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Everything posted by Professor Dragon
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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.
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Adventures in Cool Climes: A lot of opportunity and fun, but...
Professor Dragon replied to Liu Bei's topic in Discussion
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. -
I'd like to see bigger greenhouse interior space.
- 5 replies
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- fruit trees
- greenhouse
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A funny coincidence that kept scaring me
Professor Dragon replied to SquishyCow's topic in Discussion
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. -
how to put your images on the wallpaper of the main menu
Professor Dragon replied to ярослав Багін's topic in Questions
Interesting. Thanks. Did not know that. I would have thought that the official forum would be the place to be. -
The answer has been found. See here:
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how to put your images on the wallpaper of the main menu
Professor Dragon replied to ярослав Багін's topic in Questions
Fantastic! Good job. -
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?
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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.
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how to put your images on the wallpaper of the main menu
Professor Dragon replied to ярослав Багін's topic in Questions
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. -
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.
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You're spot on. It's https://mods.vintagestory.at/accessibilitytweaks
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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.)
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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.
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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)
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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.
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Prevent block placement destroying surface resources?
Professor Dragon replied to ColdSpiral's topic in Suggestions
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. -
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.
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How to make a Temporal Storm proof base or bunker?
Professor Dragon replied to Professor Dragon's topic in Questions
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. -
How to make a Temporal Storm proof base or bunker?
Professor Dragon replied to Professor Dragon's topic in Questions
Yeah, I've stopped staying in a Trader's wagon after he mercilessly round-housed me to death for "no apparent reason." Anyway, although I love those guys, I'm a touch suspicious of them. I mean, out there all alone, drifters everywhere, even in temporally unstable areas, and restocked every few days even though I never see them move anywhere, and never see anyone else come near them. And what exactly is the motive power for these wagons, hmmmm? And HOW do they get into the locations that they do get to? And WHY do they NEVER MOVE from those locations? All questions that I'd appreciate putting to them at some point . . . if only they had a dialogue tree. -
It is indeed a very nice list of fixes. Apart from the liquids, I appreciate the fruit tree fixes. Looking forward to seeing some fruit!
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Where do you see "red bonnet" mushrooms? Is this a typo or a mod or a beta? In v1.16.5 I see "pink bonnet" mushrooms, but not red. See first row, second picture below. There are no red bonnet mushrooms listed either in Creative mode, nor on the Wiki https://wiki.vintagestory.at/index.php?title=Mushrooms I have tried eating pink bonnet mushrooms and making them into a stew, and both are fine.
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Strange ,,double vision" and new wandering vortex
Professor Dragon replied to Xarl's topic in Questions
Answered by /u/Maelstrom, but a picture for those who want it. Press "c" to enter the character screen to see current rift activity, your player's stats, equipment and more. <EDIT: Resize to save space> -
Is it possible to move to a warmer climate?
Professor Dragon replied to Builder Bob's topic in Questions
In addition to what /u/rowwie said, if you forgot to specify it at worldgen, you could always "tp" to a more agreeable starting location. Or switch to creative move ("gamemode creative") and "fly" south, like a little birdie.