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Everything posted by Maelstrom
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Why is my speed at 80% when im not wearing armour
Maelstrom replied to sawyered101's topic in Questions
Is one of those mods Carry On? If so, have you put a clay pot or chest on your back you've forgotten about? -
big surface boulders from all rock layers under them
Maelstrom replied to Topminator's topic in Suggestions
Additionally, does anyone else find it curious how common suevite deposits occur? Seems like some of the catastrophe that happened wasn't limited to just the planet, but also (at least) it's near vicinity in space. -
Implementation has not happened yet. Maybe part of the 1.19 dejank redux update that is forthcoming in the next 3-4 months.
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Relieving/quarrying ore blocks have only decorative purposes, unless used for transporting and mining for ore at home.
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Hay sooooo temporal storm spawns.........
Maelstrom replied to Vinnie Crawford's topic in Discussion
One way to find out for sure. Wait for a storm to hit.- 37 replies
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Go to the news forum and read Tyron's posts, maybe?
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Does it spin at a constant speed? Is the time between changes in speed predictable? What amount of power does it produce, 0.1 horsepower won't accomplish much. Basically: just because it spins eternally doesn't mean it is a useable source of mechanical power.
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Game breaking would depend on cost to construct generator and probably more importantly, how long does a temporal gear last as fuel.
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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.
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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?
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I think cut pies stack to 32 (equivalent to 8 whole pies). Haven't cooked pies in a while, so I could be wrong.
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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.
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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.
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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?
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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.
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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"?
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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.
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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.
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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.
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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/
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It depends on how Tyron would like water and the waterwheel to interact.
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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.
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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