Jump to content

cjc813

Very supportive Vintarian
  • Posts

    166
  • Joined

  • Last visited

Everything posted by cjc813

  1. If it's not above y 150 with at least 4 sets of sails, it's not even a windmill. Anything over 170 blocks, tho, and you're overcompensating.
  2. as much as I hate to necro a nearly 4 year old thread, I've got the same question, and I guess this is better than just posting my own, brand new post. can anyone explain what effective differences there are between the two settings? what, if anything does /time speed affect that /calendarspeedmul doesn't, and vice versa?
  3. Does anyone know how to set world height for a new world from serverconfig.json? I've attempted adding "MapSizeY": ### to the worldgen section of serverconfig.json, created a brand new world, and the world height was still at 256. Same deal with "WorldHeight": ###. I have my serverconfig.json file the way I want it and really don't want to have to create a world locally and upload it.
  4. Mine's more location based. For example, there's always a trunk next to my greenhouse with all the "farming shit" in it. (Seeds, compost, rot, items that I'm waiting on to rot, good soil I haven't used, etc.) All the raw materials from mining (ores, gems, quartz, bauxite, flint, etc.) end up in my forge, which always ends up at the bottom of my windmill. Building materials for windmills end up with their own trunk, too. Obviously keep my stockpile of (char)coal there, as well. Bars/plates end up on the ground in a corner, somewhere along with bricks. I usually keep a supply of peat and firewood stacked at both the kitchen and the forge. Food is all together in a cellar area. One vessel tends to be my "refrigerator" with all the prepared food in it, then other vessels store raw food long-term. Then I have an established "leather stuff" area -- same deal. Beyond that, I really just have a few random trunks for whatever's left. One's usually a "dirt" trunk. Then a "wood" trunk. Then a "plants" trunk for flowers, saplings and tree seeds. A "flax/linen" vessel for fibers, twine, linen, and bandages. Then I have one "misc" trunk for literally everything else. If a playthrough is long enough, I'll end up with a trunk just for temporal gears and/or Jonas parts. In my "bedroom" I also keep "my" stuff, like my favorite weapons and armor, rusty gears, and any oddball knick nacks that I just think are "neat." At the entrance to my base, beside the door, there is usually a few tool racks too for "sometimes" tools like chisels, pro-picks, shears and usually a hammer. And ofc in the forge area there's always a hammer and tongs on the wall. I'll usually set up some crates and a single trunk outside for stones/cobble. I dump all the stone-type shit in the trunk, and once there get to be several stacks of the same kind of little stones, I'll load them into a crate.
  5. @HalfAxd thanks for the info. I tried starting over multiple times, and even did a 100% fresh install. (Deleted the data folder, no mods.) I guess I'll just roll back to pre-2 until pre-4 releases.
  6. Playing 1.21 and my hunger and health bars haven't changed in several in game days. Hunger doesn't go down and health doesn't regen. I've slept multiple times. I know this is an unstable release, so I'm not complaining, but does anyone have any ideas on how to get it working properly without restarting the world?
  7. Sunday Update We're continuing to build and grow Ewok Village. There's a clear road all the way from spawn and plenty of resources for anyone who wants to join. There's several cool building projects going on, and we're also going to start working through the story chapters in upcoming weeks. We're having a blast. Players of all skill levels and playstyles are welcome to join us! Ewok village is coming along. One of us is even working on renovating a ruined castle.
  8. SUNDAY UPDATE Well, I was going to post screens of our budding Ewok village, but @Dupreism beat me to it. A handful of our players decided to head off on an adventure and settle down south. The area's still very acessible from spawn and ripe with possibilities. Always open to new builders and explorers! Wanna continue in the desert town? Wanna help build a redwood tree village? Wanna strike out on your own? No matter what, come see us! (Also, I added xSkills, so that's fun.)
  9. Read: "I don't want to have to change settings or learn skills. I just want the devs to change the whole game for me." Bruh, bottom line is that bears being a threat in the woods is kind of the whole point. When you enter the woods, you know you're taking a risk. You're supposed to armor up and stay alert. You don't get to just run thru woods willy nilly. This is by design. FURTHERMORE, even as a commoner, I rarely get ambushed by bears unless I stop moving. Sprinting thru the woods and darting between trees *usually* slows them down enough so they don't get me, as long as I don't stop in the middle of the forest and dawdle. If that's still not good enough, yeah... up your speed and lower their damage. That will make them trivial, since apparently they're too much for you as is. We don't like that tho, do we? You'd rather they just change the whole game to suit your tastes, apparently. Howbout no? EDIT: you can hear bears sometimes even now. I guess they could be more noisy? But still, as long as you're actually paying attention and being smart about looking *around* things... they're not exactly *small.* I have literally never been surprised by a bear unless I wasn't paying enough attention.
  10. Here's a brief tour. Our Town Map (Lots of Water for Docks and Sailing!) Fort Cheese Spawn Road Bridge Community Storage (The Warehouse aka Ikea) Windmill Mountain (SOMEONE COME MAKE IT PRETTY) And last but not least... Steve (Town Mascot)
  11. UPDATE! Our second winter is upon us and we've come a long way, but there's still plenty to do. We have enough food, leather, and metals to sustain a much larger population. Our little town is also coming along nicely, but there's plenty more to do if you wanna help us build, farm, or explore. @Dupreism is currently rennovating our tavern and keeping food cooked. (Almost no one gets sick. He's fantastic.) We've got a windmill and forge that are coming along, but there's opportunity to expand and make them even prettier and cooler. Soon, we want better walls and lighting around the whole place, too. Everything is player built and will always be player built. No admins exploiting creative mode. This is *our* server. Not mine. We also want to get a dock set up and start sailing! If you're interested in helping us continue to build and expand, you're welcome! And if you'd rather strike out on your own on a stable, reliable server, there's an open slot for you as well. Interested? Click the link in the OP to come say hi to us on Discord!
  12. Bit of both. We have a main town with some folks and there's others who struck out on their own. All playstyles are welcome.
  13. Unbelievable first day! 5 - 6 players, and we're on the cusp of the iron age! Now to build a settlement. Still plenty of room for more folks. Get in and help us build!
  14. Started a server with a handful of mods and a small community. Paid hosting from central US, running 1.20.10. Slots open for players who wanna progress and build cool stuff. Everyone is welcome, just don't be a jerk. I'm focused on keeping combat/progression fairly vanilla, though I did just add xSkills since we're about a month into the server and most of my active players wanted it. We are in the process of starting a village near a story location. We'll be moving world spawn and starting a new settlement. If you want zero story spoilers, you might want to join us after you've gotten halfway thru Chapter 2. Hop into our Discord and say hi! Custom Settings Equator distance halved (warmer climates are closer) Days and months extended slightly (60 RL minutes per day; 12 days per month) Cave-ins turned on Food spoils 10% slower Trees grow 25% faster More lakes/seas/rivers (incl. rivers mod) All other settings are standard survival QoL/UI Mods Auto Map Markers Player List Prospecting Together Sortable Storage Terrain Generation Mods Better Ruins Rivers Systems/Features Mods Primitive Survival Expanded Foods Culinary Artillery Stone Bake Oven The Working Classes Containers Bundle Food Shelves Player Corpse Stone Quarry Carry on (back slot disabled) Chisel Tools Canoe Mod Substrate (mushroom cultivation) xSkills From Golden Combs Make Me Leak Lite Bark Beetles
  15. This is always how these conversations go. We start talking about one thing, then, somehow we end up discussing wildly unrealistic edge cases that are so far beside the point it's not funny. Yes, if multiple nightmare bowtorn shoot you, you're going to die. Therefore... combat is broken? Bowtorn spawns are broken? What are we even talking about?
  16. I think wolves in their current implementation add to the game, and the game would be less fun if they were nerfed. To me, they're a fun challenge and make early game survival more interesting. But you obviously know better, Mr. Buisness and Products, so I guess my opinion is invalid? To be honest, tho... I don't think they'll get nerfed any time soon. People have been saying wolves are "broken" for a long time, first of all. Secondly, VS bills itself as "uncompromising survival," and hyper lethal wildlife is part of that. I don't see the devs "compromising" on that any time soon. Third, and I'm not trying to be sarcastic, but there are plenty of settings to either delay enemy spawns or make mobs less dangerous. Everyone can play VS the way they want, without the devs having to "fix" anything. EDIT: I agree with you on one thing tho, Shasta. Early game armor kinda sucks. It'd be nice to have hide armor or something to hold you over before you get leather or gambeson.
  17. Really not trying to sound like a jerk, but... a) Digging a pit in a digging/building/crafting game strikes me as a valid strategy. I don't tend to use it, but I don't see it as an exploit. b) Bears aren't a threat for you? Genuinely curious about that one. c) It takes 3ish well placed spears to down a wolf as a commoner. That's far from an "inventory full" of spears. Early game, I usually run with 3 flint spears, improvised armor, and a crude shield. My survivability is not 100%, but it's pretty good. I also prefer playing as a hunter so I can just run if I want to. d) Wolves are pretty easy to avoid a lot of the time, in my experience. You can hear and see them from afar, especially if you avoid forests while undergeared. When I first started and ran around willy nilly, yeah, I died a lot to wolves. Not trying to be "elitist," but once I learned to pay attention, wolves became less "overpowered." I honestly think wolves add a lot to the game the way they're currently balanced. I wouldn't be sad if the spawns got reduced/tweaked, but, once ya get used to them, they're not overwhelming to deal with by any stretch of the imagination.
  18. You said they'd "obliterate you in seconds" regardless of gear. The only way that happens is if a person isn't moving. I was just responding to what you said in the OP. If you want to talk about them "whittling you down," then ok. That's a different issue. And I'd respond to that objection honestly, but you wouldn't like it.
  19. Oh look... it's this thread again. Move. Shoot back. Take cover. I've never been obliterated by Bowtorn in seconds. If there's a brazillion of them, I simply do not stand there and let them shoot me. I move. I go behind something. Sometimes both. Wild stuff. It's *really* not hard. Also, every new player gets mad at wolves. Learn how to deal with them. Stay alert, throw spears, and/or run. FUR-THER-MORE... Had you taken 5 seconds to scroll down, you'd see there's ALREADY a post on combat and/or a combat overhaul. On the front page. Right there. Right on it. Yep.
  20. Joined up last night. Was a bit drunk and someone gave me food before I wandered off. So that was pretty cool. Wandered around for a bit and was like, "oh snap, they got snakes on this server!?"
  21. I think that's a good idea. Maybe make the red flash on the screen brighter to one side or something, and make it fade out slightly slower.
  22. What time settings (time speed, days per month, etc.) would y'all recommend for an 8 slot server with fairly to very active players?
  23. I'm paying for an 8 slot server hosted in the central US. Looking for folks who can play a fair amount. I probably play 30+ hours per week, depending on my work schedule. Especially evenings and Sundays. Looking for folks who roughly match that pace/schedule or folks who don't mind if I progress faster than them. (If you progress faster than me, no big deal.) After hundreds of hours played, I prefer the following settings for faster progression, but I'm open to tweaking them or even playing vanilla. Surface copper deposits -- increased by 80-90% Global deposit spawns -- increased by 40% Mining speed and tool durability -- increased by 50% Equator distance -- set to 25% of default (25k blocks vs 100k) Story structure distance -- set to 50% PvP -- off Everything else default LMK if anyone wants to hop on Discord Tuesday. That's my next day off.
  24. My bad, bro(?). I was getting a bit cranky. Didn't mean to be a jerk.
  25. And these are the folks who are complaining about drifters throwing rocks. Those rocks do literally 1 damage. What are you doing? Walking around in the middle of the night with no armor and 25% health? Maybe don't do that?
×
×
  • 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.