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Everything posted by Brady_The
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Nice! I feel a bit silly now that I didn't even consider Ctrl+V. My computer should be slow enough. Haha
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no animals were harmed Primitive Survival
Brady_The replied to Spear and Fang's topic in Mod Releases
Additional information. apparently also happens with certain Vanilla blocks. This bug might not be PS-related after all. https://www.vintagestory.at/forums/topic/13220-v1200-pre5-game-crashed-when-middle-clicking-large-gear-in-creative-world-no-longer-loads/. I am fairly confident that the "wooden support" crash is caused by inconsistent naming. Block ID in inventory is "support-wood-main-ns", while block ID in world is "support-wood-empty-ns", which doesn't exist in inventory and thus causes a crash on a copy-attempt. -
That really depends on how you definite "effective". The wiki offers further information on this subject matter.
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no animals were harmed Primitive Survival
Brady_The replied to Spear and Fang's topic in Mod Releases
Game version: v1.20.0-pre.7 Mod version: v3.6.8 Issue: Loading into worlds with particulators enabled will crash the game. Crash report: -
Bears and wolves run away cowardly until they die at 1.20
Brady_The replied to smith's topic in Discussion
That's not entirely true, though. Compare v1.19.8: vs v1.20.0-pre -
It's not exactly "trapping" as such, and more of a sum of insulation values, which, in context of the cellar, determine the spoil rate. I don't think that the score matters anywhere else right now. See https://wiki.vintagestory.at/index.php/Room#Cooling_Score.
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Bears and wolves run away cowardly until they die at 1.20
Brady_The replied to smith's topic in Discussion
This bug was reported on Github, so technically the developers should probably be aware of this issue. -
M'polgies. I wasn't aware that serverconfigs don't exist. Why is dev time spent on anything worthwhile? Why waste time on creating a whole game mode that removes fundamental parts of the game? Could have used that time to implement new story chapters far sooner. Why waste time on adding the option to disable the creation of water source blocks in certain game modes? Could have used that time to implement options I want to see in the game. Why waste time on adding shivers? I am arachnophobic. Why waste time on adding elks and boats? I am fine with walking. Why waste time on creating the game in the first place? Could have saved tens of thousands of people from wasting their time on unproductive pursuits that ultimately lead nowhere. Memento mori.
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The world creator has so many options, another toggle for sleep complexity probably wouldn't hurt.
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That would not only definitely add a lot to the game, but in parts is already. Fruit trees work like that. I very much am in favour of applying this mechanic to all other (appropriate) trees, but before that happens, the "wood trees" require the fruit tree treatment, giving them proper parts, mainly supporting branches (roots would be pretty nice too (cheeky self-insert)), due to the fact that trees currently have no real shape, which would result in winter in looking at a landscape dotted by pencils. There's also the consideration of bee hives. Do they despawn? If so, do they respawn? At the exact coordinates, on the same tree, in the vicinity? Is the bee hive replaced by an inlog beehive in the trunk of the tree? Etc.
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Have a look here and see if the article helps.
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The game key is linked to your account. You just log in with your details and are good to go. Generally client settings, save files, installed mods, etc are found at %AppData%\VintagestoryData. Simply copy the folder over.
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The In-game handbook offers valuable insight, not only in terms of block information and recipes, but introductory guides as well.
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Teckchnically the new critters are not animals, soo... Kidding aside, I too hope that he either changes his mind or simply swaps some steps in the workflow of adding animals. I imagine that implementing a sound into the game attached to some trigger logic is much simpler than adding an animal, its correct behaviours, animations, sound triggers and connecting it all in a coherent manner. Owl calls at night, or the hammering of a woodpecker, just to name two examples of the top of my head, would add so much ambience to the game.
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Water could have some very exciting mechanics. Particularly moving water with manmade structures. Aqueducts, furrows and overhead irrigation like in Primitive Survival, Waterwheels like in Medieval Expansion, and all sorts of other contraptions. Water locks would be fantastic, particularly with the upcoming boat in mind. Propagation, floodings, high and low tide, holes filling up from rain fall would be awesome, but all of those mechanics would most likely require some serious computing power. 1.20 will actually add the option to Homo Sapiens and Wilderness Survival to disable the creation of water source blocks with a bucket.
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no animals were harmed Primitive Survival
Brady_The replied to Spear and Fang's topic in Mod Releases
Hey Spear, I still feel somewhat bad about slandering the OG of all rafts in a certain stream, and wanted to make up for it by updating a language file. In the process I stumbled across a few things, some of more or lesser importance, some mere observations. Many of them probably known to you. World loading prints "Grid Recipe 'primitivesurvival:type': Output Block code game:clayshinglestairs-grey-up-north-free cannot be resolved". "blockdesc-*-suitable-ground-needed" prints prefix "placefailure-" in-game. "*-stakeinwater-*", "Primary", "Death", "Secondary", "heldhelp-*", "ingameerror-support-ground-unsuitable" not applying localization string. "blockdesc-skullofthedead*" reads "in soft ground" but can be placed on rock. Which is correct? "blockdesc-deadfall-tripped" reads "Sneak click to set it back up.". No sneak needed. (Handbook quick starter guide also mentions sneaking in regards to traps and earthworms.) The majority of the particulator gui has no localization strings. Older block infos seem to formatted "[desc]<br>[modid]<br>" while newer are formatted "[desc]<br>[modid]". See "stake" vs "floating dock" for example. Floating docks have same problem as vanilla ingot moulds - if stacked in hotbar, must be picked up on empty hotbar slot - not sure if easily fixable (or even interested in doing so) from your side. Floating docks ignore ShowModNameInHud setting. Stake and firework share "*-suitable-ground-needed" error message. Woodspikebundle is missing "*-suitable-ground-needed" error message. Middlemouse clicking "block-support-*" and "block-pipe-*" in Creative crashes game and bricks save file. Bonus: Me (a caveman) trying to understand the purpose of an unknown contraption, appearing to be of alien and potentially hostile nature. -
If this gets fixed, I am quitting the game. All kidding aside, until we get some proper water lock mechanics, this is the next best thing. With the right blocks and sensible elevation changes you can achieve some nice results.
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You (and I and all of us) are welcome.
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Noob here - does flowing water irrigate soil for farmland purposes?
Brady_The replied to Skala's topic in Discussion
Hey Skala, flowing water will do just fine, up to three blocks from the furthest block from the water block it'll irrigate tilled soil. This is how water irrigation works (of course you are not forced or limited to use this layout): _ _ _ _ _ _ _ _ _ _ i i i i i i i _ _ i u u u u u i _ _ i u o o o u i _ _ i u o W o u i _ _ i u o o o u i _ _ i u u u u u i _ _ i i i i i i i _ _ _ _ _ _ _ _ _ _ _ = 0 % moisture i = 25 % moisture u = 50 % moisture o = 75 % moisture W = water block (any) Be mindful around salt water, thought. It's a crop killer. -
It only works with the colour accurate map.(/wc colorAccurateWorldmap true)
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"Help" How to make a dedicaded windows 10 server for me and my friends?
Brady_The replied to Tkullberg's topic in Discussion
Check out https://wiki.vintagestory.at/index.php/Setting_up_a_Multiplayer_Server, this should get you started.