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Rufkut

Very Important Vintarian
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Rufkut last won the day on May 27 2023

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  1. I did some testing myself. All the goats and deer seem to climb 3 high blocks. Hopefully, someone can mod that behavior out so we can have options. I have Boer, Alpine and Nubian goats IRL that they're frisky and avid climbers but I've never seen them traverse a 90-degree flat wall.
  2. It's unfortunate that you've experienced that but I find it very odd having played for a long time. For instance, I've had the same save since like 1.13/14 and it still works great in 1.18. I've put over 1000 hours into that save over many game versions and used the majority of the mods that have been created for the game. Moreover, I've migrated that save between three computers as I upgraded over the years. Besides a little lag and loading time, I've never had a critical issue with that save even in updates. I exported the base area to a new map in 1.18 and it's been persistently smooth and reliable. Tyrons always takes care of any major issues and goes a long way to make sure there is stability (quality IMO).
  3. I made a backup save and used "/time add 17520" to skip a year. Finally, the animals were ready to mate and eating portions. So it seems like I will have to wait another year.
  4. They are stuck on several days before ready to mate. It doesn't even show they're eaten any portions even though they are eating.
  5. I'm experiencing this issue in 1.18.5. I've tried both grain and grass, though my animals over generation 10. Any new methods for fixing this?
  6. I propose an improved sail and rotor for Vintage Story's windmills. Currently, windmills have limited torque, necessitating multiple structures for increased power, leading to 4 rotor or skyscraper designs. To enhance both aesthetics and functionality, an improved windmill design is recommended, aligned with the game's technological progression. The first improvement is cambered sails. Historically, sail designs used a curved shape called camber, similar to an airfoil, increasing lift and wind energy capture. Iron strips and nails strengthened the sails. In-game, improved sails can be crafted using more linen cloth, an "adjustable trim," iron strips, and nails. Visually, you'd see wider sails featuring pronounced camber and reinforced metal strips. For customization, colored sails would be a great addition. Players could dye sails, personalizing windmills and bases. In the past, an adjustable trim mechanism allowed manual adjustment of sail angles using ropes and pulleys, optimizing based on wind conditions. In-game, the trim mechanism can be smithed using iron, then combined with ropes, nails, and a hammer to make an improved sail. An improved rotor is necessary to withstand increased forces from enhanced torque. This is accommodates up to 10 sets of improved sails. Crafting requires a regular rotor, hammer, 8 iron plates, and 32 units of fat and resin. With 8 improved sails attached to the improved rotor, it should generate as much or slightly more power than four regular rotors with the maximum 5 sails each. This would add another provide late-game tech progression, curb the end game resource surplus, and allow for efficient windmills without sacrificing aesthetics or resorting to unrealistical designs.
  7. Yeah I can totally relate to that. My first actual world was in 1.13 to 1.17, invested over 600 hours over several years I'd assume. I like games which allow me to play at my own place and picking up where ever I left off. I can see how it'd be a challenge for long running multiplayer servers. Thankfully, I found a nice scenic island in a preview of 1.18. Its resource rich and interesting enough to support all of what I'll ever do and I exported the schematic of my base from my other world to it. I was hoping to do some occasional sailing but sadly stable 1.18 terrain generation has created a massive continent in all the new chunks even though the world parameters was set "islands/continents" before. Regardless, its definitely early access and amazing for what it is and will become with the people behind it.
  8. I've found that terrain generation in rc.2 1.18 compared to 1.18 stable is definitely different. The stuff generated in the initial unstable releases were really great, I found several flowing realistic eye catching landscapes without a thousand tiny lakes and tiny hills. 1.18 is superior is general but the terrain generation in the stable release is "off" in my opinion.
  9. Another option is find a map in 1.18 you like then using creative mode to create schematics of your base then importing those schematics in the 1.18 world. There you'll have your base and a new chunks to explore with all the newer features.
  10. Is that file what controls the default terrain generation parameters.
  11. I think the old system in rc.2 produced better, more consistent results. That's where you'd select: - No oceans - Very large lakes - Continental - Island Worlds 30/150 looks promising but I've yet to find anything viable for a playthrough. Its either a unending landmass with jagged noisy island or thousands of tiny lakes. I'm not sure if that's a bug or intended. I found a nice world in rc2 but the the new chunks are generate as a continuous continent...
  12. World gen was adjusted in the first stable release of 1.18. This map was generated in 1.18 rc.2. I attempted to play with in it the stable release. Once you pass the ocean, you're met with landform with surrounds the map pictured above. The newly generated chunk borders have steep cliffs but its not too jarring. Newly generated chunks parameters in stable 1.18 have oceans disabled by default so the default new terrain might be a large endless landmass.
  13. So 1.18 is almost here and I've been trying to find a world for a new playthrough. I used the continents settings and was able to find a nice world. It spawns you on an large island which has most of the rocks types, especially those which the important ores spawn, as well as a lot trees besides what you'd only find in a tropical area. The island itself is big enough to support a small server and has some unique scenic areas. I went through the map and plotted down some important sites/resources. I've included some pictures in case anyone is interested. Seed: 191813150 Climate distribution: Realistic Oceans: Continental Geologic Upheaval: Common SPAWN. You start at the northmost point, in the basalt area. Download: https://www.mediafire.com/file/n5f9lujikmesw2i/Continental_Map_1.18_Stable.vcdbs/file Screenshots: https://ibb.co/KwSY36G https://ibb.co/72CvcJJ https://ibb.co/YBfB1VK https://ibb.co/bLm4bhq https://ibb.co/4md3gFm https://ibb.co/Df67BvN https://ibb.co/0MFsgFT https://ibb.co/pxkbnHK
  14. Hey man, does this work for 1.17?
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