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Saricane

Vintarian
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Everything posted by Saricane

  1. May be a little screenshot of the barrel with its input slot visible could help ?
  2. I always separate male bighorn in a fenced corner, to avoid being rammed when I visit. The male is in a 2x2 small enclosure, without trough. The female have all the remaining space, with one or two troughs at the center. This pattern is fully functionnal.
  3. Did you try with the new 1.15.6-rc3 ? Improvements on room detection have been made. I do not say it will resolve your problem, but it is worth testing.
  4. Yes, your torch will decrease by 1 every block. So the 6 adjacents blocks (up, down, north south, east, west) will receive 13. And you can't use diagonals. That's what we call Manhattan distance. For example, when playing chess, your knight can move to all squares at Manhattan distance = 3 (well, not all, you must turn once). And when you get lower than 8 : "Hello, my name is Drifter, and you're about to die"
  5. I made a full steel armor once, thinking I would be the master of the deepest caves. Pffff .... I died so quickly by the first corrupt drifter encountered that I never built something more advanced as the Gambison. This one is very easy to build once you have flax farms. About the caves exploration, you're not rewarded from going deep. That's the problem. As the underground ruins are randomly placed, you can find a very rich ruin very close to the entrance, no need to go down and risk your life. Thus, the solution is : exploring more and more caves without taking too much risk, instead of fully exploring a particular cave until you have your feet in the lava. A more classical RPG approach (the deepest you explore a dungeon, the better is the reward) would certainly be more exciting.
  6. It's a bug I submit long time ago, you can read the whole topic here : https://github.com/anegostudios/VintageStory-Issues/issues/992 But Tyron just said he finally found the bug, this will be fixed in the next release.
  7. Absolutely no. You just have to build a double height fence, because of the snow. And when you say "animals", you should rather say "bighorns", because that's all you have to eat in the north. Your main problem when starting in arctic area is to find a complete set of very warm clothes (fur boots, fur coat and so on ...), enough flax to repair them during the winter, and of course having enough prepared food. Don't forget you can build greenhouses with glacier ice. This allow you to build your greenhouses as soon as you settle down.
  8. Playing in arctic region is a very interesting challenge. Probably the only region where you really feel you play a survival game, even after you survived your first winter with temperatures as low as -45° around end january. My current game is in an arctic region, and I still enjoy playing it after 3 winters.
  9. You can make cellars and greenhouse out of ice, yes, but only glacier ice. Lake ice cannot be harvested.
  10. No link between temporal stability and TL locations. But when you travel through a TL, 9 times out of 10 you have a trader close (and sometimes very close) to your destination point. So if you explore all the caves surrounding a trader, you can increase your chances to find one. But of course, it can hide very deep, and deepest areas are not that easy to explore.
  11. I can confirm. Same for me on two different windmills. They were ok before the update.
  12. You can use AutoHotKey for all those remaping problems. I have already answered a similar question here. AutoHotKey is far more powerful than the basic two lines scripts we need to remap keys for VS
  13. When you want to travel far in a chosen direction, using a sequence of TLs can be very inefficient, because your destination TL is chosen randomly when you repair the source TL (as far as I know, If I'm wrong, let tell me so I don't die dumb). Suggestion : Give us a little help to chose the main direction of the destination TL. The map could be divided in 4 quarters, as shown : The TL bottom plate could have an arrow pointing at the chosen quarter. You can rotate the plate (once repaired) to change the destination quarter. Of course, as soon as you step on the TL to activate it, the direction chosen is saved, the destination TL is picked and cannot be changed anymore.
  14. Using the same seed (even with the same game version) will not grant you the same exact world. You'll have the same rocky landscape, but the trees and plants placement will not be exactly the same.
  15. I would like to group mechanised tools in a room, satisfying the conditions of an enclosed room. But of course, there is at least one hole in the wall (or the roof) for the input axle coming from the rotor. And this hole ruins the enclosed room. I made some tests by a -39° outside temperature. My body temperature drops to death, and as soon as I replace the axle by a solid block, the temperature starts rising again. That's why I suggest that wooden axle should be added to the already known exceptions : doors and trapdoors.
  16. Yes they may appear on the grass that spawn inside the fence. To prevent this, I manage to minimize the grass blocks. The water channel is under the fence (not inside), so the terra preta can touch the fence. And if, for some reason, I still have (because work in progress, or so ...) grass blocks, I put a flower on them, so the grass can't spawn. I even have a daily look on the fallow farmlands, because grass or horsetail sometimes spawns on them. Sometimes they jump from the outside, with the help of a misplaced soil block, or chest. Better have a flat land outside the garden. Last little advice : you should not have a shared wall with your house. The world is wide enough to put your gardens and your animals a dozen blocks away. In your case, it seems not to be the origin of the problem, but mobs have sometimes efficiently pathfinding that I underestimate. Moreover, it's difficult when you want to resize the house or the garden (don't forget a farmland is destroyed when moving, so terra preta must be carrefully placed).
  17. Larch is only in arctic regions. Purpleheart is extremely rare, only in jungle, hidden in kapok forest. Have to be focused to spot them.
  18. Big up for the samples of other surrounding rocks when panning. Great idea. About the wolves, instead of heading toward the nearest lake, I imagined that if you can happen to run toward poultry or rabbits, the wolf would automatically "exchange" his prey, and forget about you.
  19. Purpleheart is really rare ! Only in jungle type biome, hidden in kapok forests, most of the time single or in very small clusters of 3-4 trees. But this purple wood is so nice to build a slab ... Larch is THE tree of the icy and frozen lands. Mixed with some birchs and a few pines. About walnut, it seems there was a bug until very recent pre versions, but now it can spawn. So we could encounter some of them, in newly generated chunks. I play 1.15 till the first pre release, and I must admit I really love this new version. Don't ask me to rollback to 1.14. One thing about this version, and this has already been reported by players, is the increased difficulty to travel. The pit kiln and the clay oven are good tools to improve the immersive feeling, but it's real, when you travel (for me, travel = max 2 nights in the same place), it's frustrating. In order to not clutter the inventory with cooking tools and basic molds, I used to make a burrow right near a clay deposit (or sometimes inside the deposit), and to make a basic cooking set I don't take with me when I leave. With the pit kilns, it's not really possible (too much baking time, materials, etc ...) About the increased "level" required for many other aspects of the game (wood farming, farming ...) I always have a little voice in my head, whispering : "don't forget you play a survival game. If you want to spend a comfortable living dancing in the flowers with unicorns, play something like My Sweet Pony." So I approve the new functionnalites recently added. Moreover, everything is relative : When you come from Dwarf Fortress universe, every other game looks easy and relaxing Once again, thanks to all the devs for bringing us such a good game.
  20. It's not deterministic. Sometimes you get the item, sometimes the pit ends empty. In this case, you still can switch to creative mode to fetch the item(s) you should have retrieved if the process was not buggy.
  21. I generally dig a moat (height=2 of course) at the location I want to settle poultry. This moat is a long ditch, making a line. Then I manage to chase a rooster, this is the difficult part of the process, because I have to stand constantly "behind" the rooster, so it can flee heading the ditch. Once it has fallen in the ditch (with hens, preferably), I narrow the length of this ditch, build a fence around, and allow the poultry to exit before filling it.
  22. I gave up with using fence gates with animals. I now only use a basic ladder above the fence. It's quicker to cross, and no risk to let an animal escape when crossing. If you have snow, you can put this ladder on top of a double fence, you can still reach it.
  23. For the next death, just note your coordinates (I assume you have pressed 'V' during the game to always have your current coordinates and orientation on display) as soon as you die, before clicking "respawn", then run to this spot. Later, when you'll have a time gear, you'll can use it to change the respawn location. By placing this starting point in your base, right near a sword on a tool rack, you'll have less difficult to recover your inventory.
  24. May be because farm milk is so fat that the bowl slips from your fingers.
  25. Heading to the south on the same map till pre1, I have found only 3 purple heartwood (at 75000 south from starting (temperate) point), I don't remember having seen crimson king (but I'm not sure) and zero walnut (for sure, this time).
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