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Everything posted by Broccoli Clock
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..that would require the anchors to be properly implemented first, they are in the game but do not function, but as a way to avoid the game needing to track the sailboat as you sleep I think it's a good solution. Sorry for just summarising your comments as "stuff" but I want to first apologise as I think I was a little rude when pushing back against your comment. From the outside it just seems like you don't like the idea, which is totally cool, but the reasons you gave seemed almost contrived. It's a bit of the same with your further reply. Listen, if you think that having hammocks goes against whatever you assume is the lore or the gameplay that's fine, if you just don't like the idea, cool, but I am sorry I don't agree with your countering points, as again I feel they are contrived to reach a conclusion. As it is, it just might be not technically possible for people to sleep on boats, maybe that is why it hasn't been implemented already, after all if you are going down a tick list then hammocks are likely to appear, but the devs have chosen to implement the ability to bring your elk along (something far more niche, I would wager) so perhaps we are discussing something that is just not on the roadmap. We could all be "arguing" over nothing. I will admit I have a certain bias here, I am currently playing a water world where I can be a day at sea without seeing any coast, doing that in the daylight benefits me, and with it being in the middle of the sea then I can't stop to sleep in order to progress through the night quickly. Do I think it's a good idea? Sure, of course, otherwise I wouldn't have created a thread about it, but is it going to be extra useful in my current playthrough, yes it would.
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For those searching for bees, there is a mod that does a sound proximity thing, it'll say "Bzzz" at the bottom of the screen when you pass a hive. I'm guessing that the vanilla accessibility settings could do the same. https://mods.vintagestory.at/buzzwords
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It absolutely is well hidden! I am not mad I mislaid it, more proud I'd managed to do it with such aplomb! As for the windows, I'm running Better Ruins, and the windows came from one of the churches.
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something is madly wrong about my first world
Broccoli Clock replied to Galdor_Mithr's topic in Discussion
Oh, look at that Pandora's Box has just been opened... what you've just described as an acronym is actually an initialism due to the way it is pronounced. -
Not sure if people are like me, I kind of hope not as it's a nightmare at times, I have the attention span of a fly. Anything shiny will distract me, and I have a habit of putting down tools and items at random then immediately forgetting where they are. Tool racks? Sure, but I'll instead lean that tool against a random wall. 3 weeks (in game), I refused to remake a windmill rotor because I was positive I had made one before. Determined, utterly sure that I had, it has to be somewhere right? Somewhere... It was only seconds after I made a new one (it wasn't the cost it was the determination that I had already made one!) that I climbed down the ladder to the windmill, and looked at my helve hammer setup..
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Any way to close off the room if an axle is entering it?
Broccoli Clock replied to Broccoli Clock's topic in Discussion
I started this thread when I had just started playing, and I was hung up on the rooms mechanic. Now I am well aware that for a smeltery, you don't need the room sealed. Do I still think it should be possible? Yes, it would be nice, but it's far from essential in any way. I think most (although maybe that's just me making up figures) would end up having a separate building/room for things that require power, and don't really need them to be sealed. Obviously a lot of that will depend on how cold the weather is at your location. I'm guessing forges give off heat, after all camp fires do. -
something is madly wrong about my first world
Broccoli Clock replied to Galdor_Mithr's topic in Discussion
I have only 3 words to add.. "ALL" ... "HAIL" ... "RNG" (and yes, technically that's 5 words) -
Iron bloom didnt spawn with enough voxels to finish the thing
Broccoli Clock replied to NastyFlytrap's topic in Discussion
Not going to lie, I'm with @LadyWYT on this one. It rarely happens, I'd prefer if it didn't, I know I can fix it with a helve hammer, but equally I find myself discarding the rogue bloom and setting it down for "later on" (*). (* "later on", of course, never happens and I spend a playthrough looking at a cooled lump of incomplete iron as I work through the rest of my smithing.) -
I'm having "other block game" flashbacks of 4 frames per second as the world is (very slowly) revealed in realistic graphical fidelity. I'd love VS to look better, but I'll be honest, as of now it looks lovely already. I own an RTX card and I have to say it's hardly been used for that purpose. I think a combination of tasteful graphics and the current shaders is enough to provide a beautiful sky or sunset. You have to factor in that the game is voxel based with a pixelised graphical style. It's just me, but I feel a photo-realistic world would juxtapose that considerably. There are other shaders (and texture packs) out there, https://mods.vintagestory.at/list/mod?sortby=lastReleased&sortdir=d&text=shader, which may bring you closer to what you desire.
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This will be a design decision, and on the whole I like that VS has classes. I play solo/offline though, so class locking simply means certain elements of the game are not available to me. If it was multiplayer then cool, that's part of the dynamic, but as a solo.. do I really need a "hunter trait" in order to make a sling? A sling which is linen and twine. It's not a technically advanced weapon, I think everyone reading this would say "yeah, I could make a sling, I could make a sling right now... *picks up 2 socks* look, a sling!" This is just me throwing this out, and I am sure that this has been discussed before, but would it make sense for the commoner class to be able to make things like slings or clothing with the trade off that only those with the correct class would get the full benefit. A clothing item that provides a certain warmth (say +2'c) when created by a tailor, but this item provides maybe half that amount when created by a non-tailor. I appreciate this isn't as easy as it seems on the surface. For that example, do you create two identical clothing items in game (one with +1'c, one with +2'c) or do you have the same item and then apply half the buff when worn. Would you allow this to take place in a MP world or only a SP one, and if it's the latter what happens if people then join that server, does the clothing buffs get amended? I don't want to unbalance the game, I'm making no demands, just throwing this out to see what others think. If it's a resounding no, then it's very simple to use a single command line (in spoiler below).. As I said at the beginning this is a design decision, one that will definitely affect the way the game plays. If the devs want to enforce a rigid class system (either for a technical or just design reasons) then that's good enough for me.
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I think you both rightly bring up the idea that it isn't a solid item because it can't be due to the way it's implemented (or that implementation is awkward and not overly easy) you can't stand on rafts either. As for the type of bed, just a straw equiv, as mentioned above, the alternative is to find a bit of land, place down a bed, sleep, then return to your journey. That's if you want to sleep, and there are reasons to do so even though there is no requirement too. I wouldn't imagine there would need to be any extra threat to you sleeping on the water. At present the only risk you have is if you are in a temporal storm and you stop moving. Although that does open up an interesting question of whether you should be allowed to sleep while the boat is moving. IRL you would, of course, but in game there might be a need to have the boat stationary to allow sleeping (just because of the way a "sleep" cycle is calculated).
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Where and how? Easy. The same position a seat take up. They lie horizontally across the boat, and each end of the boat seat is a vertical slab. Care to point to the lore where the sailboats are exclusively "travel vessels"? That take is just your opinion nothing more. Also are you somehow claiming that Vikings never slept on the boat? They had routes that stretched 100s and even 1000s of miles, what did they do, drink a lot of coffee to stay awake. You have just created an entire scenario in your head, attributed it to me, then used BLOCK CAPITALS to complain about your scenario that you had invented. It's almost like you didn't read my initial post. The point was we *can* climb the rigging, but for what purpose? The movement is limited when up there (unless you go 3rd person camera) and all you can do is "hang on". It makes sense there is "something there" for you to climb to, that's all.
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my 2 cents.. If I was designing the game for immersion then all tools should have the option of the handle breaking. Almost every tool (except the chisel) uses sticks, and that seems like an obvious failure point. Some tools should become blunt. Axes, knives, pickaxes, saws, etc.. all rely on a cutting edge, that edge should dull an in turn reduce efficiency. Perhaps to a point it "drops down a tier" (ie: quartz needs level 3 pick, if a level 3 pick is badly worn it should stop being able to mine quartz). This would facilitate the introduction of a grind stone (or similar) to sharpen things, and that grind stone could provide other functionality. However, if I was designing the game so that there are artificial limitations that alter the progression and length of the game (for the better) then I'd design it like it is now. It could do with a tweak here and there, but if there was no durability it would lead to people mining iron once in their playthrough and never again. After all, why would you need more iron/steel if the iron/steel you have never breaks.
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I've checked the mod db and found nothing, and perhaps there is something technical about the boat that means it can't be used as a "location" to sleep, but it does seem like an omission. When you think of boats, hammocks are probably in the top 5 of things associated with sea travel. As I am on the subject of boats, it'd be nice to be able to stand on the deck. I get that you can climb up the rigging, which seems an odd thing as there is no crows nest, but I suppose it's nice it is there, but falling through an object that is solid enough to hold chests stacked with rocks seems out of place. Again there might be a technical reason as to why the hull of the boat is not solid.
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I would like to see the player make thermostats, although not sure of what the exact recipe should be. It needs to be suitably difficult as to not be early game, but alcohol based (which seems the logical option considering what is available to the player) requires a lot of infrastructure. I lean towards the realism and immersion of the game, the idea that with one button you can tell the exact temperature seems a bit off. Same goes for the time, actually. I don't think either time or temperature should be shown on the UI. Time can be worked out either by building your own sundial, or perhaps a "watch item" that is worn similar to the bracelets you find in ruins. Time is a bit nebulous in VS, it's either dark or light, you never need to sleep. Temperature though is key for crops. The experienced player may be able to tell at a glance, based on the colour of the leaves/soil, what the rough temperature is but a novice certainly won't be able to and because of that, I think removing the temperature, but replacing it with rough approximations; cold, cool, pleasant, warm, hot, etc.. being shown in the UI makes senses. Your character can detect whether it's warm and/or cold, but not that it's exactly 12'c.
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In short I am trying to create High Fertility Soil (HFS) from mixing Medium Fertility Soil (MFS) with Potash (PA) in the crafting grid. In game you can create it by applying PA to already tilled MSF, but you cannot dig up tilled ground. To solve this it seems fair that you can mix in your grid, after all it's the same process with the same ingredients. If it becomes OP I can amend it to require more resources, but for now I just want to get it working. However, the game will not resolve the soil block, despite me using the correct game code reference. I have tried playing around with the "game:" id's to see if it's something I was doing wrong, and doing so created an error in the server log. So I believe I am using the correct "game:" id's, otherwise it would error. There is a code block in the spoiler if you wish to fix an error in the JSON.. Just for reference, I have a very (very) similar mod that uses an axe on boards to create sticks. That works perfectly, so I'm at a bit of a loss as to why this isn't working. It could be something mind numbingly obvious I've missed, so any hints would be welcome. Thanks in advance.
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Ok, poeple, let's vote... what is your voice/pitch?
Broccoli Clock replied to Broccoli Clock's topic in Discussion
I didn't expect my preference to be the most popular, but equally I didn't expect almost all options to have similar support. Going by the votes, it seems the only thing I can say is that the Trumpet is the least popular type of voice, with the least popular pitch being Very Low. What to make of this? Not sure, without an out and out clear winner, I suppose it validates the dev's choice of having a non-human like sounding voice, and in turn providing differing pitches. If it was disliked by most then you'd probably find people gravitating towards the "least worst" voice, but as it is, it's a pretty even spread. -
If you ever wanted to know what happens when a heavy temporal storm hits you in the middle of an ocean (in my current water world playthrough), well it's this..
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I'm disappointed by the bottom and top roof shapes
Broccoli Clock replied to Johnny Blood's topic in Questions
No, not just you. The issue is that it's not difficult to place them correctly - once you line up the angles - it's that it is far too easy to place incorrectly and without a wrench option (and normally, being roofs, you are working at height, needing to be perched at a specific angle, and when you remove a block it's likely to fall to the floor than into your hands) it makes the task all the more tedious and frustrating. The game's building mechanics are brilliant in places, and it easily outshines that low res block nonsense of "the other block game" but the situation regarding roofs is an odd one, almost to the point that there may be a technical reason why they can't be rotated rather than the devs just forgetting to add that functionality to them. -
I'm disappointed by the bottom and top roof shapes
Broccoli Clock replied to Johnny Blood's topic in Questions
Yes, yes and yes. It is one of the reasons I refuse to use roof tiles. I know it's possible, I know the angles I should be in, but it's one of the most frustrating things in the game that I just ignore the "official" tiles and chisel my own, because... they *can* be rotated! -
I'm disappointed by the bottom and top roof shapes
Broccoli Clock replied to Johnny Blood's topic in Questions
You know what would be a really good idea? Allowing roof pieces to be rotated by the wrench/spanner. Utterly frustrating, and somewhat odd, that roof tiles cannot be. Especially considering how easy it is misplace them. -
Ok, definitely that seems to have fixed whatever issue I was having, as people may have guessed the "1" prefix at the end of the regen command is the number of blocks that are regenerated. As it was quite a large area (and the chunks are smaller than I thought) I raised that number up. Heh, just be warned that it'll take a while the higher you go! I tried 64, my machine completed the regen but not without a considerable delay. Another interesting thing is if you regen'ed larger than your view distance, the land will regen but the map remains, you have to physically go to the location (or up your view distance) in order for it to re-render on the map. @Facethief You're initial comment was correct, although I used the regen rather than the prune command, both are listed in the 1.25.1 maintenance patch. So thanks for pointing me in that direction.
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I think I have a solution, at least in a small test it's working, using the /wgen regen 1 command it rebuilds the terrain. I have swapped to creative to do this, but here is a video of it working.. https://streamable.com/q30xnx Now, will it work "completely" I have no idea, I await what the final outcome will be!
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Thanks for the reply. What command are you talking about? Is it the /prune command that is part of the 1.21.5 devlog? https://www.vintagestory.at/blog.html/ If so, it does say.. It does sound like it could be a solution, I will look into it. Sadly prune isn't part of the Wiki yet. I see there is a /wgen command but it only talks about tidying up chunk borders rather than regenerating the complete chunk (which I believe is probably what I'll need to do.