-
Posts
18 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LuisEdGm
-
It always bothered me how sudden the spawning of monsters is, while animals feel like they actually exist in the world, monsters just "pop" up, it feels way too gamey. Also would be nice to have a heads up with visual/audio to know when you have to stop building and pick up a weapon because the rift activity suddenly switched from calm to high without notice. Drifters: They would slowly rise from the ground from a small rift in their "dead" pose, then wake up, do a louder, slightly different moan so the player can notice it as a new spawn and start moving. Crawling Drifters: The animation would differ slightly, midway through their rise the rift would suddently close and crush their legs, the drifter would "wake up" with a painful moan and a crack sound can be heard by the player, the drifter would drag themselves from the closing rift and start attacking the player. Bowtorn: These annoying freaks would get the slowest spawn, they would fall from a horizontal rift opening about 3~4 blocks above ground, the animation would be very notiable, so the player has a chance to close the distance or run away before the pests start shooting. Shiver: They would have the fastest, but loudest animation, it begins with a small vertical rift opening above the ground, the shiver quickly shoves its head and front limbs out of rift as it begins to close, the animation is frantic, filled with desperation, the shiver scratches the ground several times until it manages to grip it and pull its body out of the rift while shrieking loudly, after finally pulling itself out of the rift it looks back into it with relief as if it had escaped from something much more terrifying than itself. Bell: The spawn is similar to Drifters, slowly rising from a horizontal rift in the ground, it rings the bell once with a soft unassuming "ding" that can be heard echoing really far away. Chainsaw Locust: The locust needs no rift, it opens one itself using the sawblade, then it slowly crawls out of the rift it opened like a scorpion menacingly moving out of its burrow to hunt.
-
Did anyone make an unofficial 1.20 patch yet? Or is the author working on updating the mod?
-
Is the author around? 1.20 dropped and I simply cannot play without the wonders of this mod...
-
So, did the food spoil or did it stabilize at 9.8? Weird bug if it spoiled, might be a mod conflict of some sort. I keep my syrup in my kitchen (not a cellar) in a barrel and it stays preserved just fine.
-
I just hope that when we get the Blast Furnace we don't need to keep replacing refractory bricks, that is so annoying
-
This could be the temperature going up, check if it is back to 12 years once you place it somewhere colder
-
Would also be nice to build a steam engine powered by it for mechanical power
- 1 reply
-
- 1
-
-
I would love to see Blast furnaces as late game multi-block structures, They would require steel and sturdy leather for the giant bellows, as well as mechanical power to operate. You would need to add iron ore, charcoal/coke and flux (lime/borax), connect the bellow to your windmill and light it up, after a few hours liquid pig iron would drop on a crucible placed under the furnace. Pig Iron can be used on molds to make tools and ingots, Pig Iron has the same hardness tier as steel (tier 4), but is brittle, giving it the same durability as copper tools, if made into ingots the player would be able to heat it up and bring it to the anvil for refining. Similar to how you beat slag out of iron blooms, you would be able to beat the extra carbon out of pig iron to get steel, this could involve a slight modification of the smithing minigame where you have to use Smash on 3 highlighted voxels, then hammer the smashed mess back into ingot shape, do it quick enough and minimal hammerings to get steel, if you take too long it becomes wrought iron (the game considers it normal iron) instead. The alternative would be smithing/molding the pig iron into rods, then placing the pig iron rods together with normal iron rods in a crucible that is sealed with clay and heated on coal/coke until the rods inside start merging together, after it cools down break the crucible to get a steel puck, then hammer the puck into ingots. I would also love to see some kind of proccess mixing pig iron, steel and meteoric iron (maybe throw some Titanium too) to make vintage story's own kind of Damascus Steel. Here a video showing the proccess of making crucible steel.
-
You should be able to feed chickens with raw berries, they do eat basically anything, small berries would make sense
-
Some of my animals keep escaping their fenced areas when I am not looking, I had a male sheep teleport from one enclosed area to another where I keep my bees about 10 blocks away (enclosed to protect against racoons), I also had a turkey (More Animals Mod) get out of his fence once, I checked all the corners and there is nothing they could use to jump over the wood fences, also when I spook them by getting close they never manage to escape, is this a known issue?
-
Are you planning on releasing a 1.20 version after the official release? Also are the combat xskills compatible with Combat Overhaul?
- 1430 replies
-
Iron bloom didnt spawn with enough voxels to finish the thing
LuisEdGm replied to NastyFlytrap's topic in Discussion
This bug is happening on my playthough, 2 out of my 8 first iron blooms missed 1 or 2 iron voxels, when will it be fixed? -
Thanks for the warm welcome, lasting longer in the storage is nice, I will search for more clippings then.
-
What is the point (other than aesthetic) of working so hard for fruit trees when berries have the same satisfaction rating (other than cranberry) and are SO MUCH easier to gather in a nice garden?