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Everything posted by Broccoli Clock
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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).
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Ok, ok.. this is now getting officially weird. After spending 2 years in a location where only bears and wolves spawn, and having to travel (100+ blocks) to find any other animals, I ended up having a lamb spawn in my fenced in garden. The chances of a sheep spawning are low, the chances of it spawning in my garden have to be lower. Fast forward 5 (in game) days and a baby pig has spawned next to my base! Again, just to confirm, if I wanted to find pigs I was having to travel some distance, yet here is one on my doorstep. I've put down a reed basket trap and filled it with fruit mash, I'm hoping it's one of the baby animals that can be captured in that manner, if not I have a plan to drive it into a pen. But, yeah, after no animals spawning next to my base, literally 2 different kinds have done so in a matter of an (in game) week. Weird.
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Good shout, never even thought about that when I asked about mods.
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POV: Vanilla and SP. When people get to the point in the game where they are cooking/baking/etc food production they tend to go from a few pieces of meat on a fire pit spit to making multiple meals and transferring them into crock pots. I did this, and it's brilliant fun, especially if you are aiming for things like pies, so the urge to knock out lots in one go is huge. Plus, who can't love the pixel art of any meal, they are undeniably cute (af!). The problem I have run into is that after some months of sitting in storage, almost all of the items are going rotten at the same time. I had many crocks (all with 4 servings - and it was good food too, meat/mushroom/veg stews) and all of them were about to go bad within the day. I can't eat that much, so most if it went to waste*. So if you want a tip for food, then it would be don't make multiple meals in one day, make them over a period of a week. That way you won't be faced with the problem. I don't think many people think ahead, because without the experience of large amounts of your food all going bad at the same time you wouldn't realise that is a possibility. If you are on MP, then there is far more reason to make food in bulk, this tip is only really meant for the lone player. (* waste is relative here, the rot goes to make compost)
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I'm several hundreds of hours into the game and I've not had this happen to me, nor have I seen forum posts suggesting it's happening to others. Which is a real shame as you don't want to encounter bugs in your first serious playthrough. I've had a look at the client console commands.. https://wiki.vintagestory.at/List_of_client_commands (and the debug specific stuff: https://wiki.vintagestory.at/List_of_server_commands/debug) ..in hopes of finding one that perhaps controls the temporal storm, but sadly not.
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Just don't mention jet fuel!
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Sorry, but I don't have an answer for you, more just to say the first question anyone will probably ask is whether you are using mods, some mods do conflict with the temporal storms. Are you using mods?
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You are right, it is a sheep. I've had so little contact with these creatures I presumed it was a goat. I just checked the wiki, they will give milk, but I didn't realise you don't get wool from them. What's more, it seems wool doesn't exist in the game (there is linen of course). For a survival game to have crafting of clothes, and animals that traditionally give you wool, and not to have wool as a commodity seems an odd choice. As for it spawning, this is from the wiki... I mean I get that I match those requirements, but you'd think if it was going to spawn anything in, it would have done so before now but then that 0.001 chance is certainly an eye opener. I guess it's possible for another sheep to spawn, let's see if they are like British buses. None for ages, then three come along at the same time. Those odds though..
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Goats don't spawn near me, yet for some reason in my garden I found a baby goat. The only animals that spawn close to me are about 100 blocks North of my base and they are wolves. About 50 blocks South there is a gaggle of hens, and another 100 blocks South is a bear spawn. The hens do not spawn close enough for me to take advantage of the feeding trough, I had to make a basket trap to get the couple of hens I do have. As you can imagine, I was a little surprised to see a baby goat spawned into what I thought was an enclosed garden. Obviously, I stuck down a feeding trough for the little guy, and they seem like they are living their best life in my garden (I'll need to shift them to a pen, otherwise my flax and berries are possibly at risk). The question I have is, why would a goat (a species that doesn't spawn near me) suddenly appear in my garden. I'm not complaining, especially as it's a ewe so I guess I'll have either milk or wool (or perhaps both) at some point. After one goat has spawned, should I expect another? I've been at this base for nearly 2 full in game years and this is the first goat I've seen within 300 blocks of my base!
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Is the overtuned cave "darkness" fog a bug or intentional?
Broccoli Clock replied to Ketoth's topic in Discussion
This is nothing to do with fog in the caves, but fog at the tops of mountains. I've raised a bug report about this.. This is roughly level Y244.