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Khornet

Vintarian
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Khornet last won the day on November 6 2023

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  1. As a personal principle I play unmodded, but do link it, maybe it will convince me to finally commit.
  2. Of course, how could I forget to mention fruit trees in the post above. I also think that it was a nice start and a good template. Which makes the old, standard trees so jarring in comparison. Which makes their rework all the more desirable. Though in general, I would obviously like trees to deviate from the shape of the fruit trees in a lot varieties, similar to real life trees.
  3. Any reason why these two aren't added as resources into world generation? Fire clay and blue clay are both relatively abundant (one to two "veins" will last you almost forever and I have dozens marked on my map), so it shouldn't be too gameplay-detrimental to add red clay and brown clay as varieties as well. The game already supports their blocks (shingles, bricks and hardened clay), red and brown clay doesn't exist in the handbook/creative only in the raw form. Red bricks are obviously "the" bricks out there in real life, so it feels a bit lame to limit them as construction materials in-game to the building materials trader exclusively. IF the issue here is deliberately limiting red clay because "if it's pretty it needs to be rare", then I simply propose red clay nodes be appropriately difficult to find/rare to spawn. Brown clay is ugly, so it can share spawning rules with blue clay. So, in order of rarity: brown/blue -> fire -> red. I would also personally welcome white clay (kaolinite) as the rarest type of clay to find, so that we can fire our own porcelain. Floor tiles are a bit out of reach outside of mods, I suppose, but that would create a solid grounds for their support as well. Of course, adding all that is another worldgen change, and I know that's a spicy issue...
  4. Trees. Probably one of the most notable and prolific aspect of any world in Vintage Story. Trees are everywhere. Trees are necessary. Trees... are love. UNFORTUNATELY, the trees we all love to cut down with tender affection are... ugly. First of all, the trunks are stuck in the basic blocky pillar shape from stump to top. Second of all, we have this weird idea of diagonal/curved trees, the blocks of which aren't formally connected to each other: There's no way around it; it's hideous. Then we have the tree "branch" logs, that, for some ungodly reason, weren't ever changed to be horizontally-aligned instead of vertically (despite you being able to manually place them as such): There's no way around it; it's repulsive. Then we also have the issue of branchy/leaf blocks not being even connected to the logs/branches themselves, just casually floating in the air. Illustrated in the screenshot above as well. The reason why I would like to address this issue is because: reworking the trees would most likely involve re-working worldgen AGAIN. This means, we'd all have to commit to a new world migration AGAIN. I personally think worldgen changes should be prioritized in the development process. I also personally believe the ocean/water biomes are going to get more in-depth content, which also warrants another drastic worldgen change, that would be a good opportunity to finally get trees to look and act more immersive and pretty. Now, I'm not sure if there's any plan to re-work trees altogether (nothing on the roadmap and I've oddly never seen this issue being talked about). This could just be my personal gripe and trees may as well function "as intended" for the final iteration of VS. Which would be a damn shame IMO. Now, because I'm not one to do criticizing without proposing solutions, what I would roughly expect as the optimal state of trees is what RLCraft has (you gonna have to YouTube and check them out yourself because I couldn't find a good screenshot and I don't wanna "steal" any). They're still blocky, but ostensibly more tree-like. The smaller trees are properly thinner. The core "branches out" into... branches... to form treetops. There is also a mod for VS itself that adds proper stump-like diagonal shape to the lowest log of the tree, but I can't for the life of me find which one does that exactly. More tree variety is also always welcome, preferably being segregated into patches of different geographic areas to encourage exploration. Though at the very least I would propose to add palm trees into the base game.
  5. That's very good to receive a formal confirmation of, thanks. I had a suspicion this was the case, as my bighorns did NOT walk over the 2-block high fences they're enclosed in after all, even though they're formally 2.5 blocks-high. I feel as if the game should inform you of this somehow though. EDIT: By the way, this applies to fence gates as well, correct? Since we only have those at single (or 1.5) block height. I vaguely remember encountering an issue once about my animals escaping the pen because snow piles in winter allowed them to reach height to walk over the fence gates.
  6. In case anyone finds themselves struggling with water in a similar fashion; I reached out to Tyron directly and I got the following reply: you can use world edit "/we ms" and "/we me" to select an area and "/we deletewater" to remove water inside the selection In other words, use the magic wand/select tool to mark an area in creative mode, and then use the /we deletewater command. It works. I can't believe it was that simple...
  7. I personally do NOT like this change at all. It requires re-working the entirety of your enclosure, and fast, before they manage to get out. And triple-height fences are plain ugly.
  8. It functions normally even though submerged, yes.
  9. Aaaaand I just accidentally placed a water source block on a fruit tree branch, landing myself into another similar situation. With no way to remove the water except cutting off the leaf branch I guess...
  10. Is this a bug introduced in 1.19? I'm on the latest rc build (1.19.0-rc.5). Tested with oak planks/boards and can make an oak crate just fine.
  11. Bumping this because I'm still stumped on this issue pretty much
  12. Had the misfortune of a translocator exit spawning in an underground pool of water. The standard method of placing o solid block on water and removing it to "dry" the block won't work, as the slot is occupied by the translocator. Is there any way to remove the water from here? Including a command line?
  13. Thanks for the answer. Kind of odd. I expected there to be only 4 "true seasonal" tracks.
  14. I'm fairly sure there are 4 seasonal tracks, 1 per season, not hard to guess which one is which: Summer Day Spring Winter Fall-o'-croft I don't really know what the trigger for The Invention is. I've started hearing it in-game only recently. Could it be also related to the season...? EDIT: You gave me an answer to that one in another thread just now, thanks. Turns out season is one of the triggers for The Invention as well.
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