Flexbyte
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> The moment I get oil lamps I replace the torch as my carry light precisely because they're immune to water. I have a silver lined lantern. But it can't light fires. Even if it could, it's in my left hand and the game doesn't have UI to light a fire with your left hand item either. Perhaps that would be the solution actually: allow left-hand fire lighting, and allow lanterns to also light it
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Actually probably just having a second hotbar that you can easily swap between (e.g pressing the x button to swap between them) would solve a lot of this. Maybe some toolbelt item or so that gives this...
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But that still requires having a free slot in the hotbar, right? Which is almost impossible to have, if you don't actively have lots of tools there (which I do), anything that gets picked up fills it automatically. There's no way to get a free slot there without having to open the inventory and drag something
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I think the UI to light a fire is not well optimized and it's putting me off from things. Latest example is that fat now needs rendering to not have an expiration time, so now you need to light a fire to render fat after every trip where you hunted some animal. It makes sense if in early game lighting a fire requires some work and inconvenience, but it would be much nicer if it were more easy and automatic relatively soon in the game (note that currently I'm in late game and lighting a fire is still the same as before) Also, I'm talking here about firepits, ovens, forges and so on that you have set up in your camp and already used before. That making a fire in the wilderness takes a bit more work is understandable of course, but I'm talking about convenience in your camp/home/... Here are the problems, and some of these are purely UI problems 1) Lighting a fire requires opening inventory, dragging torch from inventory to hotbar, then lighting fire with it, then dragging the torch back to inventory. This is my NUMBER ONE complaint. You can't keep the torch in your hotbar because it can randomly un-light when you're in water and scroll through it Possible solutions to 1: -allow lighting a fire without torch in hotbar, e.g. have a "light this fire" button in the fire dialog when you open the fire dialog -have an upgraded version of tinderbox: does not go out in lakes, and does not have a limited use count (or a much higher one) than the early-game tinderbox. HOWEVER I prefer the other solution much more, even this upgraded tinderbox would still have the problem of actually taking up precious space in your hotbar 2) Using fire requires managing how much fuel you put in it, and remembering to remove the fuel when you are gone. This is fun in early game, but when you need fire a lot this repeated inventory management gets annoying Possible solutions to 2: -make the fire not consume fuel when not in use, which means: you are not nearby and there's nothing being cooked/heated/... in it: so when you step away form the fire and it has no items, it goes out after a while but the fuel stays (and will not get consumed; the fire is not doing useful work nor heating your body). Next time you are back, you can light it again without having to drag more fuel into it, since there still is some. You no longer have to remember to take OUT the 64 peat when not in use 3) More drastic ideas to improve fire: -simply have the file be lit when you're nearby and using it. The only requirement is you put enough fuel in it (and refill it every now and then, but at least you can refill it with a few 64 stacks on one go to be good for several days, rather than have to manage adding 1 or 2 pieces to it every time) and have done the ritual of lighting it with a tinderbox once. Obviously this is not realistic, but if your fires and ovens and so on could just be things that you put the item you actually want to heat up in and they work, without losing more fuel than needed and without annoying UI actions like dragging torches around, it'd be so much more fun. -have a specialized separate inventory spot for torch/tinderbox/...: don't require dragging it to hotbar at all, just have some spot that doesn't take up space in inventory nor hotbar where your highest-tech fire-lighting device can be, and have a certain hotkey or button in the fire dialog that uses it on a fire
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I will definitely miss the quern rotating around the ζͩ᷀ᷗη᷇ᷚᷜψ᷐ᷦᷓφ᷊᷄᷅μ᷈ᷛᷞωᷔᷧᷕ-axis while another image of the same quern stood frozen
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In my v1.21 survival world, the pole to pole distance is 50k tiles. I created a 50k-tile long stone path full of tunnels, stairs and almost fully covered in fast stone paths all the way from the starting coordinate 0,0 to the location at 0,50000 (ignoring the vertical height coordinate), where this 0,50000 location is my overwintering base (it's summer there when it's winter at spawn) It would suck to have to recreate all this for a v1.22 world! But I also really want the rapids and new fishes
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Awesome! Question: how will loading a save from a v1.21 world work in here? I'm mainly interested in: will it be possible to use waterwheels in a v1.21 world (can you make or have rivers in already-explored sectors), will there be the new sweet water fishes in existing lakes, and are there ways to reset some world sectors by choosing coordinates, while keeping others intact?
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> Fixed: Boars and sows not consistently being aggressive to players when piglets are around Does the word 'not' apply to what was fixed, or how it is after the fix, in other words are they more or less aggressive after the fix? I noticed boars were more aggressive in v1.21 than I remember them being when I played the game last year
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Does the FOV setting itself change anything at all? Maybe it's something related to windowed mode vs fullscreen, I mean, maybe one of those modes makes the game think you have the wrong resolution or so, did you try different modes like that? I don't have the issue in Archlinux with Nvidia graphics drivers, so at least it's possible to render ok, not sure what Ubuntu might be doing different, something related to the window manager / desktop seems likely, or the graphics drivers
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I'd like to make sulferic acid with 6L water, 6 salpeter, 12 powdered sulfur I'm trying to follow this recipe for sturdy leather, that's why I'm trying to do that: https://old.reddit.com/r/VintageStory/comments/1h4r7qc/a_short_guide_to_sturdy_leather/ If I try to put the 6L water in the pot with 2 jugs (each jug can hold 3L of water), it stops at 5.98L. I tried many things to add more to this 5.98L but it really stops at that. As seen in the screenshot, it's possible to put the remaining 20 ml in a different slot, but then it's not possible to have 12 powdered sulfur, it maxes out at 6 per slot... 5.98L is such a weird number to have as the cap, does the pot really have a maximum of 5.98L and not 6L per slot? Or is this a bug? (I'm using v1.20.3) If it should indeed to possible to follow the recipe, what's the way to properly fill the pot to 6L of water in a single slot? EDIT: seems to be a bug, with a 1L bowl it's possible to end up with 6L. Annoying though since jugs with their 3L would seem perfect to add up to 6L
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I now discovered that the steel making process doesn't continue at all when the back stack is completely burnt up, despite the front one still burning, so made a side-tunnel to the back stack to reach it. So the reaching-the-back-stack question is answered, unless someone has a more convenient way, or a good build suggestion overall for how to operate this optimally. But the question how to fill it up to 16 high without spilling remains: the wiki and youtube tutorials say to build blocks next to the coal to prevent it from spilling. But how can you ever actually reach that stack without having at least one gap open? And coal does spill out of that gap. Why bother with any side-blocks at all then? It doesn't look like 4 gaps causes more spillage than 1...
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Here's the back side of my cementation furnace. When trying to refill coal: first of all, I can't reach the back of the stack of the two no matter what angle I try to aim the camera, so I can only add pieces of coal to the front one. Second issue: when filling the front stack to more than 11 pieces of coal or so, sometimes one randomly falls of the stack, and then there's a burning piece of coal in the wrong spot and it also seems to be non-recoverable. Is there some better way to add coal to _both_ of those stacks, and without spilling any? There are always pieces of brick, or pieces of sides of the coal to contain it from spilling in that direction, in the way...
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I can handle wolves mostly in the meantime, using a tin bronze spear and tailored gambeson armor (helmet/body/legs). A single wolve is no problem at all with this. A pack of 3 is hard unless I manage to do them 1 by 1. I never tried a shield (my left hand is already reserved for lantern). Of course I play a modified homo sapiens game, the shield might be useful against the story enemies
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I seem to only have "curious" moose in my world. They walk up to me, then walk away, then walk up to me again, repeatedly, but without attacking. Well, until I'm digging something and they inadvertedly walk right into my shovel
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Final update: the slow crops matured on 6 august, over 3.5 months after being planted. But I got all the flax I need now for a long while