Jump to content

Broccoli Clock

Vintarian
  • Posts

    485
  • Joined

  • Last visited

Everything posted by Broccoli Clock

  1. 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..
      • 3
      • Amazing!
      • Cookie time
      • Like
  2. 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.
  3. 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!
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. I activated a translocator, but never explored the area, this left a little circle in my map (with the "fog of war" surrounding it), however when I finally go to that location on foot, the map doesn't match up. This is the map.. You can see the original area discovered, in the black circle, and you can see that the map does not line up. This is what it looks like in game.. I am using the Terra Prety mod, and I have a feeling that's what has caused this, and I could live with it, but I'd rather not. What to do? Can I get either the vanilla game, or Terra Prety to redraw this chunk "properly"? Thanks in advance.
  9. Location, location, location. If you find one that you like and it's temporally stable, there are suitable resources within travelling distance (water, clay, animals, crops) and that it's not right in the middle of a wolf or bear spawn, then settle there. I don't tend to use existing ruins, other than on the first few days, sometimes you need shelter in a hurry and having it half built already saves a lot of time. I feel you will organically upgrade your base as you progress, but I think the real customisation comes with the chisel. Once you have that (and ideally the QP tools mod) you'll find it much easier to create brilliant looking bases relying only on blocks you craft/chisel. I never pre-plan (that's not suggesting others should or shouldn't, just that I don't) and in that way I tend to find each of my bases is unique, a lot of vibe building coupled with building to suit the topography.
  10. Just be warned, and you should expect this if you think about it, but with large water worlds, I find most of my translocator's corresponding node is under water, some distance from the shore.
  11. That is definitely a bottle neck, as is the amount of rope - which generally wouldn't be an issue but with limited resources, and each resource area some distance apart. Don't get me wrong, you NEED a boat for this sort of playthrough, but yeah, it's a steep curve to get there.
  12. Be careful what you wish for! In my current playthrough I built a water world, along with the Terra Prety mod. I can't export the full map (would love to know a way) but here is a screenshot of a typical area (the map is as zoomed out as poss).. The problems arose almost immediately. I had very little land and thus very little resources, one of the things you really need is a boat (not a raft, it'll take real life hours navigating in a raft!) and one thing you need the most of for a boat is linen, so flax, which needs land to grow and in a water world there is very little land and even less fresh water. Even the simplest of things made the start of this world a real grind. Enjoyable, in a challenging way, but still a grind. You might notice the water colour in the map. I started in a warmer climate, if there was to be a premium on land then at least allow that land to have crops all year round! Food resources, wood resources, ore resources, all very very limited. Where do you find surface copper in a world with very limited surface? Don't get me wrong, I made the best of it, I struggled and ground out each tiny little victory and by 60 odd hours in I ended up with a very comfortable base (in spoiler). However here is the rub, if I want to do anything, literally anything, I have to travel for it. I was lucky as the small island I finally settled on has some cassiterite and some sphalerite, but little else. Animals spawned only after me living there for a while, so at the start I had to either fish or get on a raft and row hours in game on the hope another (equally small) island maybe had a chicken I could catch. All in all, it's been an interesting and challenging task, setting up a base out of the most limited resources. However, once the initial rush of the challenge is over what then? I did the Archives run, luckily it didn't spawn in the middle of an ocean, but equally it was not close - being essentially an in game day's sailing. Traders in general are sparse, as you'd expect, and although I have Better Ruins as part of my mod pack (I run a very lightly modded setup) it needs land for it's ruins which as you can imagine is a problem for a water world. I would certainly encourage anyone to start a water world, but the fun of it is very much the opening hours as the more you get into the game the more you'll get frustrated by being surrounded by emptiness. It's possible, perhaps made more possible with certain mods, but it's a grind and the pay off in the end, and this is just for me mind so your mileage may vary, it's ended up a bit unsatisfying. Ultimately I have ended up navigating the seas searching for a piece of land that is bigger than 100 block size, settling there, leaving behind my carefully chiselled base purely for the luxury of not having to sail anywhere any more! So, as I said at the top of this post, be careful what you wish for. I went into a water world without realising just how much of grind it would be, for so little payoff early game, and only once you get a foothold do you realise that all you have ahead of you is grind and travelling. Don't get me wrong, some people will love the challenge, and I didn't dislike it, but it didn't end up how I had envisaged it would from the start. I'm sure @ArtistCyCu would not only recognise but sympathise with my struggles, good luck with your journey!
  13. As someone who has lived in areas where peat is the main form of fuel, yes, this is exactly what should happen.
  14. Which is the point I replied to, explaining why designing your game to pander to the lowest spec users is a bad idea. I am torn, we've swapped replies all over the place on this forum and been friendly doing so, and I'm loathe to take this further. Let's just end with, "agree to disagree" on this, because I disagree pretty much completely with what you've written. Sorry.
  15. Thanks I'll check them out, I'm quite the chiseller and have tons of old chiselled blocks, none of which stacks (which I suppose is understandable, based on the JSON data). I would have thought it was a pretty easy task (remove the data, return the block) and what's more if it was possible I'd have expected it to be part of the QP tools - after all it has almost everything else that is chisel related! - but perhaps it's not as easy as I suggest considering it's not part of their mechanics. I did have a look on the mod db, and saw the two you listed. One is out of date (not necessarily a problem) and the other has comments under it pointing out bugs. Ideally I'd just like this rolled into QP Tools, but that's just me wanting the Moon on a stick as QP already offers so much.
  16. Not to be awkward but I really don't understand the point you are making. It comes across as "make your game as bad as possible because some people are running on 10 year old kit". Having landscape that you can't see is how the game works already, it's how "that other block game" works, it's how almost every single open world game works. I also feel you might be underestimating the mindset of those who run the game on low-tier PC, these people know their kit is poor and will accept that they won't be able to run the game at max, nor will they get large view distances, rendering quality, etc. I did, when I had a shitbox. Either way, and maybe I'm just reading it wrong, but I cannot see how this as a reason why there is not more realistic geography where you have slow sloping foothills, running up to a mountain that is outside of your view. Which I believe was the original topic.There's also the developer rule of thumb which is to future proof your product while offering a scaling level of support to people not matching the requirements. In time those at the "top range" will only increase, while those at the other end will decrease.
  17. In one playthrough, I was having difficulty finding iron, other metal ores were fine. In the end I decided to enable a translocator and see if it takes me somewhere nice. As I lifted up my lantern to illuminate my new location, I was greeted by a large wall of bountiful iron. Perfect. As for finding stuff, the rule of thumb is that you will travel 100s, perhaps 1000s, of blocks to find a particular resource, and it's only when returning to your base that you find a source much closer than the distance you originally travelled. I did this for clay in one of my first ever playthroughs. Unsure what clay actually looked like in the wild, I spent hours and travelled 100s of blocks to find a deposit some distance from my base. As I returned home, happy with my gathering, I found there was clay about 60 blocks that I had blithely wandered over.
  18. Sorry, but I don't agree with that. The point of having grand landscape is so that the player can travel to and experience them. View distance is pretty irrelevant in that case. Just because I can't see 1000 blocks away doesn't mean the land 1000 blocks away should have no structure. I can easily cover 1000 blocks in game.
  19. WorldGen mods are your go to here. The vanilla gen is nice, it's certainly more realistic than "the other block game", and has some very decent configuration, but for a greater sense of realism then you'll need mods. I am currently using Terra Prety (primarily down to it working well with Better Ruins), but there is a raft of different ones. Ideally the vanilla world gen will evolve so that things like large open plains, rivers and more realistic gradual foothills, will be included. Until then you have to give it a little help.
  20. Pretty much as the title suggests. I do have QP Tools installed and other than turning things into path blocks, or doors, there is no option to "undo chiselling". If you turn on Dev Mode, then Extended Block Info, and have a chiselled item in your inventory, I can press [shift] while my cursor is over it, it will display the chisel data for that block. Check in the spoiler below for an example of a chiselled plinth.. In my head the difference between a normal (unchiselled) cobblestone block, which was the base of this chiselled plinth, and the actual chiselled block is a mix between some flags to say it is chiselled and the JSON data ("cuboids:") that refers to what voxels are enabled and which material to use for them. If I follow this logic, assuming it's correct although it might not be, if I was to copy an unchiselled cobblestone block, paste it to the chiselled block, use QP Tools to remove unused materials, I should be left with a block that is identical to the unchiselled cobblestone, but with (the now superfluous) extra JSON. I am willing to do a little finagling in order to get the chiselled block in a state for the "return to normal", but being able to do so would be a huge benefit. Mostly for stacking purposes as even identical chiselled blocks (a literal copy using the QP pantograph) don't stack.
  21. No probs, enjoy the chiselling! Could I recommend the QP Tools mod, it provides so much more functionality (spread over a set of different tools you smith). The vanilla chisel is great, and certainly an eye opener for people using it the first time. So many possibilities. However, if you lean into chiselling then you'll find the QP Tools mod almost essential for any big build.
  22. Here's a thought, while I agree the combat can be a bit minimal in terms of subtlety or nuance, won't Hytale rely on a far greater emphasis on combat? They will be both running on the same engine, and presumably sharing a lot of assets/code for similar tasks. It could be the case that Hytale is what "fashions" the combat in VS, on the flip side VS will influence Hytale's environments. In terms of vanilla, and now, I think the hitboxes could do with some work, the AI could but I want more mobs in the game (passive mostly, but aggressive too) and I think the time to mess with the AI is when you've reached a point where you don't expect to be adding mobs for a while.
  23. Definitely seems to be heat related, if I cool the ingots down then add/remove them to a pile they remain visible. It's only when they are hot (and I presume, by extension, a different colour) that this happens. It does seem to be intermittent though, but not related to the surface you place the ingots on. I'll see if others have experienced the same and, if so, I'll pop a ticket into the bug tracker. I've only once had that, but it was some revisions back and it was while I was pouring one of my first moulds. What happened in my case is I burnt myself by being too close and I think "spilled" a little copper. So, like you, I ended up with an less than full mould. As I say, that was some revisions back, and I've done similar in more recent builds (burning myself when pouring) and I've not lost any metal doing so.
  24. Bear armour is indeed lovely, however, there is the issue of "acquiring" the bear.
  25. I've been remodelling my home a little and that involved some armour stands, one of which I used to place my linen armour. I ended up in a tussle with a couple of bowtorns, sans armour, and was very quickly down to my last couple of health "segments". I really can't stress this enough, if you are having issues with mobs, and you have no armour, then you're going to have a hard time. Even basic wooden armour (improvise || lamellar) noticeably reduces damage, both are craftable with stuff pretty much within your reach*. * for lamellar you need one resin, which may be less available in early game, but the basic wood just wants logs and grass.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.