-
Posts
783 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Broccoli Clock
-
I'm going to reply because you are a new member to the forum, so posting something and getting nothing back is off putting. So in that sense, welcome to the forum, I hope you enjoy your time here. However, in terms of seeds, what you are requesting is quite specific. By default, the land cover is 97.5%, the land width and height is 1 million each, and the polar equator distance is 100k. You are hoping that not only does someone match those config values, but that the RNG has a basalt biome (I presume) close by your spawn. I'm not saying that it is impossible, you might just luck out, but I feel someone providing you with a seed for that is unlikely. You might be as well just creating your own world, using the config you want, and then when that world generates, enter /gm 2 in the console ([tab] opens console/chat by default), then pressing [F3] twice which will turn on noclip and flying. From there manually search the land, ideally from above so you can survey more of the land. You can use [F1]/[F2] to decrease/increase the speed while in flying mode. You can also teleport directly to a location using the /tp command (format: /tp <x> <y> <z>, where y is the depth, x/z are the cardinal directions) if you find moving manually is too slow. Controls: https://wiki.vintagestory.at/index.php/Controls/en#Creative_mode (you will need to be in creative mode for those to work, which as pointed out is /gm 2) Teleport: https://wiki.vintagestory.at/List_of_server_commands/tp/en (pressing [tab] to open the chat/command line) If you want to swap back to survival mode, enter /gm 1.
-
I posted a reply in here yesterday, but didn't think it really amounted to a humorous story so deleted it, but it's now happened to me twice so I think it's worthy of addition. In my new world, things are lovely, high stability, lots of resources nearby and an area that doesn't look like it'll get hammered by the cold during Winter. However one thing it does lack is feathered friends. There are lots of rabbits and deer, a few boars, even a couple of goats, but chickens are conspicuously absent. Now, don't get me wrong, they are around, I do hear them. Not close to my base, but on (local) journeys I hear roosters crowing, and I will occasionally see a feathered derriere disappear over the crest of a hill into bushes. I don't need the eggs, but I have now built my house and would like some chickens for the landscaped garden so it's mostly vibes. So off I set, looking for chickens. I did not have much luck. In fact I spent two days away from home, sleeping at traders, hunting down them down. Finally the other day I found one, and decided to set my trap. As I say, this is now the second time I've done this with identical results. The results? Well they both went like this.. I find a chicken, just a solitary one, ok that's fine it's a start after all. Lay my trap, baited with flax grain. Wait... and wait.. and finally... the grain is eaten. OK, happens sometime, will try it again. The chicken eats the grain again. Now I said this is the second time this scenario has played out, the first time the trap actually broke while the chicken was feasting on its ill gotten g(r)ains, I'm not so unlucky this time around, the trap stay intact. However, here's the kicker, the third time the chicken comes to feed, and I am thinking this time the RNG will go my way, a 33% chance maybe? As the chicken approaches the basket, a fox appears and mercs the bird. To add injury to insult, harvesting the dead chicken results in no meat.
-
Why I set creature hostility to passive
Broccoli Clock replied to CastIronFabric's topic in Discussion
This is less a counter view, more a comment that you may not find your "gaming sweet spot". Chasing an perfect world, when it's perhaps not even possible, may result in you missing out on a good world. I've got no problem you taking the game and modding it, you've paid the money you get to choose your experience. That's pretty much why VS was designed the way it was. -
Have you thought about cross stitch? It's obviously not crochet, but it's certainly adjacent, what's more it will retain the pixel ratio as opposed to a free flowing fabric. To test this, I took the above design and ran it through one of the online cross converters.. (https://www.pixel-stitch.net/) ..this was just the first one I found, there may be better ones available. The end result is a PDF which I cannot upload here, but I have thrown it up on a Google Drive.. https://drive.google.com/file/d/1axCnoTvNQ7k-NkBQn1kvfv_hqiDHUhpu/view It's a surprisingly detailed break down, considering the web app is free to use.
-
Just as a side note, if you manage to coral an aggressive animal into some sort of pen, then it seems this is the only way to keep them alive (if you want to, that is!). For example, some playthroughs back, I managed to fence in a wolf cub. I had seen traders selling them and wrongly assumed I could perhaps trade a live one. Putting down troughs didn't work, but throwing meat into the enclosure certainly did. Obviously it was folly, as soon as the wolf was able to, it had its heart set on mine, literally, and didn't fancy being wolf bait..
-
There is your tell, the only way to get floating leaf blocks is if the trees are destroyed by fire, as the player cutting down the trees will end up with a timer culling any "unconnected" leaf blocks. That process doesn't happen when there is a fire.
-
In order to make thatch roofing you use either thule or dry grass. The thule you craft directly, whereas with the grass you first need to create a hay bale, then use that in the crafting recipe: Wiki Reference: https://wiki.vintagestory.at/Roofing_blocks#Thatch_roofing I can use two dry grass bales to create 4 "slanted thatch roofing", or I could use 2 bundles of 2 thatch to create the same block. However, when I come to deconstruct it in my crafting square, it will always return thatch even if grass was initially used. This happens for all thatch roof tiles, whereas the hay bales themselves will always return the grass, which makes sense as only grass can be used to make them. The only real difference is that to deconstruct a roof tile you need to add a knife into the square, which makes sense as tiles themselves can be crafted into variants so you need something to indicate if the user is deconstructing or constructing that variant, whereas the bales will automatically return grass being in the square alone. I am guessing this is just down to code simplicity (the following is pseudo code, not actual c#).. if (block.roofTile.deconstruct) { return item.thatch } ..is easier than.. if (block.roofTile.deconstruct) { return block.roofTile.ingredients.isGrass() ? item.grass : item.thatch } The abundance of both grass and thule probably makes this issue moot. Dependent on how the blocks themselves are held in memory it may be "impossible" to check what created the tile in the first place (i.e. thule or a grass bale) without adding in a register flag somewhere. So I'd understand that the amount of work needed to resolve what is a very minor logic aberration precludes it from being implemented, but I just thought I'd ask. Why do I want the grass back, you may ask? Well.. I'm glad you did, as this request is purely selfish. I've been left with tons of thule after making a large thatch roof using grass, and I would really like to use that grass for my (many, oh so many..) pit kilns. Thule cannot be used in a pit kiln despite it effectively being dry grass. Edit: could I also add in the fact that thule only stacks to 6, yes 6, items. I love the stacking mechanic, it gives me complete cottage core vibes having piles of resources about the place, but 6? Come on...
-
You can do that natively in Windows... Get-PhysicalDisk (edit: links to MS documentation, if you want to config the query) The command will return something like this.. For those unsure how to start PowerShell: [win key] + [x] will bring up a context menu, then press [i] and PowerShell should open.
- 17 replies
-
- techical difficulty
- error
-
(and 3 more)
Tagged with:
-
Why cant we have a 3x3 and 3x4 doors!!!!?????!/!/!!
Broccoli Clock replied to bubnartar's topic in Discussion
There is a door maker, as part of the QP Chisel Tools. I haven't used it, and I am unsure if it would provide what you are looking for, but it might be worth checking out.. https://mods.vintagestory.at/chiseltools There is even a YT by Ursa Allen of it in practice.. -
Why I set creature hostility to passive
Broccoli Clock replied to CastIronFabric's topic in Discussion
There is a phrase, "don't let perfection be the enemy of good", I feel it applies here. -
You really need a, "in my opinion", caveat to that claim. In isolation, I agree that it could be amended, as could the AI that you are fighting, but in comparison to its peers I would wager its combat is the equivalent of the other block game, and considerably better than what I've seen in Hytale. Combat in general is difficult for any FPS, especially melee.
-
I abandoned a playthrough recently (and thankfully I did, as the new map is just lovely!) and it was all down to one bad decision, what was that decision? Well, it was to build a base at the foot of a valley. Don't get me wrong, visually the area looked lovely, but where I built was overlooked on 3 sides by hills at least 30 blocks higher than my base. Why did I abandon it, because it became a shooting gallery for the bowtorns. Almost every time I'd step out of my house I'd be targetted by the spear chucking weirdos, even with several layers of fencing put up to block their line of sight. In the end it was a choice of flattening all the ground around me (early game, no pickaxe, so not possible) adding endless fencing and making my base feel like a prison, or moving my base. In the end, and due to 1.21.6 update, I bit the bullet and rolled a new world and abandoned it with the only positive being a lesson learned. Now, whenever I build a base, I always do it on flat open land or a hill, never in the dip of a valley. Anyone else make similarly stupid decisions that have totally trolled their base?
-
It has to be Me. Nothing Seems to Stack properly
Broccoli Clock replied to mycroftcanadans's topic in Discussion
Just a heads up, in Windows, if you want a clean install you will need to manually delete the mods in the appData. I have a feeling you already know this as you are discussing mods, so I'm guessing you understand the way, and where, they are implemented. As for the actual problem, I'll be honest I have no clue. I've got prob 100+ hours in 1.21.6 and not encountered this specific issue and there doesn't seem to be others that have reported it either, although I only did a fairly basic check on the bug tracker. You can find that here.. https://github.com/anegostudios/VintageStory-Issues/issues If you have the time, perhaps to capture video of you experiencing the problem, then submitting it to the bug tracker. While it may not be worked on immediately, you do tend to get one of the devs commenting on the submission in order to confirm if it is an actual bug or not. -
One other solution, that doesn't need /gm 2 creative mode, is to set a waypoint at the location you want to be at then use the teleport to waypoint /tpwp command. Place a marker on the map, call it something simple "aa" (for example) then just type, /tpwp aa and you'll be taken there. It can be a little funky with the y-axis it lands you at, as I guess it expects you to be at the surface when a waypoint is made (I guess) so you'll sometimes find yourself "han solo'ed" into the rock upon jumping to the new location. If that is the case, just repeat until you find yourself at a more suitable y-axis. The interesting thing about this command is that your last death is recorded as a waypoint called "you died here", so if you find yourself unable to get back to your loot, either through misadventure (at a really difficult place to reach) or distance (x1000s of blocks from your spawn point), and you are worried about it despawning you can use the command.. /tpwp you died here ..and you'll land right at your death location (including the correct y axis). I get that people won't like to use something like that, it does seem to defeat the whole risk/reward thing, but it's useful to know just in case.
-
Thanks, not that I'd use it, just thought it was odd it was "missing". It wasn't missing, instead the wiki has two pages relating to command line stuff - https://wiki.vintagestory.at/List_of_server_commands and https://wiki.vintagestory.at/World_Configuration I was only looking at the former. It's not the first time I've done that when looking for something specific, so thanks for the reminder! -- In a general question to others, do people not use horde bases once they get some character progression? Just the simplest 5x5 room, with one entrance, that entrance is guarded by a pit kiln, and using some half blocks to stop the (now on fire) mobs from getting at you. A pit kiln will last longer than a fire pit but both will work. Once on fire let them burn out as the fire will happily deal with even the strongest of enemy. Design it well and you mitigate any bowtown ranged attacks (they will not use range if they are close) and the most dangerous of the stabby ones, can be speared or arrowed from safety. I will use one of these to farm for Jonas parts and temporal gears. Many people seem to look upon storms as a nuisance, whereas to me, they are an opportunity. Perhaps if people felt they had something to gain, while minimising the risk, they would be more amenable to the storm mechanic. @CastIronFabric mentioned 7 Days a few posts back, and this is similar in a way to the horde bases you construct in that game, albeit the Rust World residents respect structural integrity, whereas 7 Days mobs will chew through concrete if given the chance.
-
It has to be Me. Nothing Seems to Stack properly
Broccoli Clock replied to mycroftcanadans's topic in Discussion
The only time I've had issue with stacking it's been with food, and it's all down to their state. For example if I have berries that I collected the day before and pick fresh ones of the same type, they won't stack. This, I believe, is simply down to one set of berries being 'fresher' and thus 'different' to the other. That said, when combined in your inventory they 'restack'. However, with things that don't degrade, like the sticks you mention, I've never had an issue stacking those. -
Terra Prety recommends a few tweaks to the world gen.. World Height: 384 Landform Scale: 300% Upheaval: 30% Walk Speed: Slightly Faster https://mods.vintagestory.at/terraprety Otherwise, iirc, it's just a standard Survival setup. I was unsure about the increased walk speed but the way the terrain generates, it's become pretty clutch traversing through some of the large valleys. It hasn't offset deaths to bears though! While not either, the borax deposit to the North will do for my leather making.
-
As it's your first post, have the complimentary "welcome to the forums, and I hope you enjoy the game" message.. I remember discussing this method some time ago (1.20), although it was connected to making the room as "proper room" (ie: /debug rooms hi) while still having a power connection into it. The quern was suggested, as you rightly mention it's a solid insulating block and it provides a power throughput. I do wish there was proper insulating axel blocks, though, and there is a possibility they come as I know the devs are looking to expand the automatic/mechanical elements although by how much I could not say.
-
Yeah, far more so than normal, and a decent 'palate cleanser' to the multitude of "where the f*ck is.... <insert resource here>" posts. The seed if you wish it is, 473342568, but I am also running Terra Prety, which I should have mentioned in the first place. I am unsure as to just how much TP alters the vanilla geology beneath the surface, or if it just deals with terrain and coastline generation.
-
Not that I know the direction the lore storyline is to go in, but would those who dislike the storms be more amenable towards them if the game's progression led to a way to remove them? This is just a hypothetical, apropos of nothing, but what if the storyline was leading you towards banishing the Rust World in some way, or at least returning a level of temporal stability to the land? I get that people dislike storms, and while they are part of the lore they are not actually core to the story progression (at least not that I am aware of). If we were to keep the storms as is, but gave the player the opportunity to affect their presence/timing/strength/etc if you completed the storyline, would that minimise the annoyance at their existence?
-
That's very much your opinion, and you are entitled to it of course, but It's certainly not one I would agree with. Your comparison was with 7 Days, which I can understand and I'm someone who has played that game since the pre-alpha release (that was when the terrain was still blocky), but your logic is that in VS because the danger 'comes to you' rather than 'you going to it' it's "bad game design" yet in 7DtD the horde literally 'comes to you' but that's OK? What's more that horde is destructive where in VS a temporal storm is not. It seems, just from the way you've worded it, you are not applying the same standard to both games. Surely the logic must run true for both? Albeit the character progression, emphasis on the storm/horde elements, and the interaction with the world are different. On a side note have you ever fought a 7 Days horde on the ground, baseless? I'm guessing you probably have, if only out of necessity. It's totally possible (just make sure you don't enter a vehicle!) and the reason I ask is I wonder if you have fought a temporal storm in the same way. It's surprisingly easier than many expect, if you have the space to run about in that is. The storms are engaging, literally, as you cannot avoid their existence, you can place yourself out of harms way (mostly) but you can't non engage. I am not sure if English is your native language, don't worry that isn't a criticism, just that engaging can be a bit nebulous as many will use it as a synonym for "enjoyable". Are they enjoyable? I don't want to sound a contrarian but I do find them fun, at times, at least I do not consider them a definite negative. I'm certainly not against amending them, although I think it would be a shame for them to be watered down, as they are central to the lore. There have been multiple threads already discussing this issue, but the OP decided not to bump any number of threads and instead start their own. This is not shade to the OP, but if you genuinely wanted everyone's opinion, then why start a new thread devoid of everything people have already said? If I was a moderator, I'd be tempted to merge a lot of these similar threads, rather than having many smaller ones all having related comments. I do need to push back on this, as several have made this assumption and for me it's massively over playing the situation. You absolutely can mitigate the storms, you absolutely can wait it out, and you absolutely can fight them off. Now, the caveat is that depending on your character progression some of those tactics will work better than others. I'm certainly not suggesting you jump into your first temporal storm armed only with a flint spear, and no armour, and try and fight it out toe-to-toe, but storms can be easily mitigated. Far too many people lean into the, "I will die if a storm happens, no matter what I do" meta. This is purely anecdotal, but I've got probably 1000+ hours in the game (I can't tell as there is no official hours played like in Steam, and it's something I would like to see added, it would be fairly simple to do) and throughout all that time, there have been two instances I can think of where I have had an enemy spawn upon me without me being able to respond. I don't cheese the storms, there are obvious ways to do that, but I do have a set up that minimises the risk. I don't count myself as being such a good gamer that I alone am capable of this. Have I died in storms? Oh, hell, yes, but of those deaths only a tiny slither were due to what most would consider "a dick move" by the game. The vast majority have been done to my own stupidity. This is a deeper question than you think, why struggle at anything in life? If you are only fed honey, then any other food will seem bland. It's called a reward. You "suffer" the storms to value the times in their absence. If you extend on your logic, and while I appreciate I'm being a little obtuse here, you could ask, "why should I bother waiting for crops to grow", or, "why do bears and wolves attack me". If you remove everything negative in the game you end up with creative mode. I am of a generation that grew up with brutally hard games, primarily because of the limitations those had to gatekeep behind difficulty, but in my mind I welcome things that are not easy or quick to deal with, things you need to put effort into. I'm not saying you are not similar, just explaining why storms aren't the huge negative for me, it's all opinions of course. I should say that while I've only quoted a tiny part of your much larger comment, to be clear I do agree with a fair bit of that larger comment. -- Unconnected to my replies above, I actually went looking to see if there was a command line relating to storms. Primarily to see if you could turn them off. In the wiki there is one explicit storm related command, /nexttempstorm, which will tell you the time the next storm will hit, while adding "now" at the end will trigger that storm immediately. Interestingly no actual "stop" option, although that might happen implicitly using a different command such as controlling the time/weather which will affect them.
-
My house, located central(ish) on the image, was not my actual spawn, that was about 400 blocks to the North East, but I settled where I did because it looked nice and nothing more, little did I realise the plentiful bounties to be had! In a strip of land that's about 300 blocks wide but 1000 blocks high, I found just about every resource I will need*, at least in the short to medium term. This is probably the luckiest RNG I've had. (* bauxite and halite are probably the main resources I've yet to find, but both are not used until much later on in game).