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BenLi

Vintarian
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Everything posted by BenLi

  1. I have an observation of at least 5 cases: whenever you are close to a very large deposit of something worth mining - most probably it will be temporally unstable. Works for halite and iron for 5 different places in 3 different worlds so far. Which might be an additional indicator when looking for the deposit.
  2. Seeing my crocs dropping from 1 year to 15 days in one move from one shelf to another is quite frightening.
  3. Kurrazarrh is great for great source for less combating stuff, chiseling and building. Nooneghf is good for more active play style, quite balanced in every aspect. Ggbeyond in his 16.5 permadeath series is ultimate for effectiveness - no excessive move or craft or waisted fuel and such. Ashantin for chilling. Bogdan Gavrilyuk (with captions) for windmill mechanics - his english tutorial is in the windmill wiki. Kinda Ilmango. There are tens of good content' creators...
  4. first of all, and most probably solving the issue, is to enable map/minimap. https://wiki.vintagestory.at/index.php/Worldmap
  5. 6 only sticks for tool rack, and your problem is solved.
  6. sooo Another 100 hours in the game. Second summer of this world has been ended with plenty of crops harvested incl. fruits from the trees. Finally brought longhorns (1M + 4F) to start the cheese making. Chickens are at the gen4. Great source of food - all those worthless flax grains converted to quite a good protein food. Made x5 windmill mainly from linen bought from the traders. Have 120 linens to try x25. Found bauxite 2k block away. Made steel. Prepared Tier 3 refractory bricks to upgrade the steel furnace. Looked into ~15 caves in 1k area around. 1 xlocator only. Have 6 repair kits ready though. Next goals: Upgrade the steel furnace to Tier 3. Halite - have some good areas to look for it. E.g. 18%% reading in some chunk. Xlocators, especially to the deep south. Still want slate - for roofing. Build better house. Start juice and alcohol stuff.
  7. A very great feature suggestion. As also mentioned in other post - VS is mentioned in my house as the "Adults' MC". Me, having spent numerous hours and days in MC playing with my kids, I cannot take the kids into the game. The game is not THAT kids' friendly, requiring them to read tons (in their PoV) of text. In not their native language (we aren't English or any other translation' speakers). The expansion of the user base and increasing the popularity might come through visual guides that are more comprehensive for children or non-native speakers of the existing translations. Narrators' voice hints might be a great addition as well. "Ruins around!" or "Wild crops around!" alike.
  8. Exactly! I have played numerous hours with my kids in MC, yet VS in our house is called "Adults' MC". I cannot afford the level of frustration they will face in VS in any default level incl. easy.
  9. Guys, the devs need to eat. Every day, and preferably 3 times a day. Otherwise they will work for food elsewhere, and fix and add features once a year. In current business model - without subscription - the only way to ensure it is to get a steady and stable flow of new purchases. This is before we talk about small, warm and supportive community and realistic gameplay.
  10. BenLi

    Winter

    Summer time' colors are less distinctive to see round shaped holes in the ground. Such as 1 block lower, 3-4 block radius round shapes in generally flat area, with one or cross shaped hole 1 additional block lower. In summer it is only green and more green, while in winter it is white and grey.
  11. BenLi

    Winter

    What is really different during the winter comparing to the summer: better transportation (ice instead of water) vs poor visibility and low temperature. So you don't look for visible resources but deal with known. Either known ores, known traders or points of interest (poi) such as known caves. my tasks for the winter are: 1) caves exploration. Any cave you've seen during the summer - are marked for later winter' exploration. 2) meteoric iron lookup - it is much easier to look for meteoric on the map during winter. And consequent digging it. 3) Projects building. My windmill with 8 rotors, on >170 block' level for max speed bonus, was done during winter time. 4) known resources dig up. Iron, coal, clay, known surface and deep copper etc. 5) smithing trips - take a forge, coal, anvil, hammer and 10 ingots of each type (tin bronze, bismuth, black if you are really rich :)) etc) - 5-6 slots, run between the traders, smith and sell them tools on place. 20 ingots * 5 gears at least per ingot = 100 rusty gears per trip. Enough to buy everything you want. One trip to 5-6 traders = 5-6 days at least. On normal speed - you spent 1/3 of winter for this. 6) look for very specific deep resources such as ilmenite, halite or anthracite. 7) building stone paths to poi-s such as traders or resin trees.
  12. It is worth to hang around the hive until it actually swarms. I.e. as mentioned above - temporary camp for the chunk to be loaded. In my current save the following "restart" helped me: 1) Make sure you have flowers around the hive, the hive sees them, and you remember this number. 2) Cut all the flowers and wait until the hive sees only few flowers (this is the actual restart) 3) Plant the flowers again and wait until the hive sees them again 4) Wait until it swarms. The restart helped as I waited some in-game 5-6 days with something like "70 flowers around, less than a day to swarm".
  13. For rough estimations... once you are looking for a small deposit like bismuth or alike - if you propick in the chunk only once you may end up with 4 vertical shafts per chunk or even switch to the adjacent chunk. Yet individual readings may show the sweetest spot in the chunk itself even before you are going underground. Moreover - once looking for the richest chunk to start digging - the decision is distorted because each chunk may be probed unequally (in the center or on its border, and how close to other chunk' reading). So the recommendation is to propick at the very center of a chunk. E.g. I had two "Very High hematite" readings from 4.3 to 4.6 in the same chunk, and 3.8 in the adjacent chunk. Obviously the 4.6 was the better spot. And the 4.3 was the outer border of the deposit, distorted by another small depleted hematite deposit 200 blocks away. I.e. readings 15 blocks apart: 4.3(chunk1)-[15 blocks]-4.6(chunk1)-[15 blocks]-3.8(chunk2). The center of the deposit was between 4.6 and 3.8.
  14. first q is answered second q - placing a stone on the floor makes the air block above the floor to be non-empty. If the height of the ceiling is 2 blocks - there's no 2 air (empty) blocks in this spot and this prevents drifters to spawn during the temp.storm.
  15. ...which also explains my question few days ago: the density calculation is made for the first block and its area rather than for the chunk the first block is located in. It also explains why two readings in the same chunk may have different values. This also makes the VSProspectorInfo mod quite inaccurate as the mod registers the last made reading per chunk and not per reading itself.
  16. Pro-picking some chunk with mode 1 = density check. If I start in the center of the chunk (i.e. coordinates 15/15 INSIDE the chunk itself), the readings have values A. If I start pro-picking in the same chunk but in the corners such as 2/2, 30/2, 2/30 or 30/30 - the readings vary and usually show values B/C/D/E. It is definitely the same chunk, but two different readings show two different values. I didn't check the mode' dependence on the depth. So it looks like the mode 1 works on "per-block based with 32/32 size area around this block" rather than "per whole chunk regardless of the block of this chunk". Can someone confirm this? Consequently the VSProspectorInfo mode which works on the chunk base - overwrites the readings each time showing the whole chunk and not the block.
  17. Question: There's a folder %AppData%\Roaming\VintagestoryData\ModData with several folders containing vsprospectorinfo.data.json file each. Each such a folder has hex naming such as 4af717ca-445a-40d8-9829-4fd5d1dac87e I am quite sure each folder is intended for another world (save file). As far as I see - the mode created the folder for each world even if it was deleted later. So the actual question is how to find the proper folder, and how to separate it from data for worlds non-existing anymore. It would be nice to have the folders named after the save/world name...
  18. Reworked all aged wood to planks, and then to crates for trading. Finally bought Forlorn armor pants from my only Lux trader (out of some 25 found), after 4 cycles of trade renew. Fixed the armor making full Forlorn set. Upgraded to 17.2. Had some issue with ?-ed shield, made a new one. Was pleased to find out that the nearby ponds all have fish. Then gone through all the 6 nearby caves to look for xlocators. So far found 3 ruins, zero translocators. C'mon, middle of the second year - and I haven't entered the caves yet due to lacking normal armor. Next goals: Find bauxite in a reasonable range (3k blocks around incl to-from xlocator), so I can proceed to steel. I also like the polished bauxite... Spend my 130 gears on flax and make normal 8 windmills power with 5x multiplier instead of current 2 windmills without multiplier. If needed - to trade more tin and bismuth bronze tools as I have some stock. BTW - the smithing trips are great: you leave the home with forge/hammer/coal/16 ingots of each, and make the needed tools right next to the trader. Not sure whether I need to find halite as I buy it from the traders, but this would be nice. Find slate and make slated roofing instead of grass. In short - spend another 100 hours in the world
  19. Having spent days and weeks in MC - I cannot say that the interface is intuitive even with this previous experience. OK, the functionality is waaaay wider. Yet I would like to have the keyboard shortcuts ALL being in the Settings list so even if I don't want to remap it - at least see it...
  20. Re flints: It is simple and I have seen mention of this in wiki. And it is as in RL. You knock out parts of the stone laying on the ground with another stone in your hand - all to form the required stone tool. To start knapping, you need at least 2 of the same knappable material (flint, granite, andesite, chert, basalt, peridotite or obsidian) and, while holding them, Sneak + Right-Click on the ground. If you’re using flint, you will begin knapping right away. With other stones, you have to place one stone one the ground first and press Right-Click on it with the second one in your hand. Further it is ProTips: * The stone used to remove voxels doesn't need to be of the same or even a knappable material (e.g. sandstone, conglomerate, etc.). It is here: https://wiki.vintagestory.at/index.php?title=Knapping What is bothering me is the non-intuitive interface for some sorts of actions: like picking up the inhabited skep and putting it back (it doesn't work with customized sprint - I have Sprint button assigned to Tab, but choosing the proper inventory expansion slot still works with Cntrl only).
  21. It's not me. it's Bogdan Gavrilyuk, Ukrainian gamer, though in Russian
  22. Most of the mechanics is already implemented: Rabbits can eat food thrown on the floor Rabbits can breed when eating. What is missing so far: 1) make the rabbits to eat from troughs - vegetables and grains from large and small troughs respectively. 2) fence/generations mechanics of 10th generation not to flee 3) possibly a nest like henbox, may be reuse henbox to serve also rabbits
  23. mini-cellar is also an option, especially for early game, when the only storage option is vessel: Make a hole in the stone/pack dirt floor next to your room' wall. Preferably room with roof(*). Place the vessel in the hole. Place a stone stairs block(**) on top of the vessel upwards (with stairs down) with pointing to the wall next to the hole. Most probably you will need to be 1 block lower = make another temp hole in the floor and stand in it. When placed the stairs block - jump out and fix the floor. Result: vessel is located in 1*1*1 cellar, which has stone/dirt on bottom, 4 blocks of stone/dirt on the sides, and stone stairs block on the top. Due to some reasons the game considers partial block of stairs to be full block for this matter. So the vessel has 0.26/0.25(*) others' timing. How to access the vessel: through the stairs cut. (*) roof of the room shields the sunlight. If having no access to sunlight - it seems that the timing is 0.25. Otherwise it is like with regular cellar: if the cellar entrance is two blocks missing - it is 0.26. If having entrance with door closed - 0.25. If the door is open - 0.26. Once the mini-cellar is sunlight shielded - the space under the stone stairs block is looking like a black hole. You must have a torch in hand in order to see the mini-cellar's contents (top of the vessel). (**) stone stairs block can be acquired from ruins, the cobblestone stairs are pretty common there. If you need a picture - I can make it for you.
  24. ...or to use slate roof... I agree that current form of production of clay shingles is waaaay away from anything looking like fun.
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