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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. 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.
  2. 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.
  3. I couldn't keep my curiosity at bay and loaded up a copy of my ocean world in 1.20, and what can I say, all animals are returning to where they are supposed to exist - on land.
  4. Judging from the bits and pieces I have seen and heard on Vies' stream, the Rustbound update for 1.20 will greatly improve and expand the mod. It wouldn't be the worst time to have a bit of a Rustbound break, if the mod frustrates too much.
  5. 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.
  6. You (and I and all of us) are welcome.
  7. I was very happy indeed when I read which I assume, is related to the current game version having more sea than land dwellers.
  8. 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.
  9. It only works with the colour accurate map.(/wc colorAccurateWorldmap true)
  10. Check out https://wiki.vintagestory.at/index.php/Setting_up_a_Multiplayer_Server, this should get you started.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. It might be not hundred percent what you are looking for, but https://mods.vintagestory.at/oneroof improves the roof building quite a bit.
  16. 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
  17. 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.
  18. 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
  19. You can use it in combination with blue and red clay to craft the fiery version.
  20. No need to. Somebody else already did. https://mods.vintagestory.at/fontsettings
  21. 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.
  22. 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.
  23. 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.
  24. The game offers the configuration to keep inventory on death. Why not implement this suggestion to balance this option for users, who might consider this option too strong without any costs or drawbacks.
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