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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. To add to my idea. Waterwheel itself should take up a 5 block diameter and 2 block width but also require at least water measuring at least 3 block width, 2 block depth and 5 block length. If you want to try and fill that kind of pool, I wish you luck for it will be exceedingly frustrating to accomplish. I recently made a pool to grow reeds in which was just 1 block deep and had an exceedingly difficult time with it. Increase that to two blocks and the frustration factor increases geometrically. It would be much better to find a suitable place pond, lake or other natural body of water. Want to maximize water wheel power? find a small island on a large lake, but then you'll be travelling to your farm.
  2. I don't have an issue with it. And I think most people are similar. I think a lot of the problem is with what is the size of an ingot. I think the default thought on an ingot is the traditional gold bar that's 12 inches long, and roughly 6 inches high and deep. What if VS ingots are smaller? Are knives really pairing knives, or are they more of carving / butcher knife?
  3. I think cut pies stack to 32 (equivalent to 8 whole pies). Haven't cooked pies in a while, so I could be wrong.
  4. Yes, waterwheels is on the roadmap but so is improved water mechanics in the same bullet point. I suspect Tyron would like to have flowing rivers in terrain generation in connection to waterwheels. I recall him mentioning sometime in a post that rivers are really hard to generate. I would like to see waterwheels implemented even if the mechanic is dramatically modified in the future; but the roadmap seems to indicate that waterwheels are waiting for the desired water mechanics.
  5. If waterwheels were to be implemented in 1.19. I wouldn't mind if they were large (5 block diameter like windmills), but gives low and consistent power - say equivalent to 20% wind speed thus limiting maximum of 4 water wheels (on a small island in a lake btw) to a single big gear and total power of 80% windspeed. The large size would limit how many could be connected to a single big gear. Could easily gate a waterwheel hub item behind bronze level tools. Those parameters feels like it would fit well with windmills (and encourage development of wind powered mechanisms.
  6. But that takes all the fun challenge out of the game. Might as well just play that other block game, what's it called? Minesoft?
  7. If livestock are chasing you, it's easy. Set the pen up first with a dirt "ramp" that tops the fenced pen. Run into the pen, then through the gate on the opposite side, turn and close gate. Presto! caged animals for breeding.
  8. 1. Please read FAQ #1 here: https://www.vintagestory.at/features/faq.html/ 2. Completely agree! 3. Lots of different options. Maybe add a button that allows world settings to be copied when "creating a new world with this world seed"?
  9. perhaps add involuntary movement of up to 1 or 2 blocks to simulate stumbling. Gives additional caution to caving as you might just fall down a pit and die thanks to your inebriation.
  10. To my experience, animals will respawn; and as Tyron mentioned it will take quite a while for the non-aggressive ones to respawn. You may want to... encourage some livestock animals to >ahem< follow you home by plugging them with a rock and running. Unless it's chickens. They'll run away from you so you just gotta chase them home.
  11. This has been coming up a lot lately. To my understanding (thanks @Streetwind) LOD is very intensive to implement (and prohibitively expensive to hire an expert to handle it) and given the games current capabilities not necessary. Your computer hardware is likely going to limit you more than the game.
  12. Steam has been mentioned numerous times in almost as many threads. It's even the very first FAQ https://www.vintagestory.at/features/faq.html/
  13. There's at least one mod that adds such things. Check out the mod database through the link in the menu at the top of this page.
  14. It depends on how Tyron would like water and the waterwheel to interact.
  15. I agree that prospecting is the hardest learning curve of this game. BUT, I think it's also quite realistic. I (and quite a few others) don't think it needs a total rework but could use refinement (which Tyron is doing as developing priorities permit). Once I learned how to use the pro-pick density mode I have never failed to find the ore I'm looking for. As things stand I think the current mechanic fits this game almost perfectly, it just needs some refinement to be more user friendly.
  16. Yes. Usually I find only silver or a smaller amount of gold. Both in one is uncommon. If you're getting a medium reading on the pro pick (node search) then you've got a LOT of gold
  17. Uhhh... wait a sec. lignite = brown coal - I have seen tons and tonnes of that stuff. I was thinking of anthracite.
  18. Remember that the story elements are inspired by Lovecraftian themes. I think the temporal stability isn't a measure of sanity as much as a kind of physical aspect of the world, a temporal weather if you will. Given the prologue when opening (and that we play as a seraph, not human) I suspect we players are "sent" or choose to enter this world to be part of healing it of the catastrophe that befell the world in a prior age. Soooo... I don't think we need mental comfort as much as the humans in the world do. Just read through the dialogue of the traders. Seraphs just need to make sure they aren't famished or temporally depleted, mentally they're tough as nails (at least in my thinking/lore).
  19. That other block game works with a half block of water to break ones fall (belly flop challenge?) but we in VS are way, WAY more extreme. We use spikes to break our orbital plummets to earth.
  20. I've had some quartz deposits yield stacks upon stacks of silver chunks of all grades (I think it was over 2 stacks of poor and about 1/2 stack of bountiful with about 2 stacks of medium and 1 stack of rich). Typically, there's better yielding ores the lower you go. The quartz I mentioned was somewhere around y level 40 on default world height.
  21. I'm sure this kind of thing can be modded until Tyron gets to implementing a more robust human population to the world.
  22. I have actually settled long term in temporally unstable areas (and seen youtubers do the same). It's not that hard to be sure to regularly spend time away from the homestead to recover stability. I'm sure @Thorfinn can easily agree that there's plenty to do afield; the hard part is remember to not spend to much time at home before attending to requirements outside.
  23. Crops MAY grow, but it is at such a geologically slow pace that it's best to harvest the plant, hope for some seeds to plant and farm the seeds into a greatly increased harvest than waiting. As of 1.17 I will confirm (because I have done it) that tilling soil of wild crops will cause them to mature in a day (possibly even less). Be sure to protect against your new rabbit magnet filled with bunny sirens.
  24. I concur. mining coal feels like it consumes more time than creating charcoal. Unless using ore blasting bombs. Some think that of the total time consumed to make charcoal but they forget that growing trees and burning wood into charcoal do not require direct attention like mining coal does. Regarding lignite? I have yet to see lignite. I think it's a myth.
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