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Parenn

Vintarian
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Everything posted by Parenn

  1. Once you’ve redeemed the key to your account, you can log onto that account anywhere and get the game, unless I’m misunderstanding what you’ve done.
  2. I know https://mods.vintagestory.at/kevinsfurniture adds a stove with 4 burners, but I haven’t tried it.
  3. Why would it need to have application on Earth to physical things to be useful? The set of integers is infinite, the set of reals between 0 and 1 is infinite, there are lots of useful infinities, but they aren’t physical things. It’s possible the universe is infinite in extent, but there’s no way to know since we’re limited by the speed of light.
  4. How could they possibly be? The mass of the Earth is not infinite, so there can’t be an infinite number of material things on the Earth. Either you misunderstood, or he just meant “lots” and was being very sloppy, or he meant “It’d be really hard to count them.”
  5. It’s 7 for the stable release, still (or at least it works with 7, since I’ve not upgraded it).
  6. I mostly agree - I put the time to despawn dropped items up to 10 real-life hours, and then didn’t go that far from home until I had a terminus transposer thingy.
  7. Do you have anti-virus software? Did you allow the application to be launched in Privacy & Security (the bundle isn’t signed).
  8. When you go from small to large (i.e. from the power turning the inside of the gear to taking the power off the outside) you increase the speed (the teeth on the edge move faster over the ground than the edge of the axle) but lose torque. This torque loss means that there’s not enough to turn the axle leading to the hammer. If you do the opposite at the top - feed the power into the vertical axle from the windmill via a large gear (i.e. put the windmill where you ave the angled gear in this image) it’ll cancel out, and in fact be more efficient since the vertical axle won’t be turning so fast and thus lose less energy.
  9. Oops, you’re 100% right. To do a trial run: /db prune 8 keep To do it for real: /db prune 8 keep confirm To vacuum later to actually shrink the save file; /db vacuum
  10. I’d be okay with it being an item if it could go in a specialised slot, just for. You could also have tiers of them, with different degrees of magnification, with a simple one made from weaving and quartz up to an advanced glass and brass model.
  11. I was thinking about this some more, a simple first solution would be something that pumps water - if the intake is next to a source block it creates a source block on the outlet as long as there is sufficient mechanical power. If the mechanical power falls below a threshold, or the intake source block goes away, the pump removes the outlet source block.
  12. Does it count a chimney as a smoke source? Could you hide one half way up inside the chimney as a kind of relay?
  13. To save disk space, you can use /db purge. I’d place or remove 9 blocks right next to the trader, then use /db purge 8 That’ll get rid of chunks without at least 8 modified blocks (or 8 or fewer, not sure) in them from the DB, to save space. You’ll need to use /db vacuum to actually free up the space. I find I need to run /db purge in dry run mode first, or the server crashes, but YMMV. [ Sorry if the commands aren’t quite right, I’m away from my VS computer. /help db should steer you in the right direction. ]
  14. In my experience, just chilling with some planks under it and maybe something to one side (although that might be Better Ruins). Pretty sure vanilla is just a chest on some aged planks.
  15. The missing piece for that mod is some way of transporting water upwards to feed the aqueduct, given the relative absence of naturally generated water sources above water level.
  16. You can break the entire egg at once with control-shift-right click (subject to whatever keyboard mapping changes you might have made). It’s in the interaction tip when you look at a bowl with an egg.
  17. I find I have to click the “I’m not a robot button” and then count to 10, and then it works. Otherwise it just rejects me every time.
  18. Just as a side note, Cairo has been packaged with VS for a while now, you don’t need to install it separately.
  19. I don’t bother with transposers now I have an elk, riding a couple of thousand blocks doesn’t take long, if you can avoid the damn forests.
  20. My first translocator moved me to deep under a lake, about 1000 blocks away (10 minutes by elk?). The cave was full of horrible creatures, and I noped out of there straight away and never returned.
  21. Yeah, I haven’t had a crash for days now, without shadows and with the graphics details lowered a little.
  22. I’ve found them exactly under the marker, and sometimes 40+ blocks down (that was in a mountainous area).
  23. Okay. It wasn't shadows I found it would reliably crash when opening and closing a storage vessel multiple times (after 10-15s of holding the right mouse button down). Once I could reproduce it I started removing mods. It still crashed with no mods. I tried a new world, placed a vessel and it didn't crash. So, finally, I opened the game in recovery mode, and let it do its thing for a bit. Then I went back in, and it didn't crash (with no mods). I added all the mods back, still no crash. So, maybe try recovery mode for a bit?
  24. I had a similar problem, basically anything I did in the world could hang the client. I spent ages taking off mods and adding mods, and eventually it stopped. Tried the base game and it was fine. A few days later, it started happening again. Fiddled with mods again, then it stopped again. What I hadn’t remembered was that I had changed some graphics settings because the frame rate had got so much better without the farseer mod. To cut a long story a little shorter, for me its shadows. Shadows on, random crashes. Shadows off, 5 hours without a problem.
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