-
Posts
783 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Broccoli Clock
-
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.
- 25 replies
-
- 1
-
-
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.
-
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.
-
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.
-
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?
-
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.
-
Don't flatter yourself..
-
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.
-
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.
-
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.
-
Nah man, you just need to cheese the game because you aren't good enough..
-
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.
-
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).
-
Ah, thanks for that. Somehow I managed to miss that in the wiki.. https://wiki.vintagestory.at/List_of_server_commands#/time
-
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.
-
The "run in a circle and keep hitting" doesn't work for me. I've tried it a few times, and the wolf seems to phase across 2 blocks while jumping always landing a hit. That was in 1.20.4, not done that manoeuvre in 1.20.5 as by now I prefer taking them on head on, then retreating and repeating the process. Made considerably easier with a bronze spear and falx blade. Shouldn't take more than three or four hits.
-
Sort of semi-adjacent to this is I'd love a "stop time" that doesn't stop the environmental animations/sounds. I love sitting on my roof top and watching a storm cross the sky at night, or sitting in one place enjoying the sunset.. 10 Minutes of a Vintage Story Sunset ..but I sort of don't want my crops to grow, or my food to spoil while I'm doing that. There is a stop time in the console commands, but it stops everything. I just want to enjoy the view without time affecting my food spoilage or crop growth. In terms of passivity, I want my world to be aggressive. Everyone should play the way they want, they've paid their money and they take their choice. Perhaps someone is time poor and doesn't want the hassle, or those with limited mobility/dexterity who find combat too difficult/cumbersome/sore. Loads of reasons to amend the game away from vanilla. However, with that said, I started following a streamer in their first playthrough but they decided to turn off temporal storms by the second episode because they were, "annoying and everyone turns them off". Needless to say, I didn't bother watching any further episodes.
-
Talking of texture issues, I noticed in 1.20.4 that soyabean meals have no texture at all. It's empty when looking at it in the bowl or the cooking pot. It's not a big deal, it still acts like a meal and it reports the correct sat stats. This might be fixed in 1.20.5, I have updated and I do have soyabean crops but they've not ripened enough to cook with, however if the problem persists I'll document it properly and raise a bug report.
- 3 replies
-
- help me please
- issue
-
(and 1 more)
Tagged with:
-
I'll be honest, just make the bowtorns less of a deadly aim, perhaps with less damage from each hit, and it'll solve a lot of issues with them. In regard to the AI it's always going to be a play off between gamers and devs. I don't mind hard/difficult enemies, I do dislike that they (of all the creatures) can 3 tap you from about 20 blocks away.
-
It worries me a "little", but only due to my experience with 7 Days, where the meta is all about AI pathing. 7 Days is a great game, don't get me wrong, and we are miles away from a comparison of "horde night" and "temporal storm". That gives me some comfort, although it would be disappointing to see an "arms race" between the devs patching some AI thing, only for the players to find another. We've seen that in other games. In reply to you both, my comment was more musings on interacting with the AI. I'm not trying to gatekeep people from doing it (if it's possible).
-
That's the thing, is it? I initially thought the same, yet when comparing in my (limited) testing it seems the 2x2 is the more efficient in terms of returning charcoal. Is multiple pits more of an effort than larger ones? I suppose that all depends on whether you have the wood as, as big or small your as charcoal pit is, it's chopping the wood that is the real time sink.
-
Anyone who has seen this video... linkie ..will know my "love" of bowtorns, but the room you see in that video never has anything spawn into it during a storm. I'm not sure why, I know there is a whole meta around how to stop this and it seems I've lucked out. To answer your question what do other people do? I hide in that room and watch all the nonsense play out. Trying to "force the AI into a path" does worry me a little though, as I've been a 7 Days to Die player for over a decade (Me? Playing a survival crafting game with undead enemies? Surely not..) with their equivalent of a storm being a horde night, and it's very common for people to just cheese the AI during that. I totally understand what you are trying to do, and there is no shade being thrown at it. I welcome your tests and I'll be watching to see what others say on the matter.