Jump to content

junawood

Very Important Vintarian
  • Posts

    238
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by junawood

  1. If you're playing singleplayer, that's easy to fix by creating a world with a different tool durability or changing that later. In Standard Mode the default is 100%, in Exploration Mode it's 200%, and you have some more options between 50% and 400% if you customize the settings. Armor... Well, again depends on your settings whether you even need them or how much. I normally play Exploration Mode and change some settings. Right now I'm testing the "Standard" settings again, because I wonder if those should be the standard in my opinion, and if the name doesn't lead too many newbies to start that way and then struggle a bit too much and unnecessarily and like the game a bit less than they could, if they chose other settings and were more aware of that option. Or people start multiplayer servers with standard settings or with whatever changes and it's hard to tell for players what the settings are on that server and especially newbies might think they don't like the game and its balancing, while it's the individual settings of the server...or the standard settings that might not be the best option.
  2. Yup, had that happen too, a few times in the past couple of weeks. I checked once in creative mode and there definitely was no translocator nearby. And even if there was a translocator you hadn't found yet, it wouldn't make that sound because you have to repair them first.
  3. Like redram already explained, you can set the creature hostility to "never hostile", and there's also a grace timer that can give you up to 10 days without monsters. Either change that in the world you already created or click on the "customize" button before you create a new world and choose what you like. And light keeps them from spawning, so get some torches and later other stuff to keep them from spawning in your base. The story behind the drifters? Find out more about them in the game or read some threads about them here in the forum. You are. You just have to get some light and find things to do, like crafting or building.
  4. Traders, items and even stock and price are listed here in the wiki: https://wiki.vintagestory.at/index.php?title=Trading
  5. ? How many sticks do you use and for what? I collect some sticks from the ground and from bushes and at the beginning of a game I make sure to break at least most of the leaves blocks before I fell a tree and smith shears for that as soon as possible (you get way more sticks out of trees that way). Then I normally keep one chest with sticks and only occasionally collect some more and rarely use the shears before I cut down trees, because I don't really want more than one chest with sticks. I think the only time I really run out of sticks is when I find a trader who buys ladders and I'm too far away from my base and that chest to just run back to craft some more.
  6. They're in the handbook (H), but if you play the game in another language, you should find those parts and what they're named by checking the things you can craft with logs. The clutch is directly listed under "Ingredient for", and for the transmission you can click on the "Angled gears" and then it's again listed under "Ingredient for". Or you could find all parts in the Creative Inventory in Creative Mode, listed under "Mechanics", the bottom tab on the left.
  7. And if you click Shift + H while you do that, you get directly to the info in the handbook. If you look at a stone on the ground, you get the info for what you can do with a stone on the ground: "Knap" and "Pick up". If you look at a stone in your inventory, you get the name and the info "Rocky goodness. Can be thrown or knapped into stone tools and weapons. 1 blunt damage when thrown" (maybe not in all languages, because this is early access and not everything is translated yet, and you could argue that the info that it can also be used for things like cobblestone is missing, but that would be a bit much and is in the handbook). If you look at a knife blade in your inventory, you get the name and the only other info that could be added here would be that you can turn it into a knife with a stick, because you can't do anything else with just a blade in this game. You posted a picture of a knife blade with the info of a knife, which would be your "Why so inconsistent", because every other thing has the info for the thing itself and not the info for whatever it is when you turn it into something else. That's why I explained above that you get the burn temperature of the log when you look at the log info. You don't get the burn temperature of firewood or charcoal or wooden pans when you look at a log. You get the info of the thing you're looking at and not the info of the things you can turn it into. Handbook -> "knife" -> Granite knife -> Durability 90/90, Tool tier 0, Mining speed -, Attack power -0,8 hp, Attack tier 0 and some more info -> Flint knife -> Durability 130/130, Tool tier 0, Mining speed Plant 1,2x, Attack power -1 hp, Attack tier 0 and some more info -> Obsidian knife -> Durability 160/160, Tool tier 0, Mining speed Plant 1,2x, Attack power -1,5 hp, Attack tier 0 and some more info Yep, it is the wrong way, because you waste time and stones to first collect and then knap them into whatever to compare them, instead of simply comparing them in the handbook.
  8. It's way easier and faster with the handbook. Because you don't even need to have the material, neither in front of you, nor at all. Just search for "knife" in the handbook, see all the possible materials/versions and compare them (even iron, meteoric iron and steel versions). Or search for a material like "flint" and see everything you can use it for and get all the other info about it. If you look at a log, you get the burning temperature for a log. Not for firewood, charcoal, pans or whatever. If you look at a stone, you get the info for a stone. Not for all the things you could turn it into. If you look at a knife blade, you get the info for a knife blade (none, because just the blade itself is useless in the game). If you look at a knife, you get the info for a knife.
  9. Rough hewn fences 1.14 and the gates 1.14.3 https://www.vintagestory.at/forums/topic/3314-stable-steel-age-and-character-customization-v1140 https://www.vintagestory.at/forums/topic/3624-stable-christmas-patch-v1143 You can place as many as you want, but they don't connect in a way that you could open them all at once with just one click. Like the normal fences and gates, rough hewn fences and gates are "invisibly" a bit higher than one block, so you or other creatures/animals can't just jump on/over them from the same level the fence/gate is placed on.
  10. You can craft "rough-hewn gates" with an axe, some sticks and logs.
  11. junawood

    Shells

    Well, it's not as common as copper, but if you keep exploring and checking stones on the ground, caves and wherever you find exposed rock, you'll sooner or later find some and other nice stuff. And while you're doing that, keep looking for more traders and check them once in a while for interesting things they might buy or sell. Here you can see what kind of traders might be helpful: https://wiki.vintagestory.at/index.php?title=Trading
  12. junawood

    Shells

    You found borax bits, so I guess you know where you could mine some. So if you haven't found any or enough ore (16 tin nuggets would be enough for exactly one bronze pickaxe and an anvil) to make your own bronze pickaxe, try to find the right traders to make some money/gears and buy either some ore or directly a bronze pickaxe. That way I sometimes have a bronze pickaxe before I even started with copper.
  13. I don't know what exactly you are looking for in the spawn area of a new world, but could it be an option for you to just choose the starting climate (and maybe forestation or whatever is important for what you are looking for), create the world, two-click confirm your character and then check the map? And if you find one that you like, just create a new world with the same starting climate and the same seed and only THEN customize all the other settings and your character?
  14. The transmission is two gears in line that are not connected. If you add a clutch to the side and activate it with RMB, it moves a bit and connects the two gears. So yep, the clutch is a switch to turn that part of the machine on and off. Like Ivan said, best is to just go into creative mode and try some things without having to make all the parts first. And if you make the parts in a normal world, you can find all the recipes in the handbook, and if checking the handbook over and over again get's too annoying after a while, just write them down on a piece of paper or print them out. Yes, I've done that.
  15. Why don't you just start in a world and take looking for a nice area as part of the game? Hoping for the perfect spot for your personal preferences and that directly in your spawn area... I mean, people win the lottery once in a while, but... ;D But yep, being able to save customized settings could be nice.
  16. Not sure about multiple windmills, but this is how I connected a pulverizer and a quern to one windmill, and maybe this helps you or someone else a little. In the first picture you can see the large gear on the ground connected to the back with angled gears, two axles (that connection can be a little tricky, so add the angled gears to the large gear and the axle to the block next to it before you connect them with the axle in the middle, or attach the axle in the middle to a block on the top or one of the sides; otherwise it might give you the error message that the axle has to be connected to a block), a brake (to be able to stop the sails) and then leading outside to the windmill rotor with axles. In the front, the large gear is connected to axles with angled gears in two spots, and more angled gears and axles lead to the floor underneath with the quern and pulverizer, that you can see in the second pic from the same angle. In the third pic you can see the axles leading down on the side of a pillar, angled gears connecting them to a transmission and a clutch behind it to be able to disconnect it - because you don't want the noise of the pulverizer if you don't use it and the wind might not be strong enough to power two devices - and then I added another axle to connect that to the pulverizer, but that was just to get the pulverizer to a different position. In the fourth pic it's the same, just that the transmission is directly connected to angled gears and then the quern. You could build all on the same level and more compact and connect the devices pretty much directly to the sides of the large gear and lose less power that way, but those weren't my priorities this time in that world. Okay, well... now I had to try that and reduce all of the above to the minimum and that's what you can see in the last picture. sails - rotor - brake - angled gears - large gear - angled gears - transmission + clutch - pulverizer/angled gears+quern
  17. Yep, I think since 1.14 there are some weird problems with it, but I'm not sure yet what exactly is going on and I thought it might also have something to do with my new world starting in a hot climate and my base being a bit above the ground, but maybe not, and I haven't had the time yet to do more tests. I normally have a small 3x1x1 "cellar" next to the firepit, and when I leave the GUI of the vessels in it open and close the cellar hole with a soil block, the numbers change and I can see how long each food item in the vessel will last with a closed cellar. That doesn't really consistently work at the moment. Sometimes I close the cellar and the numbers stay the same. But when I check in creative mode and dive through the blocks to check the numbers, they're as expected. And sometimes stuff seems to spoil slower in my inventory then in vessels, but again I'm not sure if that has something to do with the hot climate.
  18. Yup, I've had that same problem once. If you're in your own world and not on a multiplayer server, you can simply go into creative mode with "/gamemode 2" (and back with "/gamemode 1") and replace the translocator. On a multiplayer server, you could ask the admin if they'd do that for you.
  19. Normally: 3 months x 4 seasons = 12 months a year "Correct hemisphere simulation. If you travel far enough south, the seasons will be flipped, i.e. Winter in July" So I guess the answer is: It depends... https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-pre1-r251/
  20. Well if it was so deep that nearby lava heated up the water... I'd expect it to be connected to global temperatures and not that local, but maybe...
  21. That's bioluminescent plankton and normal in hot climates, but I'm not sure why it appeared only at that level in your pond. https://wiki.vintagestory.at/index.php?title=Ambience_Features#Bioluminescent_Plankton
  22. Might be an idea. Then I'd also add an option for two crossing lines for four smaller square "tiles" and not only one line for those two long rectangles.
  23. Yup, it was that way and it looked better to me as well. You could also use them for a couch (polished basalt slabs for cushion and pine slabs on the sides), but now with that line it looks weird. Not sure why that was changed and I can't come up with a good reason why a stonecutter would add a line to an otherwise perfectly smooth polished slab. @redram @Tyron What happened to the polished stone slabs? ^^
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.