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PhotriusPyrelus

Vintarian
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Everything posted by PhotriusPyrelus

  1. I've had similar thoughts when I run across a shallow cave, like "why do bears and wolves spawn willy-nilly all over the land instead of in these caves? They'd be so much easier to avoid*!" I'd guess the problem from a game design perspective is that removing animals respawning creates two problems: first, it makes it a *lot* easier to make an area safe. Oh, you killed every bear and wolf within 1000 blocks and never venture outside of that area so new dens can't spawn or move in? Guess you're safe forever! Also - unless it only applied to hostiles - you could run out of potential livestock in your immediate area. Imagine a new player struggling for food, wipes out all game animals in his starting area. How many "Where are all the animals?!" threads would there be? Also-also, it would make crops much more safe; if rabbits can't just spawn in the middle of the night, why would you need fences? * - though admittedly they seem to have made wolves and bears MUCH easier to escape than they were in 1.15.5, but they still tend to be able to surprise you and cleave off half your HP bar almost before you know they're there. I'd rather have ways to identify when they're around and maneuver around them. In some biomes that's trivial. In many it's not.
  2. I don't know if I'd call the "enemies spawn at night" mechanic "outdated", but I do tend to agree with your reasoning that Drifters shouldn't spawn in the overworld. Hearing their perpetual moaning at my door does get pretty old. To be fair, there *is* a way to stop their spawning, but lighting up a reasonable radius around your base can take a long time to do with permanent light. I hope they can figure out a way to make combat interesting and engaging, and something I want to do and enjoy, but outside one specific game (and even that one ruined it in later patches), I don't think I've ever enjoyed combat in a MineCraft style game. It's almost always something I either avoid entirely, or use strictly as self-defense. To that end, I just turn off temporal storms. Wish I could turn off the stupid portals; I had one spawn right on top of me in the morning as I was getting out of bed one day! I've contemplated just turning it on peaceful mode, but that just feels really...lame. As frustrating as getting killed is, I don't want to be perfectly, totally safe, either.
  3. If that's the design goal, then it should be a parachute, not a glider, IMO. EDIT: And I mean one of the old school circular ones, not the new-fangled wing ones that give you so much directional control.
  4. Just tried it. I'm not tried enough to sleep. =( EDIT: Just tried it again, and this time it seems to have worked... WEIRD.
  5. So I interrupted sleep, and now my game seems to be stuck in fast forward mode. How do I fix it? @_@
  6. This is probably a really dumb question, but I threw a raft in a little pond just to see how it works, and now I can't figure out how to pick it up again. Halp, plz. x_x
  7. Eh, well, guess it doesn't matter. Sometimes I forget just how easy stuff like this is to alter. assets/survival/blocktypes/plant has two fruit tree .json files where you can edit the rooting and grafting chance, and also the death temperatures. So I guess I'll just tweak those like I did tool durability. EDIT: If that was the goal of the game, I should think there would be ways to insulate and protect the trees beyond just building a relatively expensive greenhouse. For each one (since only one such tree can fit in a greenhouse).
  8. Nope. 27 patterns in vanilla, 56 patterns in his screen shot. That was my first thought: maybe it was a mod.
  9. A turret that turns with the wind wouldn't go amiss either...
  10. Sounds to me like what one needs is a 2x1 safe room. ...or you can just turn temporal storms off in the world settings at game start like I do.
  11. I like the general idea, but I think .01% is waaaaaay too low a drop chance. I'm also not super clear on the conditions for dying off - does it only apply to the experimental plant, or to the "normal seeds"? Also not sure on how the property addition works. What about 11+12? Is that 13 or 23?
  12. How realistic is it that oak trees grow from acorn to full tree in under a year? How realistic is it that months last 9 days instead of ~30? How realistic is it that I can die from lack of food in about 2 days? How realistic is it that we never have to drink water or sleep? How realistic is it that you cannot grow fruit trees by planting fruit in the ground? That's the whole point of fruit. It's not to feed predatory species; it's the propagation of the tree's own species. Same goes for berries and berry bushes. Please, spare me the realism argument. There's plenty in the game already that is unrealistic for the sake of gameplay. I do agree that realism can be fun. But it can (and often does) detract from the experience. I believe this is such a case, and the game can already differentiate between player-planted crops and naturally-generated crops (because naturally generated ones will replant themselves [though apparently only if on soil? I've had some Rye on gravel seem to fail to replant] if they spend too long at maturity), it wouldn't be hard to add that distinction to trees and make natural ones immune to cold.
  13. Well that's a shame, 'cause I don't use Discord.
  14. I'm really annoyed at these things, from the bare 40% chance to successfully plant one after savaging a natural tree of 25-50% of its fruit production, to the fact that both cultivated but especially natural ones can die over the Winter. So trees I don't even know are there could die before I notice or find them? Annoying. I understand player-planted ones being more susceptible to cold from a gameplay perspective: you want the player to be mindful of where they're planted and to take care of them with greenhouses or whatever, but natural ones should be exempt, so they don't die before the player even realizes they're there.
  15. That's clay-molding, not knapping. Knapping - in simplistic terms - is the process of shaping stone by hitting it with other stone. That said, I have never seen that happen, no. Very peculiar.
  16. I enjoy the visual variety when strolling through the world. The inventory-management aspect is admittedly kind of a pain though. What if we had something like the Bundles that MineCraft is never going to add. Really cheap, stone-age in-inventory container with set absolute size but could hold any number of stacks, specifically for mushrooms (and maybe flowers?)? That would help a lot. Botanical Bag?
  17. The first one looks like glass panes (https://wiki.vintagestory.at/index.php/Glass#Leaded_glass_pane). The second looks like it's just chiseled out of two blocks. Unless you're talking about the glass in the bottom right, and I have no idea how you get vertical slabs like that. EDIT: Derpy doo. I didn't read. Wall-carvings. You use a chisel. Place a block, equip a chisel to the hot bar, select it, right click the block. You can now remove mini-blocks (1/512th) from the block. You can press F to change the size of the amount removed or added, you can also add additional blocks by drag and dropping onto the big +. I'm not sure what the limit in number of blocks is. EDIT2: Some demonstration screen shots: Alternating base block colours in the last one just so you can see the number and positions of the base blocks.
  18. I know the files are in assets/game/textures/gui/backgrounds, but where are the images actually from? There's one (mainmenu7.png) from 1.15.5 whose world file I'd love to get a hold of and explore... Kind of a bummer they get replaced every patch, tho. Someday maybe I'll feel like installing every version just to get all the backgrounds into one folder.
  19. Be nice if we could make some venom-tip arrows with them. I don't know how realistic that might be; I don't know if you can make venom from poisonous mushrooms.
  20. Rope Ladders are life, Rope Ladders are love. A ladder you can recover *from the top*?! Best spelunking tool ever. Next to a proper grappling hook, but getting one to work right, look right, and feel right in a first person game especially is almost impossible.
  21. Boom. Not sure how I did it. But there you go. I'll keep trying to reproduce it until I nail it down. Things I did differently: the cooking interface was closed when it completed, and the fuel was also empty when it completed. EDIT: Yes, that seems to be the trigger: not having the cooking pot interface open when the cook completes. EDIT2: Or not... I just had the cooking interface open the whole time, and it still did it. EDIT3: Okey, I'm genuinely flummoxed on how to get it to happen. I have tried having/not having the cooking window open when it finishes, tabbing out and not tabbing out while it cooks. I cannot seem to figure out what breaks it. However. Once it's broken, it seems to stay broken until the entire program is restarted.
  22. ...and now that I'm trying to recreate it, I don't even know what I did to get the fluid in hand. Ugh. But use it from the sauce pan in the future. Got it. EDIT: I mean, it had to have output the saucepan with the fluid in it, because I still have the saucepan! How the heck did I manage to get it out of the sauce pan, without using another container, I don't even remember. x_x
  23. @Ari Sorry for the double post, but I found my 8L of bone broth tucked away in the wrong place.
  24. @Ari ...I was taking the broth out of the container and putting it raw into my inventory... that's probably part of the problem. Though I know it worked a few times before; I've made soup with bone broth, and didn't use it from the saucepan, bucket, bottle, or jug... And as I was going to try to get you some screen shots, now it seems that the 8L of it I had in a storage vessel has just disappeared. Now I'll just handle it properly as a liquid; hopefully I won't have any more problems...
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