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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Where and how? Easy. The same position a seat take up. They lie horizontally across the boat, and each end of the boat seat is a vertical slab. Care to point to the lore where the sailboats are exclusively "travel vessels"? That take is just your opinion nothing more. Also are you somehow claiming that Vikings never slept on the boat? They had routes that stretched 100s and even 1000s of miles, what did they do, drink a lot of coffee to stay awake. You have just created an entire scenario in your head, attributed it to me, then used BLOCK CAPITALS to complain about your scenario that you had invented. It's almost like you didn't read my initial post. The point was we *can* climb the rigging, but for what purpose? The movement is limited when up there (unless you go 3rd person camera) and all you can do is "hang on". It makes sense there is "something there" for you to climb to, that's all.
  2. my 2 cents.. If I was designing the game for immersion then all tools should have the option of the handle breaking. Almost every tool (except the chisel) uses sticks, and that seems like an obvious failure point. Some tools should become blunt. Axes, knives, pickaxes, saws, etc.. all rely on a cutting edge, that edge should dull an in turn reduce efficiency. Perhaps to a point it "drops down a tier" (ie: quartz needs level 3 pick, if a level 3 pick is badly worn it should stop being able to mine quartz). This would facilitate the introduction of a grind stone (or similar) to sharpen things, and that grind stone could provide other functionality. However, if I was designing the game so that there are artificial limitations that alter the progression and length of the game (for the better) then I'd design it like it is now. It could do with a tweak here and there, but if there was no durability it would lead to people mining iron once in their playthrough and never again. After all, why would you need more iron/steel if the iron/steel you have never breaks.
  3. I've checked the mod db and found nothing, and perhaps there is something technical about the boat that means it can't be used as a "location" to sleep, but it does seem like an omission. When you think of boats, hammocks are probably in the top 5 of things associated with sea travel. As I am on the subject of boats, it'd be nice to be able to stand on the deck. I get that you can climb up the rigging, which seems an odd thing as there is no crows nest, but I suppose it's nice it is there, but falling through an object that is solid enough to hold chests stacked with rocks seems out of place. Again there might be a technical reason as to why the hull of the boat is not solid.
  4. I would like to see the player make thermostats, although not sure of what the exact recipe should be. It needs to be suitably difficult as to not be early game, but alcohol based (which seems the logical option considering what is available to the player) requires a lot of infrastructure. I lean towards the realism and immersion of the game, the idea that with one button you can tell the exact temperature seems a bit off. Same goes for the time, actually. I don't think either time or temperature should be shown on the UI. Time can be worked out either by building your own sundial, or perhaps a "watch item" that is worn similar to the bracelets you find in ruins. Time is a bit nebulous in VS, it's either dark or light, you never need to sleep. Temperature though is key for crops. The experienced player may be able to tell at a glance, based on the colour of the leaves/soil, what the rough temperature is but a novice certainly won't be able to and because of that, I think removing the temperature, but replacing it with rough approximations; cold, cool, pleasant, warm, hot, etc.. being shown in the UI makes senses. Your character can detect whether it's warm and/or cold, but not that it's exactly 12'c.
  5. In short I am trying to create High Fertility Soil (HFS) from mixing Medium Fertility Soil (MFS) with Potash (PA) in the crafting grid. In game you can create it by applying PA to already tilled MSF, but you cannot dig up tilled ground. To solve this it seems fair that you can mix in your grid, after all it's the same process with the same ingredients. If it becomes OP I can amend it to require more resources, but for now I just want to get it working. However, the game will not resolve the soil block, despite me using the correct game code reference. I have tried playing around with the "game:" id's to see if it's something I was doing wrong, and doing so created an error in the server log. So I believe I am using the correct "game:" id's, otherwise it would error. There is a code block in the spoiler if you wish to fix an error in the JSON.. Just for reference, I have a very (very) similar mod that uses an axe on boards to create sticks. That works perfectly, so I'm at a bit of a loss as to why this isn't working. It could be something mind numbingly obvious I've missed, so any hints would be welcome. Thanks in advance.
  6. I didn't expect my preference to be the most popular, but equally I didn't expect almost all options to have similar support. Going by the votes, it seems the only thing I can say is that the Trumpet is the least popular type of voice, with the least popular pitch being Very Low. What to make of this? Not sure, without an out and out clear winner, I suppose it validates the dev's choice of having a non-human like sounding voice, and in turn providing differing pitches. If it was disliked by most then you'd probably find people gravitating towards the "least worst" voice, but as it is, it's a pretty even spread.
  7. 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..
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  8. 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.
  9. 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!
  10. 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.
  11. 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.
  12. 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!
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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!
  19. As someone who has lived in areas where peat is the main form of fuel, yes, this is exactly what should happen.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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