Jump to content

Loosebearings

Vintarian
  • Posts

    77
  • Joined

  • Last visited

Everything posted by Loosebearings

  1. I'm able to smith copper and bronze completely fine. It seems to be around 550-600 degrees that you have to reheat it. I also run linux and so far I see no difference as to when I used windows.
  2. Is there a command to make days longer? I'd like to make them 72 minutes long, so one in game hour is 3 minutes instead of 2. Would this mess up an existing world and will hunger automatically be adjusted or will I have to change hunger manually?
  3. I've always found it a bit boring how predictable the weather is, so I'm all for having a little bit of variation. You'd actually have to look at the temperature and do some math to see if it's worth the risk or not instead of just memorizing the day to plant each crop. I don't see any reason not to add diseases hitting monocrops too, as long as it's fairly easy to avoid with proper planning and it happens slow enough to give a player warning before their whole harvest is destroyed. Right now there's really no reason to plant more than just the same 3 types of crops each year for each nutrient type, though having more crops have different uses than just eating could help give a reason to plant different crops e.g flax for fibers and fennel for bait.
  4. You can use the /db prune [threshold] command to delete already generated chunks. The threshold value is how many blocks need to be altered by the player to keep the chunk, i.e if you set it to 5, then if you've placed more than 5 blocks in that chuck then it wont be regenerated.
  5. I wanted to add some mods to an existing world that require new chunks to be generated. I was wondering if anyone has had any issues with using the prune command and whats a good block alteration amount to set?
  6. https://mods.vintagestory.at/vsairshipmod I've been having a lot of fun with this mod. It seems fairly balanced, though I rarely play multiplayer outside of just 1 or 2 friends, so it might be different on the economy of a large server.
  7. I think it would be cool to see different surface finishes that could be applied to each different metal. Such as a blackened or blued finish to iron/steel, different colored oxides and surface rusts. Maybe we could use the grinding wheel to give pieces a bright, shiny look? There could also be dyes and paints for a more colorful look to the armor.
  8. In spring I like to plant my crops and harvest berries and fruit trees. By the time summer rolls around all my farming related chores should be done. Its time to use the long days to explore, prospect, do a little mining and build without having to return to base or build a little shelter before I can really do anything. Also start some alcohol from the first harvest of grain/berries/fruit. Autumn is time to store the year's harvest, stock up the cellar and fill all my crock pots to last through winter. Winter is time to enjoy alcohol and do indoor chores like organize my chests, smelting any leftover ores and smithing a set of spare tools. Also a good time to do some mining and clear out those massive iron veins, it's not like shorter days matter underground.
  9. I do feel like there should be more points of interest to come across. After a while travel just feels slow and repetitive. The only structures you find are ruins which are mostly early game loot and traders, which while useful I feel most players don't even interact with them very much outside of treasure hunters or for decorative blocks. The only thing I would be excited to find while traveling would be limestone, though once you find one limestone biome you have enough for hundreds of hours of gameplay. I would like some more grand ruins, though mods provide that. I think an update to world gen would help make travel more interesting, with more varied plains and mountains. Rivers are something I think would help, and possibly ruins could be more common along rivers representing communities growing alongside them for easy access to water. It would also give the player something to follow while exploring or if rivers are big enough, a challenge to overcome.
  10. I hope we're able to create our own fish farms in ponds. Would be an amazing addition to any garden I build in the future
  11. The UK is just a test bed. Other countries are already following suite and companies will be happy to comply. Remember, it's never about the children.
  12. In my first world I settled down about 200 blocks from spawn in the first flat spot I found. Though after having to get though 5 and a half months of snowfall I like to explore a bit further south. I get to find different types of stone and wood to build my first house with and usually I'm close to 40 copper by the time I find a place I like.
  13. There are already backups.
  14. I meant the actual gear item. It's constantly spinning in your inventory and when dropped, and I believe the description mentions something about it turning as well. Though when you tie it to a string it suddenly stops.
  15. The question I'd ask is how you'd get the gear to stop spinning...
  16. I wouldn't mind some less harsh non-blue colours, human-like or not.
  17. The higher the range is then the further you can see surrounding ore nodes. The only reason to go lower is to make it more difficult to locate ore.
  18. I've done some testing, seems like rafts are roughly 200 blocks per minute, while sailboats are about 400 blocks per minute. I would've thought atleast the sailboat would've been faster than sprinting, but I guess not
  19. I see, looks like I'll just have to get a stopwatch and measure it the old fashioned way.
  20. you can dig a trench around a berry bush or crop and animals will walk into it on their own
  21. Does anyone know how fast rafts and sailboats are exactly?
  22. Ask a trader if they know any interesting areas, they'll point you in the right direction.
  23. Starting with the lore side of things... The storms right now feel like they're just there to inconvenience the player, they aren't a threat to wildlife, nor a threat to traders (I know traders probably shouldn't die, but they could atleast act like they're scared of storms). The storms ramping up in difficulty each time doesn't make much sense either since temporal storms seem to have been happening for decades, even centuries at this point, why haven't they reached the maximum long before the seraph appeared? It feels too tied to the player instead of tied to the surrounding world and it seems intent on only causing a bad day for you. I think rift activity should be tied to temporal storms, with monsters becoming more active as a storm grows closer, then dropping after a storm passes. Im not too deep into the lore just yet, but the temporal storms seem to just be a giant rift, with both letting the rust world bleed into our own. This would also let players gauge when the next storm will be at any time in the cycle, and not just by the chat messages the day before. Something like the storm skybox & Dave flickering in and out in the hours before a storm alongside the chat messages (or ideally replacing them) could work as an in-lore way of alerting players to an incoming storm. Also don't have monsters spawn inside the walls of my base, or atleast inside my house. That would fix around 90% of the problems with storms. And just as a final thing to add on. How about temporal storms advancing the time required of certain processes? Think crop growth, sealed barrels, pit kilns and charcoal. This could add something minor to help the player, and make storms something more than a purely 'evil' force out to get you, but instead it just is, uncaring on whether it helps or hurts you.
  24. It's easier to just dig up all your farmland and replace it with new medium fertility soil everytime the nutrients run out than go through the effort of using fertilizer or terra preta.
×
×
  • 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.