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Everything posted by Broccoli Clock
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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?
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I honestly don't know why you are hitting me with shade, but buddy.. this isn't your origin story. Keep it up, I'll just chuck the matter to the site admins.
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Don't flatter yourself..
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I can't think of an easy way, and while looking through the mod database the other day (not for this, but something else) I didn't see anything that would replace a block with another block. However, if it's a large project and something that you really want and are willing to "bend the rules a little", you could drop into creative mode. It's not a mode I use a lot (other than some screenshots and occasionally getting myself out of noclip situation) but I would imagine it has tools that could speed up the process somewhat. You can repeatedly flip between survival and creative easily using a console command. Open up your chat window, and type /gm 2 to go to creative, type /gm 1 to go return to survival. While in creative, pressing [f3] will toggle between noclip and flying. Going to add into that rammed earth. I'm sure you know this but for those who don't (and interestingly it's not mentioned in the wiki) ..rammed earth has the same conversion ratio (1 to 1) but repeatedly putting rammed dirt into the crafting square will give you up to 4 different textures, which makes building paths with them really nice. I've used them for my floor, image in the spoiler. However for large pathways, I'd stick to either the stone or wood paths just for the speed buff when walking on it. With stone paths that is an increase of 1.3, while the wooden paths are less, 1.12 (not sure why you'd walk slower over a wooden path than you would a stone one but those are the stats from the guide). A quick warning for those intending to use stone pathways, they will not count as a full block, if you were to have a path to your greenhouse with the stone block being the block that the door stands on (or is the base for any of your walls) then it won't consider the greenhouse closed off.
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On the fence about that mod. I like the idea, but equally I don't want an increase in loot from all those ruins. Worried about game balance.
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Yes! In my recent playthrough I've been merced by bears that seemed to have spawned close to me, made no noise and taken a swipe before I knew they even exist. I can accept some animals being silent(ish), but not a bear. Something the size of a family car moving across ground makes noise, trust me! Overall I think the environmental sounds could do with a boost. It's not bad, I like things like the rain and thunder and stuff, but there's times in the game when it's eerily silent. I think that's something that will come later, the game's still in development and there is no point in investing a lot of time and effort into creating a soundscape only for you to add more stuff into the game that requires changing that soundscape.
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Nah man, you just need to cheese the game because you aren't good enough..
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My tip? Don't make lots of food at once...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Not just for the food content, but it's "peak RP" grinding the flour, mixing the dough, firing the oven, etc.. all that and to end up with undeniably cute pixel pies is a joy in itself! Now a question to you and others... what style of crust? For me, if it's a fruit pie, it's diagonal, while a savoury is horizontal. -
..it's one of those things, get it right and it really immerses you in the game. Lore, or exposition dumps, can sometimes feel too "on the nose", so finding this sort of stuff rewards the player as they get to decide the context rather than being told it. VS is certainly not the only game to do this, but the fact it's here is definitely a big plus.
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This doesn't really count as a "wow, if only I had known that", but the flint knaps you put on the ground are always oriented West/East (if we assume North is up on the map).
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Ah, thanks for that. Somehow I managed to miss that in the wiki.. https://wiki.vintagestory.at/List_of_server_commands#/time
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I'm in a quandary. I don't want animals being so stupid that they see a hole, clearly a deep hole, and they jump in without a care. Meanwhile, chasing an animal after it attacked you and it falls down a deep mine shaft hidden in the forest undergrowth and I'm like, "ha! get wrecked". In my game I don't built a pit to capture animals because it feels a bit cheesy. No shade being thrown at those who do, it's clearly a successful tactic (incredibly successful based on some streams I've seen) and I'm guessing when primitive hunters went after animals like this digging a massive hole is probably a top strat. Be interesting to see if the devs could tweak the animal AI, where you lose the automatic "jump in a hole", but at the same time adds the ability fill a hole with punji sticks (crafted with knife+stick for example) then covered over with dry grass.