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My first time playing vintage story and iv'e racked up around 130 hours already. I do everything in homo sapiens survival mode. Staring in the middle of the mountains has been rough for finding places to put stuff but I like the challenge it's brought
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Make water fill air blocks under itself PLEASE, I BEG YOU
JYAR replied to NastyFlytrap's topic in Suggestions
I started playing with soil gravity enabled and as a result, my world is riddled with buried plants, bald cliff faces and most obnoxiously, random areas of water in lakes that don't freeze over during the winter due to the water being "flowing". I think the water just in general needs to be hit with the patch hammer. -
I kinda just want to toss in here that Terraria actually does water pretty well despite it being 2D. VS already has block layering like with charcoal and inter-block pathway calculation like with cellars so I can't imagine it being too much of a stretch to just calculate the amount of source blocks on the upmost layer and compare it to the amount of tiles that they ought to take up and kind of just divvy the layers out until the water covers all the paths it has access too or drops it level to the next source block layer down
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Bumping this issue as I also notice it happening occasionally. Usually when i'm away for a long period of time or maybe that's just due to happenstance. The setup I have is that I have a large portion around the farm completely fenced off, and the fences used for the animals that are escaping far away from the "outside" area in addition to having 3 high fences. Regardless, it will seem like the Sheep, Rabbits, and Chickens will just explode all over the place only once they get loaded back in. I'll see the ram in a bunny pen, rabbits running around on the ice, and a chicken somehow gets into my house far to the south west. TLDR: clipping through fences doesn't seem to explain where animals end up and only occurs when chunk is reloaded?
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Historically, paleolithic peoples used live mammoth bones around 25000 years ago, then transitioning into frozen mammoths and then finally transitioning over to using primarily bowhead whales. IMO, the concept of hunting whales is a very touchy subject and required whole parties to accomplish anyways, so the only real way I could see such a dwelling be made would be with the frozen mammoths. I think the idea here is how can you survive without access to wood. "That" game has a similar issue. Therefore, i'd like to switch the horse i'm backing to Igloos. Maybe finally tying wolf domestication into being able to make a dog sled would provide an easier way to make an expedition into warmer climates for outside materials. As a huge Arctic nerd myself, the idea of an arctic campaign sounds really fun if not challenging as I already love how oppressive and well developed the temperature mechanics are as is.
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True, I think you could make them look pretty close to perfect with chiseling but that's a good argument for it being a prefab
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Kind of an off-note suggestion but longer bones had me thinking of an earlier suggestion where a guy was saying it's too infeasible to play homo sapiens in the arctic. Maybe like hides, bones can be different sizes based on the carcass. As a result, you might be able to use the largest bones and hides to construct tents. Said tents could provide passive heating due to body temperature but then again, I think this should be done with igloos aswell.
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Craft chiseled blocks back into non chiseled variants
JYAR replied to lying_dice's topic in Suggestions
Interesting that somebody else had this same problem but yeah. I love how the normal quartz glass looks but the moment you chisel it, the black border dissappears and theres no way to return it.- 1 reply
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This but maybe a diving bell would suffice? It could hang from a raft or something underwater and you could use it to get air.
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I kind of agree somewhat as it would be nice to have some more variety before working up to the sailboat. Maybe take inspiration from the native americans and introduce canoes or kayaks or you could go the european route and make a skiff. Either way, I feel like there needs to be more fleshing out of the mid-game i.e. once you start using planks. Also, why have a crude oar if I can't make a nomal oar with planks and fat???
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Just as a continuation of this post, a blueprint for chiseled blocks so you can copy them without having to do them individually would be so helpfull.
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I did feel it a bit odd that there wasn't a pottery wheel in the game as it seemed like such a natural next progression step. Maybe it would be as simple as instead of placing the layers voxel by voxel, you just click and hold as the voxels fill in around a square for each layer
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So in my own house I decided to move my outside cellar into an underground one. However, I starter building with the my vision in mind without realising that the true to life slanted cellar doors that you see aren't in the game. Theres a great variety of doors in the game already so maybe allowing them to be placed at an angle somehow would be prudent over just adding in some special prefabed "cellar door" right and left sort of thing. Regardless, I do understand that the programming implications of something like this could be too much to bear but i'd like to hear some feedback on the topic. Cellar Door for reference: