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Everything posted by Kolyenka
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oh, hm. that makes sense, though it is a bit of a bummer. thank you though !
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oh, so this is the lovecraftian stuff that i keep seeing mentioned ?
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So I know that a room has to be 7x7x7 or smaller to heat up with a fire, but I'm wondering what about 7x7x7 is important. Is it the dimensions? Is it the number of blocks? Can you make a room that's 7x7 and then take one block out of the north wall and add it to the south wall without making it ineligible? I have a house that's 7x7 with an A frame roof that's 7 at the highest point. But I also installed a hearth that's cut 2 blocks into the wall, meaning in some spots it's 7x8. If I add blocks to that spot on the opposite wall, will that register as 7x7? Because my other idea is to add some dividing walls, but I'm really liking the open floorplan right now. (also--sorry if this doesn't make a lot of sense, I really don't understand the room size thing at ALL)
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We keep finding weird ghost images of each other. 2 player LAN server. I'm hosting but we both experience it. The ghost will have the same nametag and be stuck doing something (standing, walking really slowly--still moving though!--climbing a ladder, etc). It seems to despawn after a random period of time. We've seen it regardless of who hosts, and since before the homesteading update came out. I'm posting about it again because it's gotten much more frequent after updating to the latest bug fix (v 1.15.7)! Note that we can never see our own ghosts, it's only something the other person can see.
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I have noticed this happening sometimes in trader caravans, but if I go away and come back (unload and reload the chunks) it fixes itself. Does that chunk stay dark even when you come back or reload ?
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impressive but also kind of terrifying looking
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Our kitchen so far! We just made it to the copper age. It has an oven, stove, counter space, and a sink. Plus storage in the support beams--lots of chests and reed baskets, all accessible via the two ladders in the kitchen. Really loving the overhead storage so far.
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isn't that just what immersive mouse mode does? i know it's not a perfect system (having to hold alt to do stuff in your inventory is annoying as hell), but it unlocks the mouse in all situations, and then introduces the use of alt as a toggle to turn it off.
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I feel the same way about many of the technologies (flour/bread being gated behind copper tech is bizarre), as I also like to stay in the stone age as long as possible. To be honest, I sometimes just creativemode in grindstones and feed troughs, because I want those aspects of the game but I don't enjoy the copper or bronze age nearly as much as I do the stone. I've maintained for a while that adding in less effective versions of most metal-gated items would vastly improve the early game, and allow players like us to hang out in the stone age as long as we like. However. The impression I've gotten from both the game itself and the forums is that players aren't supposed to want to stay in the stone age for any real length of time, and the development that's being planned is focused far more on adding more technology to later ages than on adding tech to the stone age. All of this to say: if both the devs and the vast majority of players on the forum think of the stone age as something to get through, rather than something to enjoy and take one's time with, I doubt that we'll be seeing any real improvements to stone age QoL
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Ah, I missed that, my bad. I hope you can find a solution eventually!
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Mods definitely do apply to servers--the Aura Fury server, for example, uses mods (you can see their modlist if you scroll down a little). They work on LAN servers, too, if that what's you're using--my sister and I had an LAN with mods and they worked fine. I'm not sure why they're not working for you, but I can only think that either the mod you're trying is broken or else both of you don't have it enabled. Have you tried using the mod on singleplayer? Also, have you tried other mods, either in singleplayer or in multiplayer? Bummer that resetting the grace timer isn't working at all, though. I assume both of you reset the drifter spawn chance field, so if it doesn't work then yeah, it must not apply to servers (or else is outdated advice--sorry about that, if so!) And yeah, that's the drawback to sleeping every night--it won't help you underground.
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Tyron mentioned a while ago that you drastically reduce drifter spawn rates: I don't know if either of you are coding-savvy enough to want to try it (I wasn't), but afaik that may well be the only way to permanently get rid of drifters--by setting that chance to the lowest possible number. However, having not tried it I'm not actually sure if you can set it to 0 or just to something like 0.000001 (which would at least make them very rare occurrences). I don't believe spawning mechanics have been changed significantly since he gave that advice, so it should still work... this is the thread I pulled the quote from, btw I'm not sure why the grace timer command isn't working, though. Have you tried just setting it to 10 (or any other number available in the world config settings?) as for the entity removebytype not working, I'm pretty sure that's because when you type in the command, it removes all drifters in the world, but then the game notices there's no drifters and immediately spawns some more in. hence why the number changes every time. Another option, which doesn't disable drifters but which helps you avoid them much easier, would be to sleep through/skip the night, every night. Aged wooden beds give you 9.5 hours of sleep, and are usually sufficient to sleep away the whole night (except far north or during the winter). Drifters won't spawn on the surface when it's light out, so you can drastically reduce how many you have to deal with by never giving them a chance to spawn. You could also use commands to change it to daytime once it starts getting dark: /time set morning will do it.
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I know this is old, but for anyone wondering this recently: yes, you can. Whatever mods both the host and the other player(s) have in common will be in the game. If your friend has a couple extra mods enabled, those won't show up or cause problems.
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That would be very cool. How would you deal with terrain height variation, though ? Or would they only work on flat surfaces (thus making roads much more useful).
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Love the new clay oven cooldown speed, feels a lot more balanced now. Plus, I can now have a nice relaxing night of baking pie without worrying about constantly reheating it. Absolutely love it !
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Yes, should be fine. I have a greenhouse with two rooms connected by a door (so the first room has two doors and the second only one) and they both work perfectly.
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I'd like to help contribute to the wiki, please ! My wiki username is Goaliemagics
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This has been happening for a while now (since the big update) but I only just thought to report it. Playing on a LAN with one other person, and sometimes one of us turns invisible to the other, i.e., I won't appear on my sister's screen even though she's looking straight at me. I can see myself fine though (in both 1st and 3rd person). The affected person disconnecting and reconnecting fixes it, although it inevitably happens again a few hours later.
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I'm not sure that's a bug--I've noticed that happening on farmland as well, and also in water. I assumed it was by design. Or if it is indeed a bug, then it's also happening for me, lol.
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We dug out a cellar that was 5x5 and 2 tall with all surfaces being claystone rock and then I remembered I wanted to do a wood floor, so I dug out the floor all the way and added ebony slabs. The food spoilage rate got worse with every slab I put down (until it was at like .45 for nongrain/nonvegetable, which is worse than if I just had a storage vessel sitting outside). I took all the slabs back out replaced them with granite cobblestone and it went mostly back to normal, although now it's still not quite as good as it was before I did anything. No idea why the mere presence of ebony slabs in a cellar should change it that drastically, but it definitely seemed like a bug.
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Currently playing in a tropical area that has a bunch of storms all the time. I love the noise and the mood of it but the constant flashes of lightning (which I seem to be getting even if I'm inside) are a major migraine trigger for me, and I imagine they don't do any favors for people with epilepsy either. I'd really appreciate a toggle that just turns lightning flashes off (but that doesn't remove the storms, because I really love those).
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There are some nights that I don't get a single drifter spawning, and some nights where there's TONS. I'm not sure of the mechanics of it, but I'd give it another few days before getting worried. Temporal mechanics don't affect normal drifter spawn rates--disabling temporal storms gets rid of an event where a bunch of drifters spawn out in the open, and temporal stability affects how stable certain places in the world are (spending a long time in the less stable ones depletes your temporal stability and will eventually enter the Rust World). Neither will affect how many drifters spawn in the world outside of temporal storms.