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Krougal

Vintarian
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Everything posted by Krougal

  1. Last time I tried, going through the door, opening the trapdoors and chasing them from the opposite corner did work, although it was a bit fiddly. I'm thinking maybe a redesign would be more efficient. Like instead of the drop, make the back wall the slabs at same level, so you chase them into a holding pen. A door leading back into the main pen and you can go chase them out again easier. Does it make sense the way I am describing it?
  2. Yeah, I just added to the issue: I have been seeing this as well. Manually setting the windspeed with /weather setw storm works for a little while, but then it seems to revert to hurricane (according to hud mod) and the rotor stops again. So that is sorta a workaround for now; make a macro out of it to save some typing. Although I think I may just revert to 4 for now.
  3. Honestly, it's a pretty simple matter to make recipe mods, the hard part (and arguably that isn't even hard with the model designer) is making the objects. One of the really nice things about VS is all the tools for modding are readily accessible for the average person. Being as I don't use better ruins, I think this will be my next mod. It's only 15 blocks. Easy peesy.
  4. Ok, now speaking of wind, I am suddenly noticing today since RC5 that it says hurricane, yet my windmills are not turning. It could just be a display bug with the mod (I seem to notice all of them have been unreliable lately, although I have 2 different mods that both agree), since if i do a setw it seems to work for a bit. This is twice though, granted I am not sitting around watching my windmills most of the time.
  5. Yeah, it was Pelagus wind I was thinking of. I stopped using it because of that, and it was just confusing to have basically 2 wind systems in effect. Was also when the sailboat was just a mod.
  6. Well the fact that they are there in creative means we are halfway there, so maybe the ability to craft them will get added in a future version.
  7. I am noticing this a lot as well in 1.21. It makes their behavior seem very erratic.
  8. Not to mention it is all there on github.
  9. You need to grow flax to get large amounts reliably, which is going to take a few months anyway. It doesn't take that long to get to iron. My current game my first load of steel was ready by October. While the kiln would be nice to have, the fact of the matter is the amount of bricks it would take, it wouldn't save me any effort, because by the time I have a cementation furnace I am kinda done with pottery anyway. I think it is meant for the players who are building large structures and using all different colors, as a way for them to still play in survival without losing their minds. I don't think it is meant for the average survival player who isn't overly concerned that his base is still pretty much an overgrown dirthole even end game. I agree for myself, it isn't worth the effort by the time it can be reasonably made, but as others have said, if it were easier then why would I ever use pit kilns. Naturally occurring at that. Wonder when that was added. Well maybe the devs were already thinking about some of the suggestions.
  10. I hadn't noticed the sword was slower, I've used it here and there. Out in the field, only performance matters. I will generally progress through all 4 bows in a game (unless I get lucky with flax before making a crude), but once I can make the recurve, I keep 4 of them racked, or at least bowstaves drying to be made into spares. In the end though, it is not a huge difference. The longbow works well enough. Recurve does let you soak up a bit more armor penalty, but then I am expecting melee if wearing heavy anyway.
  11. It is now sloooooow. It takes 3 seconds to apply and 10 to take effect. So you can stand there holding down the button, but like if you use 6 of them, it will take 18 seconds (18 seconds is forever in battle) of you standing there bandaging, and then a full minute to get all the healing. I think it's reasonable, it is no longer like health potion spam from other games.
  12. Except BG sword is made of regular iron and equal to meteoric iron falx, so it's an upgrade at that level, but still outclassed by steel. Would have been more fair to make it like steel, considering the recurve is quite a bit better than the longbow (and don't be nerfing my recurve!!!).
  13. Yeah, it is a longstanding joke over there. You would rather break your leg than get a sprain, and it was very easy to do it. It was better to just off yourself if you got a sprain than to try to deal with it, since it took a long time to heal and everything you did made it worse (running, jumping, combat). A break you could at least splint and it was pretty much mitigated. Your health was just reduced by a % until then. It just was not fun. They toned it down a lot eventually, but it's something of a meme still.
  14. Hey man, don't knock the dirty water dog, it was an icon from a better time in NYC... Yes, I think a lot of us really appreciate the option to disable that.
  15. Trust me, nobody wants the dreaded sprained ankle from 7DTD! We don't even have glass to eat in VS.
  16. Oh. Yeah, I guess it was just the industrial patent that was close to 1800. True that.
  17. That was the worst mapping system I ever suffered through. Fun? Like a root canal.
  18. Graphite? We're talking late 1800s now. Might be out of tech range for the game. Still, these are interesting ideas. Besides that it really has been done with sand like you said, sand doesn't have a lot of uses in VS and I guess it would be a good alternative for those people who seem unable to find clay. I think a chance of molds breaking would be tolerable, as long as it isn't excessive.
  19. Yeah, there used to be a wind mod, it was geared for realistic sailing, I forget what it was called, or if it still works. I notice it too, or at least I feel like when I am out running around it is always gale force winds and the second I want to grind or hammer something, it dies. Otherwise, like @LadyWYT said, /weather setw storm FTW.
  20. Ok, this is one of the things I hate about this forum. It's like there is a general lack of respect for people's time. If someone is asking how to do something, they probably aren't interested in your opinion of how they should play, they want help on achieving how they want to play. Not everyone wants to drag a single save out into hundreds of hours, nor should they be forced to. Some people just don't have the time even if they wanted to. I know it's hard to believe, but some people may only get a few hours per week to game. </rant> There are settings you can adjust in the world config to speed some things along, in an already existing world you can run most of them as console commands, some of them you need to also reload the game for them to take effect. Other things you'd have to mod, or look for a mod that does what you want. The time to make charcoal would probably be one of those things.
  21. Ok, so now I noticed an issue where the newly created small hides will not stack with "natural" small hides. Kinda defeats the purpose of this mod. Anyone got any ideas?
  22. https://mods.vintagestory.at/show/mod/27773 A very small patch mod to remove bone arrows from the bowtorns drops. That's all it does. They are garbage and I don't want to be bothered with them.
  23. Yeah, the anvil mold is fine. If they added the helve hammer molds it wouldn't bother me either, since I usually just make 3 because I'll do a big batch of tin at once, and then I've just got these molds I'll never use again taking up space. Some other things I may only ever cast 1 (like a falx, propick or hoe) I wouldn't care, but I wouldn't be thrilled about pick axe, hammer, shovel, axe. Ingots in particular would really piss me off.
  24. There's a section for suggestions. The same thing was also just posted, wet firewood
  25. Yeah, although for some games it can be such a hassle that it really isn't worth the effort.
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