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Everything posted by Brady_The
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Welcome, Contraption. Tool usage usually detracts durability from the used tool. This applies to crafting grid recipes too. It looks like your saw has too little durability to craft the large gear section.
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Welcome to the forum, Therron. That would be indeed a great addition to the game. Until that happens, you could install https://mods.vintagestory.at/chiseltools which adds this very exact feature. Have a look a this introduction video.
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Futile Bauxite, a fresh start... and losing interest.
Brady_The replied to Andael's topic in Discussion
I just recently thought about that too. Maybe a bit more general. Something like It most certainly would improve the interactivity with the world and make it feel less static. -
Welcome, Phaenix. Homo sapiens mainly refers to game mechanics, monsters will not spawn, traders and ruins don't exist, any lore content is completely absent from the game. It does not change the player character to look more human. There are two mods which let you choose a human skin colour in the character creation, both of which after a quick test still seem to be working, but that's pretty much the current extent of model customization.
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It might be not hundred percent what you are looking for, but https://mods.vintagestory.at/oneroof improves the roof building quite a bit.
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pre5 tweaked the Shiver. "spawn reduction to the other secret mob." I am not playtesting 1.20 so I can't tell how much better it is now, though. pre5 also added a new mob, whose behaviour I find interesting. I don't want to spoil anything, but it almost feels bugged. Haha
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Hi Lenna, welcome to the forum. Rebinding the "Mouse click modifiers" should do the trick. If you want to use CTRL for the actions you mentioned, you want to bind Shift-click to ControlRight, because the game uses the Shift modifier for those.
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Don't forget, we are still in the pre-phase, so at best things may still be subject to change, and at worst mods haven't been released yet. Haha
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You can use it in combination with blue and red clay to craft the fiery version.
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change the email font in the game to times new roman or something
Brady_The replied to Snatiago's topic in Suggestions
No need to. Somebody else already did. https://mods.vintagestory.at/fontsettings -
Feel free to share your save file. At this point, after having gone over all the greenhouse parameters it's just a guessing game what could potentially null the greenhouse effect.
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I've only experienced them as a viewer on streams, but they seem to be obnoxiously common. If you heard a sound like someone is trying to suck the last remaining drops of liquid out of an empty glass, you encountered them already.
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A quern will throw its produce when the output is blocked, no matter if this blockage is caused by a full stack of ground items or an object completely foreign to the grinding process.
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There is! It's part of WorldEdit. How to use.
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Structural Stability For Everything (Optional Obviously)
Brady_The replied to EndlessOats's topic in Suggestions
This is not right on topic (which is a great suggestion in itself), but because dirt gravity was mentioned it's not entirely off-topic either. I'd really like to see the existing stability mechanic enhanced. I find it very bothersome that the smallest rabbit or the tiniest flower picking can result in huge land slides. Natures' support beams are roots. My suggestion would be the following: Sand - lowest base stability Gravel - higher base stability Dirt - highest base stability Crops (be it planted or spawned) don't add stability. Grass (including cattails, tule and the like) has the lowest stability rating and will only prevent small shifting (eg one block height difference). One block (self) radius. Removing grass completely will destroy roots. Bushes (including berry (maybe a good time to replace "leaf bushes" with its own block?)) offer a greater stability, due to stronger roots. Maximum of 9 block radius, maximum of 2 blocks depth - shape and amount of "rooted blocks" within the parameters randomized? Trees offer the greatest stability. Radius and depth depending on root type (shallow-rooted vs deep-rooted), but should be enormous in comparison. Same randomisation as bushes? (Support beams would work on dirt as well?) This would cut down on annoying block shifting which shouldn't really happen in the first place, the resulting floating trees, etc. This also would allow a player to stabilize their own surroundings, making the building and (in some capacity) landscaping much more enjoyable. -
In this particular case you are using Quicklime instead of Lime, which, if I remember correctly, is currently only used in the creation of Plaster.
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I am by no means a power expert, but from my understanding you are converting torque into speed with this setup, which the helve hammer can't utilize. In order to have a working helve hammer you have two options: a) Replace the large gear with a small one. b) Use the central shaft of the large gear as the output, instead of the rim.
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Lime and water will mix instantaneously. Are you using fresh or sea water? It won't work with the latter. It'll tell you in the block info what water has been filled into the barrel. If that's not it, I am out of ideas. (A screenshot, like DejFidOFF suggested, might help.)
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Your description sounds like you did everything correctly, but to clarify, did you put lime or limestone into the barrel? If you used limestone, crush the stones with a hammer or grind them with a quern into a powder, then mix the result with water in a barrel. If you used lime, are you playing with or without mods installed?
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Great mod. I am a huge fan of the mechanical additions. Would it be possible to add an option to disable the animals, though? It's easy to just not craft a craftable I don't want to use. That's a different story with randomly appearing spawnables. Cheers.
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Forest soil will always drop Low fertility soil. High Fertility soil is fairly rare, in my experience you most likely will increase your chances of finding some by going South. Medium fertility soil is common and shouldn't be too hard to find. It's possible that you are living in a somewhat barren region regarding soil quality, though. Generally you can find soil easiest on hill sides due to the exposed block faces. Realistically bonemeal is the only way of fertilizing soil to you available right now. Saltpeter can be found in caves, compost requires a lot of resources and time, and potash can only found around Halite, which in itself is pretty rare.
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Open "clientsettings.json" in %appdata%/VintageStoryData/ and check what the "masterserverUrl" is set to. It should read: "https://masterserver.vintagestory.at/api/v1/servers/". If it is set to something else, fix the line to the correct one mentioned in this post. That should do the trick.
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What's with the 2-ingot recipe for nails&strips?
Brady_The replied to Michael Gates's topic in Discussion
One ingot will yield 4 nails and strips, two double the yield.