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Tam Hawkins

Vintarian
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  1. I build an aquarium (now I just need some fish to spwan in it....) and would like to put some deko items in it. I already have some driftwood, stones, shells, a seastar. What I am missing are plants. I believe I could take up aquaic plants with a knive and place them back into water in the past, put currently it seems to only work wit the lilys (undesireable as I need plants for inside the tank not on top of it). Does anyone remember how to pick up aquatic plants? I cannot find any help in the wiki or otherwise online. Did I just imagie that it was possible? Is my only choice to cheat to get my plants? Thanks for any help, Tam
  2. More or less solved both things now. For 1: still not sure what the problem was but they work now. For 2: Getting the items in a chest first and then splitting them up with just 3-4 chutes in between makes the whole thing work, which is a bit weird because it just shortens the way from chest to quern/Pulverizer doen from ~10 archimedes screws and ~10 chutes (varying shapes) so roughly 20 or so blocks traveled to 3-4 chutes. What I noticed though is that even the new setup does not necessarily work depending on how I set it up (which shutte to use where, curves and straigths dropping the item earlier or later all seems to matter for it to be delivered). Now I just have to bring the whole monstrosity from creative into survival mode... that will be fun
  3. I forgot to mention this: For question 2. I have tried making just a t-shape with a single input and two openings leading not to a plverizer or quern. Instead I let it drop to the ground, or add a straigth chut and let it drop to the ground or add a chest to each side. In all of these scenarios the items get distributed equally (sometimes a bit uneven at first but after a few deliveries they have the same number of items). Just the moment I connect them to something functional they stop delivering equally and instead choose only one to deliver to.
  4. Hello Everyone, I have recently (somewhat) figured out mechanical power and wanted to make an automated system for querns, pulverizers with input chests that deliver the items to the workstation and then once it is done the product will be delivered to an output chest. Most of my system seems to work except 2 things. Also I am already aware that if a chute was rotated the game will not realize that until I restart the world. 1. Archimedes screw: This one seems very inconsitent, I tried using it in my system and sometimes it works but most of the time it does not. It often just carries my item to the next adjancted chute and then stops there, I first thought that maybe I need a drop of 1 block to give the item inertia, but that does not seem to matter, even weirder when making a test construct that is just multiple archimedes screws (with port as input at the bottem, multiple screws, then output at the top with port again) and then up to three straight chutes it will just drive the item to the end and throw it out. But alo not always. What do I not understand here? Are they bugged? Is there an important part I am just missing? 2. chutes with more than two openings (t-shape, 3-way, cross). I understand that they go down as much as possible and then to the sides if down is not possible, never up. But it seems that even if I use one to deliver an item from above and then give it openings from two sides to leave that it will always leave to one side and ignore the other. I was planning a setup with multiple pulverizers and quern, is there any way to deliver to them all equally or will I need to build separate chute lines to every single one of then? Thanks for reading what I wrotte and for any answers given, Tam
  5. So Lanterns are not necessary to prevent animal despawn outside... that means I do not entirely need them. though I would still like the drifter spawn and rift spawn preventation. I will see how the mod making goes and should it be to hard for me to make what I want I will have to void the whole lantern plan.
  6. Hey Kosti thanks for the mod suggestions but I cannot see any that increase the light radius in any way. I decided to try my hand on modding it in myself and I had some success (but more failure ^^) I managed to make some modded lanterns that even give some ligth. Supposedly a ligthvalue of 31, which weirdly enough I believe I have modded in via the "lightHsv" attribute, but for some reason it is not reacting to any changes besides erasing it. It also does not work when placed and to top it off for some reason it erases the block side it touches^^ So many problems still to solve. But at least I got it to have a new shape. I will figure out the rest in time.
  7. Hello Everyone, A TLDR as well as some pictures are attached at the end. I have recently purchased Vintage story and this is my first time posting on this forum. In my current game I have reached up to iron smithing and have started making leather. During my first winter (save file is currently mid january) I have decided to build a bigger, better base. For that I carefully mapped out my wished for base layout on paper and then prepared a piece of land not to far from my original base. It contains a space for my Home and workshops (underground cellar underneath), 2 pastures for future chicken and sheep, a normal field, a greenhouse for crops and a greenhouse for bees and maybe a fruit tree depending on what trees I find and if one of them might need it. The main point of the Base is not only to be functionla but also visually pleasing. As such some areas, especially the pastures are bigger than they need to be. Now as luck wills it while finishing the pasture fences I found two sheep (mom + kid) right next to my pasture and lured them in (I hit the mom). To disable them despawning I choose to put some lanterns up, something I wanted to do anyway to avoid having drifters in my base. This also lead me to check out the actuall mechanic behind light and spawns/despawns. Lanterns have a range of 18 (16 as I place them 2 squres above the ground for astethic reasons), that makes a diamond shape as a diagonal cube costs 2 range (instead of circle (radius) or square (cost of 1 range). That would force me to put a lamp every roughly 14 squares as well as additional lamps in between but moved up by 6 and 7 to the side (picture bellow). This leads to Lanterns beeing in awkward places as well as way to many lanterns beeing around. That will still hold true even If I upgrade to lined Lanterns or chandeliers (and I do not even know if chandeliers would work here). What I would like to know: Is there a mod or vanilla solution that will allow me to have a far bigger range on my light sources. It can have a higher cost or be something I have to do later once I have access to better resources. Something with a light range of at least 24 or even better around 30 would be necessary (more is obviously better). There is one mod I found that uses temporal gears to make a lantern with up to 100 range which would be good, but it also creates a blue light and I would rather have a normal ligth source with yellowish/white colouring. TLDR: I want to make a new base, but lighting is an issue as all ligthsources I have are to weak and make the base look like a mess. Are there Vanilla or modded solutions that give me a ligth source rage of at least 24 but mabye closer to 30, material cost does not matter only that they shine a normal light at a farther range. Images: I have attached 2 Images Layout of the Base with a) Descriptions b) necessary ligth distribution c) desired ligh distributen (vague) Picture of Lanterns in my pasture Additional Question: Has nothing to do with the Above. I would like to make a tower once my base is build as a landmark to find it easier (also maybe for windmill). On the top I plan to place a light to make it better visible from afar. Is there a mod to add a massive Pyre, signal light. Something that is not used for anything besides beeing visible and needs no fuel. The only mod I found is one for small braziers, which could be good but something a bit bigger would be nice. Thanks for reading my post and your answers, Tam Hawkins
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