall into them (although most of them I have found by falling into them) when I run by chasing some wolf or deer. The borax was small deposits but it wasn't very deep, my first was pretty close to surface under a mountain.
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Actually after discussing with @Echo Weaver and squinting closer at everything, your right. It's the giant pupil combined with the lack of a sclera. It is just creepy to me. Here I thought it was just a weird looking generic humanoid. Changing skin colors to unnatural hues and making the eyes weird isn't exactly innovative. That mod is hardly more normal looking. https://mods.vintagestory.at/hss#tab-description or https://mods.vintagestory.at/show/mod/7658 are more like it, but both are broken by the latest update. How is this off-topic?
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I don't count you in any statistics; you are just too much of an odd duck. Making steel and not using it, that's pretty pointless.