Jump to content

dakko

Very supportive Vintarian
  • Posts

    443
  • Joined

  • Days Won

    15

Everything posted by dakko

  1. I'm not sure about other options, but this sounds like a bug that needs to be fixed. Bugs are to be reported at either #bug-reports on the Vintage Story discord, or on the official issue tracker at Github. [from this post by Tyron]
  2. Yes, that is what I thought as well. I'm really intrigued by BenLi's observations too but haven't had time to play lately.
  3. Just looking at the .json, wolf spawns are created at worldgen under certain conditions involving temperature, rain & forest density. They spawn in air and tallgrass. If they do stop spawning after replacing forest floor, then it must be the change in dirt (maybe it no longer grows long grass?). Although it is my understanding that dirt will eventually become forest floor when it is placed in the forest... so I dunno. Turning into forest floor may possibly be conditional to soil type too. I can't recall which soil fertility drops from breaking forest floor. eta: So it would be interesting to see if BenLi's observations hold true with BOTH low fertility and medium fertility soil as the replacement medium.
  4. I saw that on Ashantin's video; it appeared during a temporal storm (or maybe it was when she stood within a rift? I can't remember).
  5. You did it! (I think) Just tried the one for mushroom, leaving off the prefix digits plus "-" character and it worked! I hope to have more time to play around with it tonight. Thank you for that link too!
  6. Thank you, BenLi. I'm sorry that I'm lacking the basic knowledge that would allow me to understand what you've written (for instance, I cannot find WaypointMapLayer.cs; I cannot even find the file structure that it is supposed to be in). I've tried 02grain as you have asked, but it does not work either. My old macros [for "pick", "rocks", "trader", "ladder" (I happened to use them, I was not actually testing)] do work, and their names happen to correspond to the .svg file names within textures/icons/worldmap. Their names also match what is found in line 18 of their .svg file (sodipodi:docname=) Line 18 for 02-grain.svg reads: sodipodi:docname="VS_icons_wheat_S.svg"> I see that star1 shows sodipodi:docname="star4.svg" -- I can test that one and see if the macro for it still works in 1.18 or not. I won't be able to test anything until later today though. Btw, 01-turnip, 03-apple, 04-berries, 05-mushroom, skull_and_crossbones, tree, tree2 and x have a completely different format and do not contain "docname" I appreciate your help! Thank you!
  7. Apparently I don't know how to use that command. How does one use this to get the icon names? When using the file names, the macros do not work correctly. Well, at least not the grain icon.
  8. Thank you, BenLi!! So it looks like you cannot actually use the new icons when making macros, is that correct? That would explain why my new macros create circles instead of the new icons. Has this been discussed in the discord channel, or anyone give an example of a macro that uses the new 1.18 icons? eta: Oh! Wait a second, I misread your post. I'll give that command a try as soon as I can, later today.
  9. Found it! They are in ...assets/survival/textures/icons/worldmap The default .svg file names (as of 1.18-pre3): 0-circle 01-turnip 02-grain 03-apple 04-berries 05-mushroom bee cave Gear gravestone home ladder pick rocks ruins skull_and_crossbones spiral star1 star2 trader tree tree2 vessel x
  10. hmmm. You're right, there was some mention of being able to easily make your own icons by dropping individual files of some particular type into a folder... *goes to look*
  11. Thank you, BenLi. I meant the new icons in 1.18. I'll edit my question to be more accurate. Sorry about that!
  12. I'd like to update my macros using the new 1.18 waypoint icons. Does anyone know the new icon names?. EDIT 3/6/23: Although I did find the file names, using them to create a waypoint only produces the default circle on the map. I'm not able to unmark 'solution' -- this problem is not solved. The files are in ...assets/survival/textures/icons/worldmap The default .svg file names (as of 1.18-pre3): 0-circle 01-turnip 02-grain 03-apple 04-berries 05-mushroom bee cave Gear gravestone home ladder pick rocks ruins skull_and_crossbones spiral star1 star2 trader tree tree2 vessel x
  13. dakko

    Reinstall?

    I also have separate installations. Also looking forward to a new world to take advantage of ALL the THINGS right from the start! Waiting for more stabilization first.
  14. omg, this is incredible!
  15. Spider webs irl do not have the properties necessary for use as a fiber. They would be great for medicinal use though! I've suggested their use in bandage recipes but it hasn't been implemented. Personally, I'd be more interested in plant fibers. If silkworms are a consideration, they would not be difficult to implement in the game and their fiber has superior insulation qualities so it would even make sense. This video of real-life silk farming on a personal home farm setting is a good example:
  16. Hmm. I probably have a copy. Not on this computer though, and I'm physically unable to go look for my backups right now. When I can do it, I'll post here to let you know. I keep copies of everything and started playing VS just before that version, so I should have a copy. edit: Omg, this is excruciating. The disks my husband found on my shelf are for 6 months before I started playing VS. Argh! Hopefully when I can look for myself I'll be able to find them. It might be a few days before I can look.
  17. It might help to list the mods you are using. The people that have the knowledge to help you would probably need to know that information (I'm guessing).
  18. dakko

    Useless hoe

    Why does that make me think of John Deere's Harvest in the Heartland for DS? It was so satisfying to drive that little tractor around the Harvest Moon-esque farm! But, um, yeah. Horse and plow could be fun! I'd support that. Or a sheep and plow. Or something.
  19. from https://wiki.vintagestory.at/index.php/Chisel
  20. You could always ask Tyron for a download link to 1.5. He is very kind. The worst that can happen is that he'll say "no." (but I bet he won't mind at all)
  21. dakko

    Refunds

    Here are the instructions for requesting a refund: Refund Policy
  22. I guess it would be like taking the 'fluffier leaves' approach to trees, but applying it to caves. You've got a good point there!
  23. Your second photo reminds me of glow worm caves. Have you come across any of those yet? eta: or crystals? One way to think of it: even in real life, amazing cave features are rare.
  24. Some of what you mention is already on the roadmap: https://www.vintagestory.at/roadmap.html/ I'll just mention a couple of things: - salt and salted meat is already in the game - with chiseling, you can make all of the decorative furniture you could desire. Take a look at Ashantin's "Best Builds" series where she tours other player's builds, so much talent! https://www.youtube.com/playlist?list=PL0X6CvP-adaD5PGzQ4txSJNWOpf90BS0Y Hypi does some gorgeous chiseling: https://www.youtube.com/playlist?list=PL_q6aL2vcF-u8jO6AHso2vI177De9tyTw
  25. I think this is about to change in a big way with the next update. Personally, I'm holding off on playing because I want to start fresh when the next update drops (and it's a busy time for me anyway), but I'm really excited! I live for the loot.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.