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Everything posted by Broccoli Clock
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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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I've seen all sorts of sizes (..madam!) from the classic 2x2 up to almost warehouse sized, yet I've noticed that the larger I build my charcoal pit, the less efficient it becomes. By efficiency I'm not meaning speed of burn but in the return of charcoal. I've done a little testing, nothing extensive, yet it seems I lose less of a % by doing multiple 2x2 pits rather than one large one. I've read through the wiki and watched other streamers, and it seems like there is no hard or fast way to guarantee the best results. It's not a big deal, and I am not necessarily looking to min/max the situation, just wondering if there has been someone who has tested this.
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My tip? Don't make lots of food at once...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
That's a good tip. Didn't realise that. I wonder if I can cheese that (metaphorically, not literally!) where I create a part baked pie, store it and if it gets to a point of degrading I could then bake it to completion resetting the spoilage. If that's how it works we technically have 4 stages of pie (raw, part baked, baked, charred) to offset spoiling. -
A singleplayer village of players [Mod Idea]
Broccoli Clock replied to Crestless's topic in Discussion
First off, you paid for the game so you should be allowed to play it the way you want, if you want to be able to multi-class a single character and there's mods for that, then you do you and I hope you enjoy it. However, for me, this seems to remove the point of classes. If one class gives you a buff on mining but nerfs ranged combat, yet another nerfs mining but buffs ranged combat then you will never be nerfed, as you can just switch to the character best at doing that job. At that point you are as well modding the game so that the commoner can take on all buffs, rather than swapping to a specific class for a specific job. As I say, I totally support your desire to play the game you want to, all power to you. -
I feel a meme is appropriate here... ..and as a dev, I feel this pain on a regular basis!
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So this has turned out to be an utter lie! I am not someone who will mod a game until I've wrung as much entertainment from vanilla as I can. However, I finally relented with a tiny QoL mod, and it was for more icons on the map. https://mods.vintagestory.at/moremapicons I did tinker with it a little (see the comment section) but yeah... that is the first mod I've used in the game.
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My tip? Don't make lots of food at once...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
You are completely right about sealing food, as it really extends it's lifespan, but not all food can be sealed. The main reason for this post is, when I got myself an oven, I batch baked tons of pies (they look lovely and the process is very rewarding - imo) but those can't be sealed. They can be stored in vessels to extend the life, which is something like 30 odd days (iirc). Fast forward 30 days or so, and I'm now looking at a load of pies that are going stale very quickly and I have no way (nor desire) to eat them all up before they do. Overall my post is more a 'cautionary tale' rather than some big brain moment regarding food preparation. -
Are you able to keybind that action to a different key, [settings]>[controls]>[lock/unlock cursor]? As for the starting tutorial, you can find that in the guide. Press [h] and click the Tutorials tab (at the top left).