Jump to content

BavarianViking

Vintarian
  • Posts

    29
  • Joined

  • Last visited

Everything posted by BavarianViking

  1. Got the answer in the official Discord forum: It's "/worldconfig caveIns on"
  2. Hi, Vintarians! Got a problem. I missed cave-ins during world gen. the world comand "/worldconfig caveIns true" or "/worldconfig caveIns Enabled" don't change the ingame configurations. New generating is not really a option, because i play with a mod with knowledge system with 1 point for every 4 days (potting = 3 points; smithing copper = 5 points); i just built my house and started to build a cellar. What I'm doing wrong?
  3. Tweak: Drifters can now also spawn on top of loose stones NOOOOOOOOOO!
  4. i made a bunker out of a pitfall with a pillar in the mid and 4 doors. Mods: No Drifter Throwing & Primitive Survival ('cause of + Bed-O-Nails)
  5. oh, thx. Then, how to slow down the decay to 2 years? ( i play with harsh winter and 30-day month)
  6. Found a recipe for water glassed eggs online. I can't code, so can somebody make such a mod? Recipe: " [...] homegrown, unwashed eggs stored in lime water. The lime water fills in all the pores of the egg and encases them in a shell of "glass". Water glassed eggs can last stored at room temperature like this for up to 2 years. This method of preserving raw eggs has been used since the 1800s and was common even into the 1940s and 50s. [...] You cannot use commercial eggs for this because they have all had the protective coating (bloom) washed off the shell and will quickly go bad. [...] When you do use the eggs, be sure to rinse them thoroughly before you crack them or they will taste like lime. [...] FYI: a gallon size container will store about 40 eggs. Lime is also known as calcium hydroxide. You can buy it in 50 pound bags in the masonry section of the hardware store, or in 1 pound bags in the canning section of the grocery store....often labeled as "pickling lime”. " so ingame: one barrel (10L) is roughly about 100 eggs?
  7. If you have this bug in 1.18.X or later due to too fast worldgen (my problem during creative mode) or mods (maybe also my problem): The server command changed from "debug cr" to /debug chunk relight. It is best to look on https://wiki.vintagestory.at/index.php/List_of_server_commands for all debug commands.
  8. Albion (by blue byte) - the inofficial scifi Ambermoon "continuation". or maybe Vampire - The Masquerade Redemption (my mother laughed 'cause it's only in english language and there's no german version like in Bloodlines) By "boardgames" it's also D&D4 or 5. Or the "german D&D" called Das schwarze Auge V4.1 (the dark eye)
  9. Tried some new seeds - with and without mods. Found this one in 1.17.11 Vanilla (pics with mods later ) Seed is "123"; world setting height is 448
  10. i store it for cheap knives, spears and fishing hooks...
  11. This features (or at least the taxidermy stuff and slaughtering mechanic) should be in 1.18 or a later version...
  12. If you understand german; Julius describes all steps to copy your buildings and animals:
  13. i have this question, too I edited my world due to some mods. Got the lucky occurrence of a teleport and a village beneath the spawn point So, i built some broken teleporters beneath the villages in the starting area.
  14. in combination with mods of better (high-tier) armor and better (high-tier) weapons, this will be very interesting.
  15. Got this one too with the latest test version (1.16-rc.8) ... thought it's one of my installed mods, but the command of DrEngine helped, thx
  16. Me, too. I#m totally noob in programming mods
  17. my map. Due to "Ores-o-Plenty Mod" it probably looks a bit different in the coloring of the altitude levels: Besides that i found an small area with stable time close to the mountain (see the blue house icon) I meant a mod like shifting the time instability or for a wandering instability and some gears to create stability like the beacon in MC (i hope this will come in the future)
  18. No, have the same map. With some new mods, it's a bit different in ores and ice, but still nearly the same. Sadly, time instability isn't changeable and i'm a noob in making mods. Your settings are also nearly the same of mine. Ok, i try with lesser trees. That will be hard with growth time "extremely slow 16x", but i will try. PS.: your location is the only one with positive time stability.
  19. Really beautiful map goaliemagics, but where di you settle down? The only plain areas near the mountain are small, have negative time stability OR have plenty of wolves... maybe you "recommended setting it to -50% less forested" is because of this spawns of hell?
  20. Seed: 739480581 pro: - nice big flat area southeast of spawn area (see the violet house! pink house is an outpost [i won't spoiler ]) - Trader nearby - many berry bushes (but mostly cranberries) - some small lakes/pools nearby (nice with "PrimitiveSurvival") - some brown coal notheast - bauxite in the east con: - rock is mostly Conglomerate (flint is rare; some blocks underground there is peridotite) - haven't found Limestone or Halite yet world settings: - see schreenshot
  21. Is there a way to get the mod "capture animal" to function with the aurochs? With the text section ( { "type": "item", "code": "game: resource-drygrass", "entities": [ { "code": "game:aurochs-*", "capturechance": 0.8 } ) it doesn't crash anymore, but the entity "aurochs" can't be detected (craftig grid message " "no suitable animal").
  22. original post: Can you assign a food for two different animals (one vanilla and one from mod)? Alternative: code for "drygrass" leads to crash ( { "type": "item", "code": "game:drygrass", "entities": [ { "code": "game:aurochs-*", "capturechance": 0.8 }) Edit: Ok, with "game: resource-drygrass" at least it doesn't crash anymore. Search continues with ingame message "no suitable animal"
  23. Put cage and one food item in quickbar. SHIFT (duck/cower) an select the cage, then press Right mouse button and a special menue opens. There put the food item and close window with "X". Voilà, specialized cage. I also edited baits.json (config folder) and cage.json (itemtypes folder) for lower breaking chance.
  24. Seems FarmLife and Capture Animals crash in the unstable 1.15.0-pre2... Only as a note for the creator of the mod
  25. Seems FarmLife and Capture Animals crash in the unstable 1.15.0-pre2... Only as a note fpr the creator of the mod
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.