-
Posts
116 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Shoom
-
Thanks! That's such a neat trick I've never thought of, I've wanted to build a lighthouse out on this massive lake I got for a long time but avoided it because of the swimming it would take.
-
I tried logging the issue but I'm unfamiliar with GitHub, you're obligated to attach a log file which I'm not quite sure to find, as you said I don't think there's any relevant information in there. To me it seems like a simple issue with the spawn location of the sailboat following the launch animation, right now it seems to spawn the sailboat at the origin point/center of the construction area rather than construction area + a few blocks forward as it should, I hope that makes sense, I do a little gamedev for fun in my spare time and it's what my spidey senses are telling me.
-
I remember when they added those things about a year ago or so, I was blissfully unaware until I saw this in my peat cellar one night.
-
Some light sources are deceptively bad at spawn proofing, namely oil lamps and candles. Lanterns are the best and what you really want to get rid of those pests (except for a full chandelier but good luck finding a steady supply of those) Still, even with a lantern, enough clutter and blocks inside a room can cause some block in a corner somewhere to drop it's light level just low enough to allow drifter's to spawn on it, so even a small change to a room could result in a drifter spawning somewhere in your house a few days later, and since those bastards tend to run around like they own the place it's seldom clear exactly where they decided to suddenly start existing, it's kind of an endless battle, until you build a rift ward I suppose, but by the time you can build one of those you can probably kill mantle-tier drifters in your sleep.
-
I just tried it quickly in creative in the current version and got the same result. I don't think you're doing anything wrong, could be a recently introduced bug.
-
You have visually missing chunks.. inside your physically missing chunks.. I'm at a complete loss here.
-
This is what my inventory usually looks like, minus the steel axe and sheers. Numkey 1 is always pickaxe, 2. is self-defense, 3 is whatever tool I'm currently using. 9 is food and 0 is bandages, the rest can be whatever, usually ladders, torches/light source and some type of block. I always keep clay, flint and sticks with me as you can use them for lots of things. Spare pickaxe, prospecting pickaxe and flint goes in mining bag to save space, can also chuck main pickaxe in there if a extra slot is needed. Tools like knives, shovels and axes I make using flint and sticks on the go if needed. I always try to round up dry grass into bales, the blocks can be useful for navigating, building or blocking as they break quickly, can also be turned into sleeping bags in a emergency. The spare backpack doesn't see much use, but occasionally I'm far away or deep underground and find loads of cool stuff inside a ruin and those extra few slots can save me from having to make an extra trip. Oh and of course my gears in case I find a trader selling something cool.
-
Any way to close off the room if an axle is entering it?
Shoom replied to Broccoli Clock's topic in Discussion
Here's my solution for an airtight, automated pulverizer/quern accessible from kitchen/smithy. The quern is powered from above, with a input vessel, 3 hoppers chuting into a vessel at the bottom (not the ideal 4 hopper setup but I couldn't fit it, this works adequately enough) The pulverizer has the input chest on the above floor, accessible through a door. Getting this all to work was a tedious endeavor (an eldritch abomination of axles and gears live inside my walls) but being able to do everything from one (warm) room is quite nice. -
Crossbows would be neat, fires instantly unlike the bow but has a long reload leaving you vulnerable and a somewhat expensive recipe requiring both a bow stave and some metal parts, maybe give the hunter class a exclusive recipe for a better version. There could also be a late-game recipe for a semi-automatic Van Helsing style crossbow requiring Jonas parts, a bit over-powered but considering just how arduous of a task Jonas devices are to craft in the first place I think it'd be fine, a schematic for it could be locked behind story progression like the glider.
-
High readings do exist, needless to say they're quite rare. I think I've come across 2 or 3 in total.
-
Carpenter could get an extra plank when sawing logs, maybe an extra piece of firewood as well when chopping wood, maybe some increased woodworking tool durability as well. Side note, would be cool to have a mechanic for chopping wood, maybe you need a chopping stump, sort of like an anvil, you put a log on it and split it with an axe, get 2 slabs, put a slab on it and you get 2 firewood for each slab.
-
Curious what tree you guys farm for charcoal, I'm currently using birch because I have crates full of seeds from shearing bushes. I've heard some say pine because they grow tall, but oak seems more useful to me since you can use it for tanning and they can grow quite big as well, I'm guessing oak has longer growth time than pine? I haven't really looked into it, a 3x3 pit of coal used to last me ages but now that I got steel furnace my coal consumption suddenly increased like tenfold.
-
I made 4 pickaxes, 2 hammers, 1 axe and 1 chisel using 8 of my first 16 ingots. I'm saving the other 8 for later.
-
Crude > Flint > Bone > Copper > Silver / Gold > Tin Bronze / Bismuth Bronze > Black Bronze > Iron > Meteoric > Steel https://wiki.vintagestory.at/Arrow
-
It's a fun feature but it can wreck your scenery quite hard, some areas may end up looking like they were shelled by artillery fire because some naturally generated caves will collapse and some mountains will have their dirt slide off as animals walk on them. If you don't mind some chaos and want more challenging mechanics to wrestle with, then go for full soil instability!
-
Correct, to be honest the forth regular backpack doesn't see much everyday use, I usually do what you describe, but when you're very far away from home, being able to gain 5 extra regular inventory slots can be valuable, especially if you find something cool and you don't plan on ever trekking back there. Once I finally get the sturdy leather bags I might stop doing this.
-
I also always keep a mining bag inside my regular bags, just in case I find some ore or stone while outside, however I feel like this is likely common knowledge.
-
Carry around hay blocks instead of dry grass, you can store 8 times more dry grass that way in a single inventory slot, hay can be turned back into dry grass by simply putting it in the crafting menu, the blocks themselves are also pretty useful to, especially for when building because you can break them extremely quickly compared to dirt, stone or wood.
-
Yeah, you probably want at least a 2 block high pen area for larger animals, when winter comes snow can also pile up high enough for animals to jump the fence, so mind that as well if you don't have a roof over them. Another thing I've noted since the new animal animations in 1.21 deer seem to run a lot faster and I'm pretty sure I saw one clear a 1 block fence unassisted.
-
Animals won't despawn as long they're in a lit area, I have a moose I've kept for around 300 hours inside a barn. Also I don't know quite how spawns work, random animals seem to migrate through the place I live, I've had everything from deer, boars, bears, wolves, chickens and goats come and go, I think it might be tied to the different seasons. Bears seem to wander into my area in winter and now during autumn I've noticed a lot of pigs wandering in
-
Ability to harvest glow worms and a couple of other suggestions
Shoom replied to Derro's topic in Suggestions
Wish the glow worms were a bit more common, or able to generate and grow similar to vines do on trees and such, they're such a cool thing to see but I've only come across 3 or 4 locations in almost 500 hours of play. I saw the real thing in New Zealand some years ago in the ceiling of a cave river, needless to say they're not as bright in real life, their luminance more resemblance stars in the nightsky. However I love the rendition in-game and wouldn't want it changed. -
Now I am become Life, feeder of worlds.
-
In a single-player/LAN world I suppose it wouldn't really be a problem but what about a server running day and night? Is there animal population cap, or any system in place to prevent overloading the server with trillions of pathfinding pigs? Wouldn't the population growth be exponential, assuming there's an absurd amount of food in the input chest?
-
Holy Moly, I didn't even notice the pigs! I guess a fully stocked, chute-automated pig feeder would also double as a lag machine if left unattended for too long.
-
Game needs coffee making please. Also tea growing
Shoom replied to Emily the commoner's topic in Suggestions
Coffee would tie in nicely with the mechanics already present in the game and would add some more content to the southern regions. Plant and harvest the coffee plant (mechanically similar to grain) pile it on the ground to let it dry (like bow staves), roast the beans on a campfire, grind them using a quern and then mix water in a pot along with the ground coffee. Drinking coffee could provide a very small satiety gain and maybe a temporary boost to body temperature? Or something a bit silly perhaps like increased mining/tree chopping speed?