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Professor Dragon

Vintarian
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Everything posted by Professor Dragon

  1. I like and support this suggestion. I don't think that it needs to be implemented as completely as suggested above, to begin with. Pick one cover crop eg clover to start with. Also, grass already exists in the game, so start with that: Give it a "regeneration" property just slightly better than fallow ground regeneration rate Put in "grass seeds" as an item. (I know, I know - "too Minecrafty.") I'm also not sure if "grass" actually benefits the soil . . . But big picture, I like the idea. If it was a "new crop" then you'd need to have a flag for "spawns rabbits" or not. Because currently, grass does spontaneously appear on farmland, and rabbits can spawn on that. And then eat your crops. Do you want to plant a few cover crops in your field, and find you've accidentally made a rabbit farm - that eats the main crops? Or the opposite problem - how do you stop the cover crop from spawning rabbits and giving players an easy rabbit farm? I wouldn't mind seeing "seeds" for more plants in the game. I wouldn't mind planting woad, flowers, or any of the other "ornamentals." Because currently collecting those for use denudes an area. I know that Vintage Story seems to want to stop you from making "auto-farms" and generating huge amounts of materials, but there should be a balance possible. For example, a few long "natural regen" time for flowers. Or a very small chance to drop flower seeds. Or a requirement that you can only plant said seeds in a biome similar to where they were harvested from. Anyway, yes, cover crops - good.
  2. This is why I think we need a way to "spawn proof" an area around our base. Because current methods "force" the builds to have similar architectural details, if you want to minimise drifter annoyances: Permanent lighting everywhere Low ceiling heights to decrease mid-air spawn rates Fences, doors, gates and ditches to minimise drifter movement There should be something like a "Temporal Suppressor" that you can build, which negates spawns within an area. Then you could build massive vaulted ceilings and open plan rooms, and have fields and gardens, without that constant annoyance, while still having a threat level if you leave your safe zone.
  3. I'd love to have a rabbit (or two) as pets. I like the thought you've put into it. I'm not sure that I wish to micro-manage the critters too much. Treat them like the sheep - if you feed them, well and good - they prosper. But I also don't want to have to come back to my main base every day just to feed the livestock. (Automated rabbit feeder?) I'm not sure that I could bring myself to bop them on the head for meat and pelts. I already mostly leave the rabbits alone anyway. But yeah . . . I'd call my first rabbit "Nibbles," I think. Although "Mr Fluffy Bunny Ears" could also work.
  4. We also have the Devs. direct words about how Spoilage and Cellars should work: - - - Start extract Feature: Food spoilage All food items now have a certain duration where they are fresh after which they will slowly, and visibly begin to rot. Once completely rotten the item will turn into inedible rot The speed at which food spoils depends on the food type and how they are stored. All containers now show their spoilage rate in the block info Pro-Tips: Cooking or Preserving food makes it slightly fresher Keeping a pot of cooked food above 75° keeps it from spoiling A hot climate is a food killer. Spoilage rates there are up to 2.5 times faster. On the bright side, placing food in a cellar will completely mitigate that problem. Extremely cold climates makes food spoil up to 10 times slower. Feature: Food preservation Added Cellars: Dark spaces are recognized by the game and food spoils slower there. Spaces enclosed in soil or rock are also recognized and will additionally slow down the spoilage rates Added Storage vessels: Made from clay, these vessels can store food items. Stored grains and vegetables get an extra preservation bonus. Added Crocks: For long term storage of cooked food and pickled vegetables. Added crock shelves to store up to 8 crocks. Crock mechanics are still a bit wonky/unfinished in pre.1 - - - End extract It mentions expected behavior for climate, cellars and light levels, and storage vessels. As does the Wiki: https://wiki.vintagestory.at/index.php?title=Food_preservation#Climate All of the above is in-line with what I see in the game now. For the record, I'd also love to have a "cellar flag" - something very much like the current "Greenhouse" flag for soil. It would beat having to place down a storage vessel, look at the stat, pick it up again etc. Also, the cellar bonus can be "apparently" erratic. I've had a storage vessel inside a mountain, along a convoluted path of doors, ladders and winding corridors NOT get the full bonus. There was definitely no sunlight anywhere near there, and the space was just a few blocks wide behind air-lock doors. But another storage vessel just tucked a few blocks into a room on the surface get the full bonus. I admire the cleverness of BenLi's suggestion with stairs. But to me, such workarounds always seem too "hacky." My preferred early game method is putting the vessel into a hole in the ground or wall, and then using a hay bale to block it off. The hay bale gives the same solid block bonus that dirt does, but is much quicker to break.
  5. That's what I thought. So for that to be true, I actually got a spawn in my base in the literal first second that a storm started, as I as clicking the bed. >> So asking for a no-spawn zone around the player as a default game mechanic seems unlikely to fly. Why not? Yes, I get the whole Lovecraftian theme, but not being able to build a reasonably safe space seems taking things too far. Combine these two rules: * No spawns within "X" blocks of the player. * (Optional) Check if indoors There's already game rules that can detect indoors - your storage uses this. So the code exists. Bear in mind that I've already spent 3? or 4? game years in this world, so it seems a little arbitrary that there is literally nothing that you can do, apart from the glitchy things that Fredrik (above) mentioned, or turning to mods.
  6. Hello Everyone, Okay, yet another "I'm miffed that Drifters can spawn in your 'safe space'" posts. A Heavy Temporal Storm was approaching, so I hid in my small "bunker", which has planks down (maybe not spawn proof) or otherwise has blocks crammed into every space. Then I was going to sleep through the storm. I just missed getting into the bed before the storm started - the clock countdown can sometimes jump forward a bit - but I was there within a fraction of a second of it starting. Then, I woke up dead. Or rather, didn't wake up. Killed by a Tainted Drifter. Now, this is a completely sealed room, with less than a dozen spawnable places, even allowing for Temporal Storm spawn rule shenanigans. (Yes, there is an extra half-block high headroom. Long story.) MY QUESTION Does sleeping in a bed protect you during a Temporal Storm? Because either I was VERY unlucky, and a Tainted Drifter spawned into a very small space, just before the sleeping kicked in. OR the Tainted Drifter spawned in, while I was sleeping in a bad. As per my opening paragraph, I'm a bit miffed that a seemingly "reasonable" precaution against spawning doesn't even let you get through a storm without being killed. The only way otherwise to get "safely" through storms is invoking glitches such as non-full height spaces and burying yourself alive. Is it too much to ask to have a ten block "spawn proof" area around the player? Thanks.
  7. There is coming (if it's not there already) "Cracked Vessel (Arctic Supplies) which will provide flax. Not oak though. See: https://wiki.vintagestory.at/index.php?title=Cracked_vessel Or check your Survival Handbook for same. I did that! Well, put forward the suggestion. See here: The firepit trick seems very useful. A bit "gaming the system" for my tastes. But then again, I never survived my polar starts and gave up on those, so you're ahead of me.
  8. I'd like to see bigger greenhouse interior space.
  9. My guess is that happens to a lot of people. I know it happens to me. There you are, minding your own business, in a completely safe, open - yes, you've scanned around you many times - empty field, when "Blam!" - spooky music that has you checking all the empty spaces around you again. And it's ten times worse when you're walking through bushes or forest. I'm pretty sure that's intentional, on the Devs. part. But yes, I was expecting some type of correlation with danger, also. It would make sense for example that if you walked into a temporally unstable area, with Apocalyptic Rift level, and two wolves per hundred blocks that, yes, you'd sense that something was amiss and the game would cue the "spooky music" to start.
  10. Interesting. Thanks. Did not know that. I would have thought that the official forum would be the place to be.
  11. The answer has been found. See here:
  12. Why? For decoration? To serve a purpose? Just to be cool? To tie into other mechanical devices? And would it be quicker or slower than a ladder?
  13. They could even "cheat" a bit and just put in bird song as an ambient noise, dependent on what season and biome you're in. No graphics rendering required. Or "cut price rendering" of birds hovering very high up. They don't do anything - just scenery. Of course, there could be a reason why there are no birds around. Dark reasons . . . But yeah, sure, birds would be cool. I don't need them to do anything or be edible. Just sit in a tree is fine.
  14. First, "Awesome work!" That's some fine customisation there. Second, I don't know. I'm not a modder, but I *suspect* that these files are outside the ones that modders typically handle, otherwise someone would have jumped on this question by now. There was an older question in the same vein which also is unanswered: If someone knows how to call a Dev. or "experienced person" in here to answer this once and for all, that would be grand. Otherwise, you might want to put this over in the "Suggestions" thread. Professor Dragon.
  15. In addition to the mod above, just know that there are a few "dead spots" in the game, particularly if you don't plan for them. These include early on for Temporal Storms, and if you reach night time without planning for "something to do." The solution is to either always have "something to do" - such as a pan and water source, or clay for pot making, or food for meal making - OR to use a command and/or bed to skip through time. A bed is probably best early on. Skips the storm completely.
  16. You're spot on. It's https://mods.vintagestory.at/accessibilitytweaks
  17. I like your suggestion, I like the thought that has gone into it. I love the image you've mocked up. Having said that, I think your opening line about prospecting having a learning curve to it hits the real main problem with mining - at least for me. And I'm guessing for a lot of other "new" players also. I'm several years into a world, have watched a few YouTube videos, and have yet to make prospecting work for me. I'm still firmly in the copper age, and have yet to find enough ores to progress further. I'd prefer to see a better in game "tutorial", or maybe "guide" might be a better word, for using prospecting. I wouldn't mind a grumpy old miner turning up at one of the Traders' camps (after you've leveled a bit), offering to take you into the hills and showing you how it's done. (For 80% of your first haul, of course.)
  18. I wouldn't mind having tea even if it had no buffs or effects at all. Just trying teas made from different ingredients would be reward enough. Floral tea, anyone? (Optionally we could have new crafting recipe for a teapot and cups. Pretty "one use" items, I'll admit.) Although getting a small warming benefit does make sense.
  19. I love this mod. Absolutely fantastic. This should be brought into base game, it is that good. I have a feature request. Could a "real clock" be an option to add to the display? Something that shows you the "real world" time (from your own system), so that you can keep track of the real world time while in-game in full-screen. I have this in other games (eg Star Trek Online), and it is a very helpful feature. It is so easy to lose track of time in games! Thanks. (Put in whatever font and position you wish - screenshot is to show the concept)
  20. See the first thread for background. The second thread has a mod."Simple HUD Clock" that I regard as pretty much "essential" anyway because of the clock, season and temporal storm warning functions. It has a Fahrenheit conversion in it.
  21. Yes, please. My use case is that I'll have items placed around my base, and I lose them instantly when placing other items. Place some planks on the ground under some vines you had for decoration on a wall - and the vine vanishes. Place a <whatever> on top of a stone you've placed on the ground, and the stone vanishes. I understand that if you're building with full blocks out in the world, that you might not want to have to manually clear each piece of grass before a block can be placed. But I think that some items - such as stones on the ground, or vines on a wall - should be protected from accidental deletion. As ColdSpiral suggested, either have the item drop or prompt the "harvesting" action if appropriate, or block placement. Picture of endangered items: The vine is at risk from the planks The stone on the ground is at risk from the watering can Thanks.
  22. I'd like to see a tidy up of the "Loading" screen. 1) Remove the date, time stamp and "type" flag. This is "log file" debug level information, it is not something that a player needs to see. Certainly not on each line. 2) Heavily tidy up the use of ellipses (". . ."). There are just way too many! For a start, as each line of the welcome poem is scrolled out to you slowly, that timing serves one of the purposes of an ellipsis, which is a "delay." Secondly, the run of the ellipsis into a second one seems overdone. If you imagine that as one line, then there are two sets of ellipses on one row. I'm thinking that this has been "on the list" but as a presentation item, has been pushed back behind bug fixes and new content. Still, it seems like an "easy win" to clean up, for the very first thing that a player sees on starting/re-entering a world. I'm not going to have a go at the text. I like the concept of the opening scroll as a scene setter, and I'm sure that word-smiths can contribute to future endeavors here. On a positive note, I love the backgrounds on the Loading screen. Given that I'm still struggling in a stone and earth huts, it is nice to see what a lovely world can be created, with more time and effort.
  23. Thanks for the response. Sorry - where are the chiselled blocks? On the floor? Do you know about "planks" on the ground in a two high room? I am thinking that there is not enough space for a drifter to spawn into that less than two high gap. Am I wrong about this? It seems to have worked in the past. Although I freely admit now that the rocks don't, which is a pity, because I guess planks burn near pit kilns.
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