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redram

VS Team
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Everything posted by redram

  1. Traps should have a handbook entry now as of 1.19.2, explaining their functioning. It's worth reading. Did you know that if an animal is left too long in a trap it will die?
  2. As I understand it (and I am not a coder) they should, yes. The game does an initial spawn check when a chunk is first generated. But then, over time, it will backfill in mobs into appropriate-condition chunks. That is my understanding of the nuts and bolts behind it. The backfill can be rather slow though from what I understand, so it's probably most likely to happen in chunks you spend a lot of time around, like near your base. Note that goats have pretty specific spawn conditions, mostly involving rather high altitudes, so they can be a bit tricky to find even in fresh chunks.
  3. As far as I know, yes, it also applies to gates. The snow thing should have been fixed some time ago I think (like 2 or 3 versions ago?), not sure how long ago it was that you had that happen.
  4. Currently animal AI will not path over fences. That is, they won't step on them, even if their step height is capable of it. This is why bears cannot get over fences, even though their step height is well capable of it. So as far as fences are concerned, this change will not allow animals to escape. However if your bighorns are in an enclosure that is just 2-high standard blocks, then yes, they could escape. It may well eventually come to pass that some animals (such as deer) will be allowed to path over fences in the future - there is after all good reason that deer for the most part have never been domesticated. But for 'standard' domestication animals, we probably won't do that.
  5. Also just discovered recently that hay blocks had not been given the proper tag to make them fodder for animals. So that's another slip-up that'll be fixed next rc.
  6. Glad you're liking the goats @lastwazy! We wanted to have horns on the females, but Tyron was already pretty overloaded with more critical tasks, so the female horns will have to come in later. The original horn mechanic was set up for deer, who shed their horns and the females don't normally have horns. So I had to get him to re-adapt it once to have the option for permanent horns, and it was just too much to get him to adapt it yet again for females to be able to have horns (but not as big of horns as males) so late in the update cycle. Another day. @Venusgate If you're having problems with breeding or milking the new goats, please do tell more details. What breed(s) you tried, and what food you were trying to feed them, if they were eating the food or not, etc. The more details the better. They should be totally milkable and breedable. If your latest experience was 1.19.7, I do believe the behaviors were added after that version. Now, unfortunately - as I understand it - the legacy bighorns ended up having their breeding behaviors messed up by the new goats' breeding behavior, so if the problem was with legacy goats, that should be fixed in the next rc release. We're not done with planned features for goats (and other animals for that matter) yet. They will definitely eventually be able to be sheared (someday, probably not this update). And Angoras should provide the most mohair of them all I think. You won't see it right now because they can't be sheared so their state never changes, but their model is set up with 4 different states of hair growth, from freshly shorn to overgrown. So eventually when you shear them, they'll look it, and if you neglect to shear them too long, they'll look that too!
  7. No, not implemented yet sadly. And won't be in 1.19. Probably not 1.20 either. We'll need to get to an industrial update probably.
  8. All else being equal, yes. However the hidden variable, which the player cannot know, is the ore density map. This value is modified by the other situational factors that you *can* know. Since cassiterite, even under favorable conditions, only returns a very small range of ppm with almost no nuance, I would say it's likely that your area with much more igneous thickness simply had a weaker base ore map to start with. And so the end result looked similar to another area with less valid rock depth, but a stronger ore map. I would assume large cassiterite veins are factored in (disclaimer, I'm not a coder), but the chance being so small, it shouldn't affect it too much. A large cassiterite vein averages almost 6x as large an area as a normal size vein, but a normal vein occurs 70x as often. The larger veins on average will contribute only 12% or so of the ppm reading, assuming large veins are included in the calculations. In the scope of a range of 0 to .2, it won't affect what you see often. The ppm reading is a result of, among other things, the multiplication of the tries per chunk by the average vein *area*. Small veins that have several tries per chunk will produce many small veins. Generally speaking the larger the vein size (radius), the fewer tries per chunk it gets. So the result is fewer but larger deposits. But this is not a direct relationship in terms of overall total ppm. For the ppm results of the propick, it does not matter whether it's 10 veins of 100 blocks each, or one vein of 1000 blocks. The ppm is the same either way, as far as the propick is concerned. One other detail worth mentioning, is that the propick does not take into account caves. So the more volume of caves in an area, the farther the reality will diverge from the statistical propick results.
  9. Ya each category of verbal descriptors covers a range of ppms. So the ppm result can be used just as you say, to find the best spot of several with the same text description. Though this doesn't work well with smaller deposits like cassiterite and bismuth, since they're so small a range that one decimal of ppm can encompass multiple verbal descriptors. And this becomes less important with ores that have less than 1 try per chunk. Halite for instance, I've seen many cases where the densest center has nothing, but several deposits are in outlying areas. This is, I think, due to the sheer number of lower density chunks. You'll have a better chance at success in 200 chunks with a 1% chance each, than 10 chunks with a 5% chance each, for example.
  10. Streetwinds advice is good, but I'd just point out for clarity that insofar as the ppm mode is a 'statistical' result, while it may be true that in the end all attempts to generate nodes are made randomly even in non-valid areas of stone and y level, the propick does consider the amount of 'correct' stone and 'correct' Y level at the sample spot, and uses this in its ppm results calculation. So if a given spot only has 10 valid blocks of height of the right stone type and y level, you'll get much lower ppm result (all else being equal) than if there were 50 valid blocks of height. So I'd say that the propick does in fact take these into account in its results. Keeping in mind that the ppm result is a statistical average, and the actual nodes generated can thus deviate from this average.
  11. As said, we are aware of both Dynamic Trees the MC mod, and also of the various forks of TFC. And always have been. As someone on discord mentioned, fruit trees in VS are already somewhat dynamic, though not to quite the level of 'the mod'. There's never enough time to put in all the things we'd like, so we try to prioritize those that are the most 'bang for the buck'. And sometimes we take things in stages.
  12. Not on purpose. Peat and Coal pit kilns were kind of rushed in later, and didn't get the individual attention that wood got. It'll be fixed.
  13. This isn't some discussion about how many guns people should get to own, or who gets to use what bathrooms. People are dying. CHILDREN are dying. We would like to do something to help so that fewer peoples' lives are ruined. Please try to understand that.
  14. Just so we're clear, Estonia and Latvia (the latter of which is Tyron & Saraty's home) both border Russia directly, and both have *already* been part of Nato since 2002. It's roughly the same distance from Latvia's border to Moscow, as it is from the Ukraine's border to Moscow.
  15. Russia has suggested this before, at least twice; once in 1954, and again under Putin, around 2000 . It's not like signing up for a Netflix account though.
  16. redram

    Fruit Tree's

    This I do not know exactly (I'm not a coder). But from my creative mode testing, iirc, it take perhaps 4-6 months (at default setting of 9 days per month). Fruit trees are intended to have more 'realistic' growth times, vs crops. So they take a very long time to progress through their stages. The rest of your questions I don't know for sure. Tyron coded the details, and the greenhouse interactions. I can say that the trees indeed need only the dirt block they sit upon to grow, and for all I know after they 'take' they may not even need that one. This is part of the half-finished nature of fruit trees. There will probably be more interaction with the surrounding soil added at some later date. It was just too much work I think, to try to fit all the details we wanted into this first iteration. I'll tag @Tyron here in case he has time to answer any of this.
  17. Yes, since I made that original statement (nearly two years ago now), it's definitely verified that it does occasionally happen. Its rare enough that it's not really been addressed. And a helve hammer will 'complete' the ingot, so it's not a total loss.
  18. To the best of my knowledge, the *intent* is for them to regrow. So probably either a bug, or a feature that just didn't get implemented yet.
  19. Perhaps be aware that for 1.17, we hope to - at a minimum - get armor repair in, in the same general way that clothing repair works right now. Possibly further armor tweaks and rebalances as well, maybe.
  20. It's primarily inspired by the Minecraft mod Terrafirmacraft. Beyond that I'm not sure if Tryon & Saraty had heard of or took any inspiration from Unreal World at the time they started Vintage Story. Reality being reality, there will be a certain amount of 'similarity' in any games that seek to represent reality in a detailed fashion.
  21. redram

    Fruit Tree's

    They'll be made so that you cannot just go around hoovering them up and insta-planting them. You'll need to take a cutting and grow it out, a bit like fruit trees (though probably without the fail chance). Both berry bushes and fruit trees may eventually require fertilization (or at least, yield more with fertilization). Also bees in proximity may affect yield. Plus a host of other real world plant characteristics for trees, such as alternate bearing. What we have now is really just the basic framework.
  22. redram

    Fruit Tree's

    As Streetwind says, crops don't continue to spawn. Regarding fruit trees, I will attempt to answer with what my impressions are, but I am not a coder and do not make the final decisions so my impressions may not be 100% accurate. It was a huge undertaking to make the fruit tree mechanic, and like many things we didn't get in every aspect we wanted to. They will hopefully see further refinement down the road. The main reason they have such poor establishment chance is that they (like berry bushes) require no nutrient/fertilizer inputs - they're just free food. Albeit not near as often as berry bushes. Berry bushes are also due for a change to their mechanics, and we had intended to do so in 1.16, but did not get to it. Regarding the branches not regrowing, I tested and it does appear that's not happening. I'm not 100% sure it was intended that they regrow, although I thought it was. I'll point it out to the team.
  23. Perhaps also worth mentioning, is that in terms of a base you can set up near a trader and use their containers. They don't mind, and won't 'take' your stuff.
  24. redram

    Corn Crop

    When Vintage Story was originally begun, the original crop set was indeed limited to 'old world' crops. However this limitation has been dropped, and all crops are fair game. Witness the peanut, bell pepper, and pineapple, which is are all new world plants. And big horn sheep which apparently slipped under the original prohibition, as they are new world animals, but also racoons which were added later, and are also new world animals. The fact that we don't have things like potatoes and corn yet is simply down to not having chosen to add them yet. Crops take a lot of artist time for the many stages, so they're not something we add casually out of hand. But corn and potatoes will certainly eventually come, among many others.
  25. That was an accidental change. It was worked on but not finished, and was supposed to have been 'stowed away' till a later point (possibly in another pre version, or sometime later). But apparently it did not get totally stowed. That's why it wasn't in the changelog - it wasn't supposed to be there yet.
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