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PineReseen

Vintarian
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Everything posted by PineReseen

  1. As others have said, It doesn't really do much, besides being decontructible into a gear and providing a very dim light as far as I'm aware. Although, the light is useful at times, like when you don't have a torch or that oil lamp thing in your inventory and need to get home when it's winter, you can just barely make out the blocks, and combined with your map it's way simpler to getting where you're going in the dark.
  2. My main concern was that panemone windmills would need to detect which way the wind is blowing to ensure that the structure works, but I guess if ignoring that is a tradeoff that the devs can accept then I guess it'd only require some checks if 2 sides are 100% protected and at least 1 side is 33% protected or something like that. I can see the friction thing being balanced, a panemone windmill with firewood or planks panels would probably be heavy and have a of friction at the base, so it'd require a good bit of wind to speed up.
  3. With the upcoming waterwheel, I decided to play with mechanical stuff in creative, and I was kind of disappointed to find out panemone windmills aren't in the game. After all, they were the first ones to be developed (Originating in the middle east). Wikipedia has a page on these windmills, the initial ones were apparently covered on some sides, which reduced the efficiency, but prevented the wind from halting the rotation of the windmill. This is what that design could look like: This implementation could require reworking how windmills or wind works though. There are some other more modern designs, like James Blythe's wind turbine: For how old and simple the panemone wind turbine is, it'd be very cool if we could have them in the game. They'd require less engineering for non-intensive uses like grinding grain or limestone, but perhaps wouldn't be as powerful as a dedicated setup. Thanks for reading!
  4. Remember to optimize your attachments in regards to file size! You have a limited quota after all.

  5. When you, for example, look at a slab a floating text thingy will tell you that you can rotate the block with a wrench, even if you don't have one in your hand or in the inventory. Same for wattle & daub with the raw daub. This can be kind of unimmersive and/or annoying when your house is made of such blocks. You can toggle this feature off, however that makes it so all popups are disabled, and you don't get actually helpful ones like which combination is for knapping or refueling fire pits if you forget. So, it'd be great if we could toggle a whole category or a single popup to adjust which ones we want to see and which ones we don't. (Or maybe those would only show up if you are holding for example raw daub on a rough wattle & daub block?)
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  6. Do you want an even longer spear? Do you want to convert your farming tools into a lethal weapon? Well, you're in luck, since this is the post for the all-new War Scythe mod! Starting from the late copper age, you will be able to forge a scythe and convert it into the war scythe, which has a range of 4 metres, albeit at the cost of damage output. The war scythe also boasts a high durability, higher than the falx or spear! Well, what are you waiting for? This is the longest stick you can poke a sawblade locust with after all! https://mods.vintagestory.at/warscythe
  7. I guess that'd be quite handy if they didn't want to send me back to my returning point with that 16 tier 3 damage... I might need iron or plate armour if I want to go back there.
  8. Why? Why would you do that? What's the point? What do you have to saw underground? The support beams? The books in your library? My motivation?
  9. I agree. I have a mod that allows this since it's rather annoying having no sticks while it's dark outside your dirt hut and you want to make some clay vessels, or tools, or a tool rack, or torches, or very many things in general.
  10. I think this is a good idea. If ingots can be broken down, then tool heads which haven't been put on a tool yet should be too.
  11. Cleavers and axes sure do look deadly, but they aren't quite so in the base game. That's why I'm introducing the all-new Deadly Cleavers & Axes mod! With this, you're sure to carve a smile into any bear that attacks you by surprise while you're chopping a Maple tree located on a slight hill for your sandstone house with three floors, an attic and a pen with a hen and a rooster! Well, there's no time to waste! Make sure YOUR local bear meets the ol' chop chop today! https://mods.vintagestory.at/deadlycleaversandaxes
  12. I'll be honest, the main reason I made this suggestion is the fact that I put too little honeycomb into my fruit press, and due to the fact that I only have 1 wild beehive right outside my house, getting more will take forever. So now I'm stuck with useless wet honey mash for, I dunno, like a few months until I make enough for it to be tall enough? Besides, I need the wax for candles now, so all my production capabilities will not be going towards that wet mash. I just want to unmash my honeycombs
  13. Just as the title says. It's rather annoying to have put berries, apples, honey, etc. into your juicing press, just to realize that it's too low to be able to be juiced, and then being stuck with wet mash that you can't eat or do anything with, really.
  14. I think the root of the problem that you have here is that there aren't enough customization options, particularly in the modding department. Changing a whole system that is in place for a long time is bound to piss off many players, probably even more than who new system is catered towards. I don't think it's a good idea to add 5 different versions of the same feature into the game either, since that means you have to perform maintenance and development on each of those. So, what can be done? Well, we just allow modders to make a mod for your problem, and add even more customization options (like turning off unstable areas on the surface, more control over temporal storm rampup, changing rift spawning, etc.). I really don't think that refactoring the whole thing is a good way to go about "fixing" this, it'd be much better if people could do that themselves without major collateral damage, so people who want the base Vintage Story experience can play it, and people who want alternatives/customizability can either download or make a mod, or play around in the world configuration. The only suggestion I don't think there's a major problem with is improving predator animal balance. I think it'd be a good idea to add a "wound" system (as was suggested in another post, I think?) that makes animals crippled when hit with a spear to the legs for example. That way you can disengage quickly if need be, but only if you play strategically. Also, regarding the "What if I want to play with friends who have different tastes" argument, wouldn't refactoring the whole thing just make one of your friends unhappy? I mean, either the system satisfies some, in which case you can't really make it a whole different thing without making at least somebody unhappy, or the system satisfies none, in which case you just get a mod (or you would if that was an option for temporal stability currently) or change the world settings.
  15. I can't believe I didn't think of that! That's like, 4 extra glass blocks freed up.
  16. Yep! In my survival world I managed to pull off this design: I really wanted to conserve my clear quartz for lanterns, so I employed this checkerboard design.
  17. I personally run Ubuntu, seems to work pretty well, although I do have issues with drivers from time to time (looking at you, nvidia-driver-590). Initially tried doing Linux Mint, but that had resolution issues after first boot after install, then that seemed to fix itself after a restart, but my internet didn't seem to be working and I couldn't fix it, so I just tried Ubuntu instead. I hope your journey with Linux goes well!
  18. I decided to take @LadyWYT's advice on testing in creative (somehow I forgot I could just do that first), and it seems like it does work? It is showing the +5 degrees bonus on the plant once I planted some in the quartz greenhouse.
  19. Winter is soon going to arrive in my world, and it'd be nice if I could have a greenhouse, but I only have access to quartz glass. Is it possible to build a greenhouse using that? I've looked on the wiki tutorial for greenhouses, and the in-game one but there's no mention of whether quartz glass is counted as glass or not. Thanks!
  20. It would definitely be weird if water buckets had two different speeds. I think the intention is indeed that you would make an aqueduct to your base of operations, if it spawns frequently enough then I'd even say it's fine.
  21. I'm making a mod where you can boil a liquid to get an edible item, but it appears that the pot is covered by residue after doing so. Has anyone ever figured out a way to stop that, or does it force residue on the pot when not cooking a meal? Thanks!
  22. I guess that's fine. I was thinking that if you add a lot alcohol to a meal then it should intoxicate you, but meal ratios exist so that's really not an option since you either can't make the meal or it gets split up. As for drinking alcohol, it should definitely take more alcohol for the wobble to appear, as far as I'm aware just one drink shouldn't make you very drunk, but it should stack exponentially instead, so if you drink a bucket you're done for in the aiming department, or doing anything at all department too.
  23. I hope that the berry bush rework will still happen! I'd love if the juicing system was expanded as a part of it, after all, juicing is one of the only options you get in terms of berries. Maybe juice could be used for meal making in a concentrated form?
  24. I like this idea. More ways to make compost is a good thing, and while berries are a pretty good source, the supply is pretty dependent on when you harvest the berries, and when they grow back. And besides, manure is a big part of compost, isn't it?
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