Yeetiee
Vintarian-
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Everything posted by Yeetiee
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I am not sure if this comment is meant to be satirical or not... what is scary about rooftops (which are awesome in my opinion - love the slate one)
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I must confess that my current world is great considering the fact that I have chalk and bauxite literally laying on each other just half-a-day trip from my base. Bauxite is so abundant that I am making my floors out of it using mortar made of chalk. Greatest combo ever.
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- limestone
- sticks tweak
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Actually you can make mortar using said chalk stone which, if grounded and baked, will give you quicklime.
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- limestone
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Idk if you know but chalk is also a source for lime if grounded. In my current world (30+ hours) I haven't seen a single limestone but chalk is abundant. Also for leatherworking you could use borax instead of lime. Probably you could burn them but I am not sure.
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- limestone
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It depends on the food as vegetables and grains have long shelf life to begin with. But if you want to make complex, more saturating meals you will include meat (or soybeans) and it is not that hard to get 24 pieces of meat in one go late in the game. Both winter and spoilrate are adjustable in worldgen so you can tweak it to match your preference. Also I think cauldron as a block would look great in my kitchen
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As the first thing I would say look for flint stones to make knives to cut reeds for container. The next best thing: watch some youtuber playing Vintage Story this is what I did
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Hi, Current cooking system based on pots is really tedious if you are making a big amount of food for the winter. Pots max capacity is 6 portions, crocs is 4 and if you want to prepare big amount of food you either use multiple nearly half-empty pots or use one pot for a really long time and it seems wasteful fuel- and time-wise. As we now have different functional blocks like oven, destillery or even barrel what I miss is a simple cauldron. But to preserve the feeling of progression and to not make current pots useless I propose that cauldrons: - have capacity of 24 portions of food (4 pots or 6 crocks) - food can be taken from them only using bowls, pots or crocks - are a procedural block - if you destroy them you loose all their contents. Food can be moved using only bowls pots or crocks - are cast from iron or steel - are more fuel-efficient if large amount of food is being made at once, for example if 4 full pots make food using X amount of fuel, then a cauldron would use ~75% of that fuel regardless of the amount of food in it (making it cheaper when more than 18 portions are in it). What do you think?
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I think it is a great idea and probably devs already thought about it. To be honest, the exploration part in the game is great but if you start building something big and the various resorces like lime and stone are scattered it gets a little bit tedious to constantly travel to the same places. The ability to connect different resource sites by rail would be a great addition to translocators. And it would not be that hard to implement if the engine is pushing carts instead of pulling as it would solve the multi-block entities problem. With different carts for various needa (cargo, engine etc.) it would make building a functional network worthwhile. But to make it real the engine should not be all-powerfull and the elevation and the number of carts pushed must matter.
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You meant making sand and gravel "collapsable" like charcoal stacked on a ground right? Then all new generated chunks will have to check if gravel and sand is present and if true then the game will have to make them "collapse". As we can have sand and gravel hills and mountains generated, it would be a litteral massive landslide and the amount of data to compute would melt PC. It is easier, all things considered, to add new slabs, even if you have to make the soil able to grow grass
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I think your proposal is a little bit too invasive in worldGen process
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Hi, As we have many slabs in the game, be it stone, wood or path, slabs for soil, sand and gravel are missing. Adding them would allow to make traveling near our bases a lot easier and would improve the aestetics a lot. To be clear, I am not proposing to change the world generation process to include those slabs in the world or to allow farming on soil slabs. All those slabs would be made by the player and the soil slabs could grow short grass if near another slab or block of soil covered with grass. Cheers!
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Thanks! Then, worldedit tool here I come! If the game won't give me small sea, I will make one myself
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Hi everyone Recently, I had this thought about making a base near the big body of water and style it as a port village but every new world I make has only small lakes and swamps. Is it even possible in the current version of the game to get big water biomes? And if someone has it in their seed, would you please share it? Cheers
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It really depends on what you want to do. I tend to start a new world with some plan for construction. Most recently I wanted to build small castle with slate roof and some light stone for walls so I looked for a seed with plains or small hills with slate nearby. I got nice monolitic granite structures which proved priceless with the amount of stone needed for bricks (it turned out flattening those rocks is so much easier than making regular quarry). Unfortunately, the closest rocks used for mortar were half a day trip to the west. So I guess you cant have all the things needed on site.
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Why not solve the problem with nutrient level of picked farmland by making it an another item with default 0% nutrient. It will still force you to be careful where you put it but won't permanently destroy the coveted terra preta. It will also help when you will want to remodel your farm. You just pick it up with shovel but must wait for nutrients to regenerate. Moving and placing non-tilted soil would still give 100% nutrients in farmland after tilting
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- farmland
- greenhouse
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Slash and burn doesn't improve fertility of the soil. It is used to quickly remove forests. And it is only good at that. Brazilians farmed using nutrients which were already in the soil. Burning didn't improved it.
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But it won't stop people from making this accounts and then adding spam using bots
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As the fight with spammers continues I propose adding the ability to ignore users. This feature would hide all posts added by ignored accounts and prevent the ignoring account from seeing any new post added by the ignored. Tbh it seems easier to block spammers than constantly click "mark as read". And the biggest question: Is it even possible?
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Tapping maple trees to make maple syrup.
Yeetiee replied to xX_9001LordVision9001_Xx's topic in Suggestions
It could be good replacement for honey during winter (assuming it will be the only season when it could be harvested and be used for making jams). Destillery could be used for refining the sap into syrup. But it would definietly need a tap with bucket and probably some protection from wildlife like raccoons. -
Thank you About that phrases: try + symbol as most, if not all, spam contains phone number and its not that commonly used sign.
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So leave "questions" subforum for them. The rest should belong to players. I can live with ignoring one subforum but clicking constantly "mark... as read" on all subs to follow up is getting tedious...
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As of now i don't really care if its overall ban on posting for nonbuyers or new accounts, captcha to add posts or your solution. I just want the luxury to check the forum for new posts and see normal content instead of this spam.
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We have probably a new record today. 3 spammers accounts are active at the same time and are adding their garbage. I can't determine if there is new post on forum as spam can fill whole pages...
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Then maybe try chiseling andesite. Downside is, depending on your project, you will probably be mining and chiseling a lot of blocks. Thats why in my current build i chose slate roofing. No need to use pit kilns, just stones and blue clay. Still I had to flatten one mountaintop to mine required amount of stones
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You can make blue rooftops from blue clay. Type roof in in-game handbook and you will see apropriate recepies. Sadly our wiki doesn't have info about it.