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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. Yes, it did. I took a wall block right out and that worked. It would be nice though to have a block in its place. It's a bit unnerving having drifters all around, even if they haven't figured out yet a way to get me through a 1x1 hole. I haven't tried the fence . . . should get onto that.
  2. That's a very good point. But if the farm soil blocks maintain individual data about nutrients, then converted "soil to dirt" blocks could just retain that data. Then if they are converted back to farm soil blocks, they just take those values again. It is not like there is going to be a huge number of these "soil to dirt" blocks existing at any time. Far less than all the wild crops and other entities that track progression. There may be an issue with "stacking" though. Maybe it could be like stacking food - where the farm soil takes the average value of everything added to the stack.
  3. * Option in Settings for conversion of temperatures from Celsius to Fahrenheit I'm pleased it's in Celsius. Finally! Something for the rest of the world! But yeah, sure, this seems harmless, why not? * I would like there to be text in the tooltip of clothing to specify what clothing slot it occupies - this is especially to differentiate between shirts and outerwear before committing to buying/crafting something, as it's not always obvious what slot a clothing item belongs to. Yes please! Strong support.
  4. REQUEST: I'd like to be able to plant flowers onto farmland. Specifically in my greenhouse, as there are periods when you're not cropping, but some decorative flowers would be nice. I wouldn't mind if planting flowers on farmland converted it back to the underlying dirt block. That seems a fair trade. It only requires hoeing again. (This would also tie into the other feature request that people have of being able to break farmland blocks.) Thanks!
  5. REQUEST: I'd like to be able to "open a vent" in my "greenhouse" and be able to switch it from the greenhouse effect, to not. For example, to have a vertical trapdoor in a wall, if opened, turn the effect off. And closed, on. (I don't mind about the four hour checking delay. That's fine.) Similar to how in a real greenhouse there are vents that you open in hot weather, and close at night. I see that a lot of people have trouble in activating a greenhouse. My issue is the opposite! I can't "break" my greenhouse. I have tried: Changing a full block roof glass block to a closed trapdoor. (I don't want it open, to avoid drifters falling through.) Replacing some of the full block glass wall windows with half block glass windows. However even after many in-game hours/days, these have not removed the "greenhouse" flag from the farmland. Which is a bit of an issue in a warm climate. Although the primary purpose of a greenhouse is useful to extend the season, I have also very much appreciated been able to work on crops without worrying about drifters. And no, I don't want to manually remove walls or ceilings, although I could if that would be reliable. Hmmm. I haven't tried some fences instead of glass yet . . . If anyone has any existing solutions to this conundrum, let me know. Thank you!
  6. Yes, please. I came immediately looking to see if this Suggestion had already been made, after entering my greenhouse and seeing the crops blowing around as if they were in a gale. At worst, there should be a vastly scaled impact. So if it is blowing an absolute gale outside, then maaaaaaybe there could be a residual small movement inside.
  7. Ok, two years later, but "Yes!" I would like to see more wood types. Exactly the guide that I was looking for. I didn't realise that I could write with limestone, so that was a hot tip right there. Charcoal is "expensive" to come by, but I have a limestone plain just over the hill.
  8. Huzzuh! Thanks Streetwind. This renders this 1.16.5 screenshot of my (temporal storm proof) base bolt hole, showing said crock, entirely superfluous. Aside from showing off the room, of course. <Screenshot deleted to save space.>
  9. I enjoy seeing the crock labels. However, unless you place them while facing north, you don't see the label. My suggestion is that when placing a crock, the crock label should always be orientated facing the player. Example, if you are facing east and place a crock down, then the crock should be orientated with the label on the west. Thanks - that's it.
  10. I know this is an older suggestion, but having now placed the grand total of one sign on a chest, I wish to second this: "It would be nice to have a better way of labeling chests. Current signs, if placed in front of chest, make it hard to click on the chest itself. " I mean, I can click around the edges, and I've since turned the chest into a trunk, but still, it would be nice to be able to click anywhere on the front of the chest - or the sign - and have the chest open. I hope that this part is still planned: "Made this already a while ago so hopefully coming soon! " Although I see that there is a mod. out now, for anyone who wishes to use it (I haven't tried, but it looks fine):
  11. I've got two answers, depending on what you mean by "multiplayer server." MY OWN MULTIPLAYER SERVER. Where we control all settings and mods, and most importantly, know everyone who joins (a small group of friends). 1A, 2A, 3B, 4C, 5C, 6A, 7C, 8A, BIG "ALL IN" MULTIPLAYER SERVER Open to the general public and the great unwashed. 1B, 2A, 3B, 4C, 5C, 6A, 7C, 8B Actually, my lists are pretty similar, so I'll put it into words. Own Server: Do what you want. All rules and mods are open to be changed. Few restrictions. Public Server: Enough controls to prevent griefing (eg land claims), teleports between clan member bases for free, hack prevention (scan for file changes etc). Let each server determine if it wants to have a style, house rules, enforce classes or not etc. Not wishing to compare to Minecraft, but . . . comparing to Minecraft . . . one of its great strengths is that it is "many things to many people." Leave things open, and you'll naturally get servers of "builders" - split into "modern builders, medieval builders, pixel art" etc, and "strict RPG", "anything goes" etc. But that is all dependent on critical mass. If there are rules such as "Thou must finder a Tailor before you can make pants" then you'll turn a niche game into an even more restrictive endeavor.
  12. Streetwind gave an excellent and comprehensive reply. Just to add that my spawn is in a very warm area - can't grow turnips for example as too hot. Yet the winters are cold enough to need fully repaired clothing, and you'll still freeze if out for too long. The key factor in my case I think is the "body temperature" setting during world generation, which determines how resilient you are to the cold. In an existing world, see here for commands to increase your chances of freezing to death https://wiki.vintagestory.at/index.php?title=Temperature Enjoy! You may also be interested in this post: TheDancingFox.
  13. Hello, I see in discussion threads here that you can no longer smelt ingots into nuggets in a crucible (since v1.15 I believe). Instead, you need to make a chisel, then chisel the ingots into nuggets in the crafting grid. Why not? Smelting ingots seems to be just a valid operation as smelting nuggets. You still find blacksmiths doing this today, because the ingots are "known amounts" of a set purity. And related . . . can we have that feature back, please? Next, can we create alloys from ingots? For the same reason - it just makes sense when making larger quantities to grab the ingots you need in set ratios and melt them. Thanks!
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