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BenLi

Vintarian
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Everything posted by BenLi

  1. Nothing special. World height is standard 110. Propicked the chunks around the house which are in andesite area with no sedimentary layer above it. Just under the house: 3.9promil of magnetite, very high. Good, right under the house Around the house: from 3 to 3.7. Very high as well. Farther chunks - lower levels such as 2-3. Going in vertical shaft all the way down to 10 in the chunk of 3.9%. Propicking every 6-7 blocks. Found a lot, including zinc, tin (actually 2 deposits, one above the other by ~20 blocks), copper. But not iron. Arriving to ~10, phyllite floating above lava. What??? I am ok with the possibility of magnetite being in height of 5 to 10 and I didn't get that deep yet. But phyllite UNDER andesite, metamorphic under the igneous?? It doesn't look like biome border as I have some 500 blocks around with andesite only. Is it OK? Have somebody seen such a thing in her/his world?
  2. The command throws an exception: 15.7.2022 02:35:59 [Error] Command: /wgen 15.7.2022 02:35:59 [Error] Arguments: testmap rockstrata 15.7.2022 02:35:59 [Error] Exception: System.NotSupportedException: The given path's format is not supported. Trying to identify the required path and its format. Probably the screenshots directory simply doesn't exist.
  3. The game is not for speedruns as far as I understand. It is for leisure, creativity, long run time spending. Resin as for today is one of the bottlenecks/key resources for the game flow - the designers intentionally make it as such for the gamers to play more: you explore the world, you look for resin, you cannot start mechanisms until you have enough resin etc. Same as getting to copper age makes you able to have saw->planks->tons of blocks and mechanisms. Same as resin is the key for steel making via pulverizer. Balance. So it is not about making it easy to get resource. You should not get resin easily. If you want it easy - open creative mode. It is about making alternatives with the same availability and timing. If previously you had to spend RL 4 hours to acquire enough resin for steel making - with the alternative way you have to spend the same RL 4 hours to get enough glue, when playing niche or rarer situations where you just don't have pines: challenges, servers, special spawns, customized world temperature generations etc. Yet it should be part of vanilla, not mods. BTW - evaporating may be implemented with alcohol equipment set, not just cooking pot. Less code to code. Same evaporating mechanism, different resulting product, still must have an ability to take it from the bucket.
  4. Depends on the stage of the game. Start of the game - reeds, food, tool suitable stones. Development stage - some sedimentary rock layers with its resources. Limestone/chalk, bauxite(!), slate. Borax, salt - resources in the layer. Advanced stage - rift stable area with all PoIs close enough for permanent housing. Close enough = up to 1k blocks away. PoIs (points of interest) such as traders, resources, easy stone path building paths to the PoIs (no mountains/rough terrain). Abundant terra pretta available. Very advanced stage - as much xlocators as possible close to the housing area leading to as much resources as possible. Say - up to 500-600 blocks away from the house.
  5. Since resin is quite a rare resource to obtain - it may be interesting to have some replacement options. Real world natural glue sources are milk - casein glue, and bones - gelatin glue. All this exists in the game except of the mechanisms of evaporating Given we may use clay pot, with 5(6)*4=20l of liquid, the evaporating mechanism may be easily implemented. For balance it might need a lot of fuel. So it might be as following: 1) Evaporating some 20l of milk gives 1 glue 2) Grinding 10-20 bones, mixing it with 20l of water, then evaporating gives 1 glue
  6. After some observations and empiric estimations: 1) Single type sedimentary layer area spans for ~1-2k blocks. Including no sedimentary layer areas where metamorphic(mid-) and even igneous(deep) layers are exposed to the surface. 2) In some cases secondary sedimentary layer may be on top of the primary sedimentary area. Works for semi-precious rocks such as bauxite, limestone and chalk being on top of primary one such as sandstone or shale. 3) Basalt may cover everything including two sedimentary layers. This imposes the need to probe deeper if you are looking for semi-precious rock types. Basalt may form the same ~1-2k area. BTW The closest limestone I have found around was some 7.5k blocks from the spawn, reachable by two xlocators one after the other.
  7. "Skep nearby" is skep in 7 blocks Manhattan distance? If more than 7 blocks - bees don't see it and will never populate.
  8. Desperately looking for limestone/chalk around the base. Got a circle ~6k blocks around revealed (12k diameter). Mostly by traveling around/translocating, yet few times used .viewdistance 999 to see what is beyond big lakes. What is seen is basalt over sandstone/bauxite, exposed claystone, some andesite, granite. Small areas of exposed shale, conglomerate and slate. Yet no signs for lime sources on the surface. My questions are: 1) what is the average size of a single basic stone type formation area (e.g. claystone) 2) what is the average size of different biomes in this formation - e.g. basalt gravel vs forest In case I am wrong when looking for limestone via revealed map, and the lime source is actually under other stone' type: 3) what stone types may cover limestone/chalk? E.g. as far as I understand neither granite nor andesite may ever cover limestone. Thanks in advance, Ben
  9. I am not sure anyone has written this but - real world wolves' behavior that could be implemented in the game: Longread. The point of VS IMHO is to make much more realistic "the-game" clone that will fit adults in their sandbox experience. Which has huge success in achieving this goal. I simply adore the game as well as its vanilla mechanics of smithing, clay forming, husbandry, beekeeping, you name it. It is so close to the real world that sometimes it is confusing - having the RW handyman experience you just face the same things in the game Yet. Wolves mechanics is somewhat simplistic and primitive. And it can be improved without significant performance impact. So - real world inputs that are relevant to the game: 1) Wolves are attacking only when they are hungry which is usually the winter time 2) Wolves are attacking first smaller animals, and only then big and huge animals such as humans 3) Wolves attack in packs 4) Wolves may migrate in packs in search for food The mechanics change that could significantly improve: A) Wolves will attack humans only when having weight less than decent B) Wolves may attack any time if attacked first or protecting the pack/puppies etc (exactly as with sheeps). C) Wolves have less attack strength when starving, taking only by the numbers in the pack. D) Implicitly from A it will cause wolves to start attacking only in winter time. By then the player has already got access to decent armor and/or weapons. E) Tyron may add the following mechanics too - wolves pack may migrate to the cooking area if located in render distance AND they are starving. I.e. if you cook a meal at home - the smell may attract wolves to your home. The 4 animals pack will wait for you right next to your door All this still preserves the balance yet make the game closer to its purpose: more real sandbox game.
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