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Everything posted by Maelstrom
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In reality a landing from just about any height is going to be the same whether it's dirt or stone. From a sufficiently high enough fall, injury and death would be the same regardless of the landing zone. Exception MAYBE for sand, but only from short to intermediate heights. So, I don't understand why there should be a difference in game.
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That could be modded in 1.20. Rumor has it that one of the features is a populated settlement.
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Welcome to Vintage Story, where even the dirt wants to kill you. Preserving the skin without making leather out of it? Combine the skin with fat to make a pelt.
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I concur. Tyron has said that all ambient animal sounds will be created from animals in game. I wish he would change his mind as ambient sound without a direct source could add a LOT to the game. OTOH it would be nice to have non-animal based ambient sounds, like a tree branch falling in forests or echoing water drops falling in pools in caves.
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So the "how can I abuse this" part of my brain jolted into hyperdrive... Dig a canal to transport water from the nearest water source to where I want my farm to be. Then dig out a large enough area so source blocks start spawning (may have to do this a couple of times if my farm is too far from the water source). Finish off by filling in newly created pond/lake to be my farm with the single water block surrounded by farmland configuration. In the end I get the same result as we can achieve currently but with a bunch more frustrating work. Roadmap indicates rivers and water wheels are desired for the end game. I suspect that river generation and more importantly, flowing water mechanics are the hold up on this.
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TOBG was much better around 10 years ago. Once villager trading changed in 1.14 it went to cr@p. A few months before I found this wonderful gift from the gaming gods I was describing a MC mod to my son that was almost identical to what VS is. Additionally, I had not known about the TFC mod to MC when describing what I wanted out of TOBG.
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To quote an old commercial "You got peanut butter on my chocolate!" I was sharing out of my own preferable playstyle. I tend toward the AC -10 type player build pictured below (courtesy of the players manual from Wizardry: Proving Grounds of the Mad Overlord. (c) 1981 GREAT game!)
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1.20 will have not only empty/abandoned village, but an actual populated settlement. Check the patch notes.
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Blackguard in full plate armor, dead of winter at night running around with a lantern during a temporal storm. Hmmm... 225% hunger rate I think? Good times, good times!
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I meant the game mechanics involved for drops from plants the produce grain; specifically balancing how much grain to drop so that some can be used for food production vs. future planting.
- 4 replies
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- agriculture
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Noob here - does flowing water irrigate soil for farmland purposes?
Maelstrom replied to Skala's topic in Discussion
I tested by planting reeds on dry ground and in water. The ones in water matured a couple/few days before the ones on dry ground. -
My first world I accidently chopped a tree with bees about 200 blocks from my home (learned about leaf despawning mechanics). Next closest hive I found was over 2,000 blocks away. The next summer I chopped down some tall ugly pine trees near my home (less than 50 blocks) and wondered why there was honeycomb in my inventory all of a sudden. Wish resin would do that!
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Noob here - does flowing water irrigate soil for farmland purposes?
Maelstrom replied to Skala's topic in Discussion
I modeled the exact same one as my second one which was just one tile. You show what multiple tiles of my "graphic" depicts. Yes, reeds can grow on dry land, but they grow faster in a pond. I think there's like 2 extra harvests per year. -
Smoke isn't a think in VS. Well, it's just a visual thing indicating something is on fire, but otherwise smoke is meaningless. For livestock management I segregate the offspring from the parents as soon as I can so that killing the parents is easier. I make two pens of equal size separated by a multi-block gate. put an upper slab in the fence line, leaving the lower half of the block empty (for kiddos to run through). Be sure to use wood as sheep will climb the stone and escape the pen. place a gate on either side of the slab to prevent offspring from running back to parents and maturing in the wrong pen.
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Noob here - does flowing water irrigate soil for farmland purposes?
Maelstrom replied to Skala's topic in Discussion
It sounds like your plan will work if you tile your garden like this. w wwww w w ooooo w w ooooo w w oowoo w w ooooo w w ooooo w w wwww w Each crop (o) will have maximum moisture. I've found this tile makes for an easy gardening of full, half and quarter stacks of crop ooo owo ooo It takes up less space and minimizes the amount of water. I then grow my reeds in a nearby pond. Additionally I throw a pathway block in the water to prevent a one block "vacuum" for drops to fall in or rabbit spawnage. -
Noob here - does flowing water irrigate soil for farmland purposes?
Maelstrom replied to Skala's topic in Discussion
Moisture level has an impact on growth speed. For maximum yield of crops best to stick with the "W" and "o" configuration from the previous post. -
Futile Bauxite, a fresh start... and losing interest.
Maelstrom replied to Andael's topic in Discussion
And that feeling when you finally saw that blessed neon orange was so incredibly delightful! Gratz on sticking it out. -
@Thorfinn isn't opposing you. He's just adding information to the conversation. It seems that you want to turn the conversation into an adversarial one.
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Or finding that elusive necessary material like bauxite, borax, bees and now sheep can be added to that list of rare resources that are difficult to find.
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Any bear traps need to be 4 blocks high/deep. You might also want to put a bit of a lip on the inside (like trap doors) to make sure the pesky thing doesn't find a way to climb out. Otherwise, pillar up a 4-5 blocks with an arsenal of 10 or 12 flint spears and rain down a stony barrage of death. If you want to just relocate it... uhhhmmmm... Ok? but it may cause your demise again, just agro it and then RUN FORREST, RUN!
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Glad we could help!
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Sounds like you have set monster aggression to passive when setting up the world.
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Not possible. An update changes the game engine all mods are built upon.
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How Vintage Story made me cry :)
Maelstrom replied to BiancaMoon's topic in Videos, Art or Screenshots
Technically, the number is per mille not per cent and represents how many blocks in the chunk COULD be that mineral IF it spawns. That number is basically debugging output. The only use it has for players is to determine what direction to search in if you get the same description (i.e. decent, very high, etc)