Gaelyn
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Comment as-tu fait pour illuminer le phare/la tour? Un mod?
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Yes. Ever since the update above, "a player riding an elk, who uses a translocator, teleports both player and elk." On anything before that update, you will have to push or guide the elk through the translocator; you will not be able to take it through while riding it, but you can still take it through.
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I love the attention to detail in VS. The soup on the left is onion soup with one onion per liter of water, the soup in the the middle is onion soup with two onions per liter of water, and the soup on the right is onion soup with three onions per liter of water. As the ratio of onion to water increases, you can visibly see more bits of onion in the soup. I love stuff like this so much.
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Thoughts on new fruits in handbook and linseed oil
Gaelyn replied to Facethief's topic in Discussion
Holy cow, that's so many new fruits. Why was this not mentioned in the patch notes? Wow. Much more hyped for this than for new flowers and mushrooms, although I do like having more of those as well. Having only five types of berries was a bit sad. I'm very excited for all of these new berry types. -
You should be able to do it by removing a single voxel from one side of the basin and then putting the water in that tiny hole (it will fill up the basin). You don't need to chisel out the internal bottom or internal sides of your basin at all. I was able to make a sink of sorts by using this method. The entire internal bottom and internal sides of the sink are watertight and have no missing voxels, but the side of the sink that is against the wall has a single voxel chiseled out of it. I can't remember if it matters where the single chiseled voxel is—there's a possibility that it needs to be on the row closest to the ground. I don't think there's another method for making this kind of thing without a mod, but maybe I'm wrong.
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It can confirm that that is most definitely not the case. I have re-rolled my world many times by abandoning and deleting a world within the first five minutes of playing it and generating a new world with the same settings, and all of the maps that generated for all of the worlds I deleted will still be in my maps folder. I have to look at their "date modified" timestamp to find out which maps are the ones that no longer have corresponding worlds.
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I went to a coral reef while on 1.22 and I couldn't find any live fish around it (I remember that same coral reef having TONS of fish before), so you might be onto something. All I was able to find there were the schools of extremely tiny fish that you can't interact with. I searched the entire coast along the coral reef too, but couldn't find a single live fish.
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questions Can’t find Static Translocator cave - Geologic Activity?
Gaelyn replied to AnUnusualVisitor's topic in Questions
And yeah, earthquakes aren't a thing, but if you are playing with sideways instability for soil/gravel/sand, there is always a chance that a landslide triggered by you or a mob buried it. If you aren't playing with that setting on, then there shouldn't be any way that the opening could have been buried. -
questions Can’t find Static Translocator cave - Geologic Activity?
Gaelyn replied to AnUnusualVisitor's topic in Questions
I would fully explore caves/openings in the earth (even small ones) one by one, and after each one, mark on your map that you have fully explored it (and record anything interesting you found there). If you really did fully explore a cave by taking every passageway and looking for the small gaps in the wall where a translocator room would be, there won't really be any need to check it a second time. You can be sure that it wasn't that cave and can look elsewhere. Eventually you should either find the translocator you remember finding or a different one. Fully exploring every cave you find and using the map to keep track of which you've explored is almost a guaranteed way to find translocators. -
This is a bug that I personally reported. The fact that it then got fixed in the very next version of the game makes me feel extra good about having taken the time to file a bug report for it instead of assuming someone else would do it.
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@Broccoli Clock have you made a fruit orchard yet? That's something I've got in the works right now. I haven't yet gotten to the point where any of my fruit trees have produced fruit, though. There's so many things I've still never done or made yet. I want to eventually have like, a giant museum with every item in the game. There's all sorts of building ideas I have, too, like a library, a harbor, a lighthouse, etc. I could play this game for ten thousand hours and still have more to do.
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I agree that this is one way it could be done. They would still probably need to make it so that a fish is alive when you catch it, though—at least for a few seconds. It is a bit awkward for a live fish to be loose in one's inventory (prior to being put into a container), but we do already have this with the wolf pup. Alternatively, the devs could add some kind of fish trap that catches a fish and which you need to use a bucket on in order to collect the trapped fish (or perhaps you could add the entire trap to your backpack slot, depending on what kind of trap it is). Again, there's so many ways that they could implement this. As long as the devs implement it in some way or another, I will be very happy.
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I've posted this in a lot of places at this point, but this seems like a final important place to say it. Please please please please please make it so that there's a way to capture live versions of all these gorgeous fish. I want to be able to catch these fish and then put them into a giant aquarium, with the ultimate goal being to add every fish in the game to the aquarium (perhaps I would actually have two aquariums; a saltwater one and a freshwater one). These fish look so GOOD, but they look best when they're alive and swimming around.
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