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Everything posted by Broccoli Clock
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I found one in a previous playthrough but never took it back to my house. I'll be honest, this is more a happy accident as I had resigned myself to it being nothing more than decorative, and tried to place the straw mattress on top of the canopy bed only to find it landed inside it. Upon realising that, I thought I better share the knowledge. I do think that it's something that'll get patched at some time. Not directly, though, probably be an update to models/hit boxes that'll nix it.
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I believe there is a wood/peat drying mod. I've not used it, still on vanilla, but I've seen a streamer use it. I really want to go full on with the animals, husbandry, and cooking mods. The things that add real depth to the basic game loop. As I say though, on vanilla for now.
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I was told a few weeks back that the beds you find in underground ruins can't be slept in if they needed repairing. Of course, I ignored that helpful nugget of information and went ahead and repaired one and took it home. Imagine my surprise when the thing I was told about turned out to be true! Anyway, not all is lost, as it seems that the hit box of the bed doesn't match it's actual shape, so you can place items "into it". What items you ask? Well, a straw mattress for one. Turning the canopy bed that wasn't functional, into one that is.
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Screenshot attached (in spoiler) but I'm guessing anyone who has grown pumpkins before will know what I'm talking about. I've read the wiki, and I understand how they grow, and they definitely look cool, but for withered vines do you remove them or will they naturally disappear? The wiki explains why they exist, just not what to do with them. Considering the poor seed/plant ratio I'm wanting to be careful not to screw with the plant.
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With the "Eldritch" stuff, I'm never sure if they are meant to make a noise. It's obviously a lot easier for players if they do. With animals though, definitely. Was discussing this very thing here.. ..and I am very much of the opinion that until the animals themselves are introduced, I'm not too unfussed about generalised bird sounds, especially things like the dawn and evening choruses. Just an (in-game) hour of ambient bird song that happens during morning and night. This sound could be centred on the player and increase/decrease as the density of trees does, or the sound cue is hooked up to a random tree within a copse. There is this mod.. https://mods.vintagestory.at/moreanimals ..which certainly looks interesting although it seems primarily just birds, however looking through the comments there seems quite a few issues with it (no shade being thrown at Casteroid, the author, they've been kind enough to create the thing in the first place) then that mod recommends this mod.. https://mods.vintagestory.at/show/mod/14707 ..and down the rabbit hole we go. I want to remain vanilla, but if not then "lightly modded vanilla", but there are so many lovely mods that all add animals, details to animals and expanding the whole cooking/husbandry stuff.
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Not a bug, more the result of my own stupidity...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
I did try mining all directions, and was only hitting the adjacent blocks, not the block I was in. That said, perhaps there is a trick to is, and I wasn't quite in the right place/angle. The "after image" doesn't show it well, but I believe both above and below blocks were mined. I could be wrong though, it was tough to tell without being in creative. -
Not a bug, more the result of my own stupidity...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Sorry I meant that as in I would move myself a block across from where I was, not that I'd move the physical block I was in. -
I've seen it in the guide, and had some jonas parts for it, but not all at the same time. Not made any of the tech, yet, and not repaired any either, nor have I hit the archives. I've been enjoying just living in the world, rather than rushing progression.
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A true 1-to-1 implementation would be best; you see a specific bird, you hear a specific sound. Until then, and in terms of a more generic environmental sound, you'd anchor this sort of thing either to yourself, or to a tree (rather than a mob). DayZ for example, does this for its woodland sounds. Allowing non mob objects to have sounds associated also opens up things like the sounds of creaking trunks in high winds. I do get it though, it's "comforting" knowing that something "real" is making the sound you are hearing.
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One of the easiest ways to introduce birds without actually creating a new model and populating the world with them is to have a "morning/evening chorus". This could be scripted to be dynamic so the time they start/finish are correlated to the actual sunset/rise dependent on what time of year and the latitude, whereas the latitude/lifezone/biome would determine the make up of the calls you can get. Anyone who has spent time out in the wilds will know the joy of listening to the birds chirp away during sunrise and sunset. It's plays a lot into the environmental story telling of the game, and I think it would add to the immersion. Obviously fully implemented birds as an animal mob would be great. We have the butterflies but the lack of birds (even ones you can't interact with) is odd. Especially as they are technically some of the oldest types of animal on the planet, a whole world without them (other than chickens) feels off.
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Find yourself miles away from your body/loot? Your death is actually a waypoint on the map, which most people know as you can see the icon, however the /tpwp (teleport to waypoint) command can use that waypoint, it's called "you died here". For those who wish to just teleport there, grab their gear, and forget about their failed mission.. /tpwp you died here Set a waypoint at your home if you want to teleport back there.
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Not a bug, more the result of my own stupidity...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
You can see from both the vid and the image that my pickaxe is nearly at the end of its life. I was sure I was going to end up encased within this block as at the start I was hitting something but not escaping. Experience is what helped here, I sort of figured from other games that if I broke enough space around me then I'd "pop out". I'll not lie, while it was my own fault, if I genuinely got caught in that position and the only option was to starve to death, I'd just drop to creative and move a block to the side, then return to survival. I don't like doing that, but sometimes I feel there is justification. -
Not a bug, more the result of my own stupidity...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Good to know if you are fighting drifters inside caves. I presume it's the "knockback animation" that is at fault. -
In a move that ended up like a celebration of Houdini, I managed to get myself trapped inside a 1x1 block after a cave-in. Yes. Inside! I guess whatever code works out what caves in, and how that affects what is around it, couldn't find a "space" for my character to exist and defaulted to me sharing the location with a block. What's weird is that I took next to no damage. stuck.mp4 What you are seeing is the texture from "within" the block. I was unable to mine the block I was in, the only solution was to mine in every direction (which broke the adjacent blocks) to give me enough space to the "step out of" the 1x1 block I was trapped inside. I've had lots of cave-ins, I like them. I've always been annoyed that the "other block game" ignored physics, and I actually use cave-ins to shift large amounts of rock. This is vanilla, btw, so no mods. This was the actual block I was stuck inside. Just a standard block, although it has a 50% instability so I don't know if that factored into this.
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Hmmm.... a nefarious chicken, you say?
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Yeah, it's lovely, a really nice block and with it only needing just dirt, I would totally normalise the classic first day base to be made out of this rather than plain dirt. If only more people know about it! I turn on cave-ins in my game, after all you might as well live dangerously, and the rammed earth works absolutely fine as a floor/ceiling in multi-storey building.
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Which would suggest that the chunk needs loading or that there is an upper limit of chunks in memory and new ones are replacing older ones 'on the stack'. I'm all for creating a couthie wee base; nothing more than some planks, a torch and some storage, and sitting it out. Considering these bees are next to a forest, a forest that is regularly spawning wolves, it might be a chance to grab a decent leather collection.
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Interesting. When you say 1024/768 is that the draw distance you are referring to? I've got no probs with finding bees, I don't play with music and it's one of those sounds you can hone in on fairly easily. It's just that there are none near me. I'm being lazy, btw, I'm asking here rather than just spending 20 minutes finding out for myself. I'll go do that, and will report back to confirm if "distant bees" populate "distant skeps".
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firepits are notorious for spreading flames, the item rack is wood and it will burn if within a couple of blocks. If the rack burns it also takes the tools stored on it (trust me, I learnt this the hard way!). This is not a bug, it's intended, you just need to learn to keep fire pits and wooden items some blocks apart. Weirdly this is not the case for the campfire, in fact you can smelt metal in a crucible using a campfire that is placed on top of a log, it seems just the firepits are the threat.
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Some of the structures look lovely it has to be said. I'm newish to the game (started from 1.20) and I'm used to supporting indie/early access games in the hopes they'll glow up. That "other block game" for example has had decades of content added resulting in the world feeling full of stuff (and that's before mods). With VS it seems we are using mods to add to vanilla while the devs work on the "main part" of the game. At the moment VS feels a bit empty, the ruins are a nice touch (especially as they can contain loot), and there is a lot to be said for world generation that creates "empty landscapes" - Death Stranding being an example of that, where there is a certain fatal romance about such a barren land.
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That's a good tip, I presume it runs along the same lines of "see horsetail, expect wolves". In a general question about bees, I don't have any nests close to me, but I do have some maybe 150-200 blocks away from me. I assume this game works on chunks in memory so if I place a skep near the nest do I need to stay in that chunk in order for the skep to be populated? https://wiki.vintagestory.at/Skep "After a few days, the bees should have migrated into the skep." I've collected populated skeps from next to my base, just not from far away.
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Forest dangers in place of constant wolf presence
Broccoli Clock replied to Josiah Gibbonson's topic in Suggestions
Keep going deep enough so you encounter the locust spawner.. https://wiki.vintagestory.at/Locust ..the spikes on the ground look like damaged rebar, with 3 (crocked) prongs facing upwards. I don't have an image but once you've seen them once you'll recognise them again. They can be hard to spot when there is a lot of clutter on the ground. -
Forest dangers in place of constant wolf presence
Broccoli Clock replied to Josiah Gibbonson's topic in Suggestions
We already have metal spikes on the ground near locust spawners that do damage to the player. I thought it was some random chance before I noticed them so you are right in how players will react, but the mechanism is in the game so why not expand it to things like poisonous or prickly plants? I like the idea that there is a den spawning mechanism, at present the wolves seem to "just be there" rather than a reason for them to be there. The next question would be do you want those things dynamic, or should possible wolf dens be generated at the same time the world is. -
I presume you've checked against the stats in the wiki: https://wiki.vintagestory.at/Armor#Metal_based_Armor Your armour requirement may also rely on the class you choose. For example both Malefactor and Clockmaker have the Frail trait, which reduces your HP. https://wiki.vintagestory.at/Classes#Classes_and_Traits I haven't tried all the armour, I've used copper chain, and bronze plate and while both offer decent ish protection, I find the debuffs in health regen, hunger and movement not to be worth the effort of making and wearing them. A lot will depend on your playstyle too. Are you using melee, do you rely on ranged, are you happy to "leeroy jenkins" a cave or do you take your time and are more cautious.
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Why the large tower? Is it just so you can dip out if things get difficult? Utilising that gap between a stone block and the fence is interesting. I have a similar gap surrounding my farm (it juts out into a lake) and nothing falls down into that gap. You'd think seeds, crops, grains would but it sees the fence as a full block, yet it seems you have no problem hitting them. I used those fences on top of cobblestone walls and it stopped all horizontal bowtorn projectiles. Do you have an idea of how much loot you are collecting?