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Everything posted by Maelstrom
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I wonder how hard it would be to incorporate code like "Baritone" (bot that runs in the MC client rather than a mod to the game, as I understand Baritone) which automates pathfinding. Something like Baritone could really expand the AI behavior to potentially accomplish what you describe.
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I had the same issue in my dirt hut that was 2 blocks high. I found the difficulty was that I didn't have a viable exit from the bed that was a complete two blocks in height due to placing things on the ground next to the bed (clay molds, peat, etc.)
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Would be nice if we could harvest something from them.
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Maybe, but the spawning mechanics are tied to naturally occurring logs. Don't see how game would spawn something so far from the closest naturally spawned log. Have you planted any trees in your base that have grown?
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Hmmm... By the time late game comes around I'm not using clay for much except making cobblestone. I suppose this would benefit mass production of shingles.
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Couple of thoughts... 1. What else is there to do at night when there's no chores to do, such as cooking food, molding/firing clayware, etc? 2. there's a mod (don't know if it's up to date) that adds a sluice box.
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Welcome to VS! Did you fight through the poor start or bailed on it and re-rolled a new world?
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Meadow larks MUST be added to the game!
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ThankyouThankyouThankyouThankyou!!!!
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And keep doors to a minimum (preferably one).
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It would make those low copper starts a little easier.
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Replace the block breaking mechanic on logs with a 3D animation
Maelstrom replied to Sengorn_Leopard's topic in Suggestions
Hrmmm... Not sure more realism is needed on this one, UNLESS chopping down all trees results in a uniform time to chop (which should be shorter since you're chopping logs instead of the tree). -
What are the must-haves for a "finished" Vintage Story?
Maelstrom replied to Tyron's topic in Discussion
No blood no foul. I may have injected inflection that was not your intention (sorry for the alliteration). -
What are the must-haves for a "finished" Vintage Story?
Maelstrom replied to Tyron's topic in Discussion
Consider that there's 1.5 coders making all this happen. There's not exactly a modest team of developers like mc has. -
What are the must-haves for a "finished" Vintage Story?
Maelstrom replied to Tyron's topic in Discussion
Check the roadmap. Much of what you mentioned is in there. https://www.vintagestory.at/roadmap.html/ -
Got my spawn info from the wiki. I don't know how far raccoons will travel to raid beehives. Worst case scenario would be whatever your render distance is.
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Raccoons spawn near naturally spawned logs, not grass like da li'l bunnies. I assume the only logs in your build was placed by you?
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Alternately you could dig a one block trench next to the fences. I suspect there's a different reason for them getting at your bees. Is there a way for them to get on top of the wall in your screenshot?
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Crafting instructions should be in the hand book to show how to configure the fire clay.
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It's probably more of a player frustration mechanic to motivate advancing to an actual door that doesn't break. Personally, I used the gate equivalent until I had a saw to make proper doors. Looks like I'll continue that practice after I've upgraded to 1.15.x (looks like x.3 is the final release).
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It's not a case of checking success against a static percentage each time a leaf block is harvested. The percentage chance of success steadily increases until success is guaranteed. For example, the first block harvested is 0% the second block harvested could be 4%, then 8%, 12%, 16%, 20%, etc. A random check against that increasing percentage for each harvested block will mean that eventually a seed will drop. The only random part is when will it drop, no longer if. As with everything, it depends on the parameters set by the devs, but it could make it easier for them to tweak seed generation and even provide a default initial success to 100% to guarantee a seed drop regardless of the scarcity of leaves on a tree (but that could be exploited too.)
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Another option is have an increasing percentage chance per leaf block broken. When a seed drops the percentage resets to zero. Once the percentage equals or exceeds 100, a seed is guaranteed to drop. The percentage increase can then be set uniquely for each tree making some harder to obtain than others. The first leaf could be set to 100% to guarantee at least one seed drops. For instance: a pine tree having 100 leaf blocks has a seed bearing percent of 4%. After the first seed drops, the counter is reset to 0 yielding no seed. Next leaf block goes to 4% then 8% and so on until either a seed drops or leaves are not harvested anymore. In our fictitious pine tree it may yield as much as 8 or 10 but at least 4 or 5 if the original drop percentage is 100.
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Sounds like a restart, but at the risk of opening old wounds... What does worse from there look like?
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Glad I didn't give up on this start. I serendipitously built my initial highlands home literally on top of a vein of rich hemetite! Managed to find enough tin to create a bronze pick and anvil (plus a little left over). Mined over two stacks of iron chunks to smelt before relocating to a more preferable location. Still interested in hearing the horrors of bad starts (and if/how circumstances changed).
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I don't think that's necessary at this point in development. Take a look at the roadmap to see what is currently planned for implementation. Remember that there's 1 full time coder and 1 part time coder to do all the work.