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redram

VS Team
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Everything posted by redram

  1. TFC's handling of natural caves was deeply flawed and really ruined caving in that game. I would assume vintage story would rectify that so that natural caves do not have collapse danger, from picks at least (ore bombs are another matter), but only areas the player has mined out. I would think it should be simple to do. I think Tyron and Saraty do not really enjoy the whole mining support thing from TFC though, so it's not been priority. It'd also be much less meaningful in VS, given that the ores generate all on one level, often just one layer thick. So you'd be doing a lot of extra supporting an mining for a relatively thin band of ore. As opposed to TFC, where ores deposits were typically 3 12-20 blocks tall, requiring many 3 block tall galleries.
  2. There are actually a variety of items that can attach to chiseled blocks, it usually simply requires that the face to be attached to be entirely or mostly complete, but the rest can be chiseled as desired. Over the months Tyron has refined it quite a bit from what it once was, which was very limited. Chandeliers might be an overlooked exception. Not sure what the official position on greenhouses is.
  3. What Feone says sounds generally correct, I'd just point out specifically that path blocks under the walls/doors will also break it, as they are not a full block. Farmland however, on the most recent version, is ok, because it has been coded as a special exception.
  4. There should have been a link in the email, go to that link and enter the code there.
  5. Water mechanics will get a re-work at some point, and will (hopefully) become more 'self-healing' at that point.
  6. Realize that the state of automation in the game is in the *extremely* early stages. There's a lot more to come. However, this isn't Minecraft, and where certain things are non-sensical, the gameplay mechanics tend to get adapted to reflect RL better. As another example, when it was realized that people were using water streams to move quern products, it was made so that flour and other powders simply dissolve in water. Because it's quite non-sensical to use water to move such things. Moving floaty wooden products by water? Fine. That's logical. Although I would point out that eventually you probably won't be able to move water source blocks at all (piping them is another matter though). It's not that the devs have anything against automation. But we're not trying to re-create minecraft here. We're going for a more involved, more 'real', but also more fun set of mechanics. But also that need to be earned with more than some planks and string. It's a slow process, unfortunately. But it's really only getting started. There'll be an entire other tier of machinery above wood, and it is there that some of the more 'heavy' tech will occur. Not to mention certain...other things...It's not out of the question that you won't ever be able to make an automatically harvesting deadfall trap ever. But if so, you'll have to earn it with more than a couple ingots of copper.
  7. The poll wording was very generic. It is in fact intended that eventually crops will vary greatly in their habits and characteristics, including some 'extended harvest window' crops, amongst other things. Even with an extended harvest window though, you still won't be able to harvest for most of the year (in temperate climates). At least 3 of the devs are RL gardeners, so expect VS crops in the end to have a pretty good variety of characterstics, and fidelity to RL when possible and conducive to gameplay.
  8. I don't know for sure, but to best of my knowledge, maybe a few, but mostly no. You'll probably get full 'auto' tool production with steel, and steam powered stamp mills. Would be my guess.
  9. Correct, only plates and blooms currently. The reason you still see the other recipes is that the anvil, even when positioned under a helve hammer, is not technically part of the helve hammer. Its still a stand-alone anvil that you can manually smith other tools on. Not ideal, bit its the current state of development, for now.
  10. Just FYI, this is the exact reasons drifter loot was changed to the way it is.
  11. I think so maybe? I'm not as familiar with the creative mode tools, but I know you can select an area of a world, create a template from it, and import that template to a new world. I just don't know if those templates store chisel info. Not currently, no. Eventually.
  12. Go to your map screen (M key by default) and right click to add waypoint. The icons are a pop-down menu in the waypoint dialogue.
  13. If you checked your spam folder already and it's not there, then start a support ticket.
  14. Not trying to say the suggestion has no merit. But this statement is patently false. There is nothing forcing you to 'stand still and do nothing' at night. If you're going to accuse others of 'tunnel visioning', you may want to try to be a bit more cautious in your own statements.
  15. For the purposes of windmills, direction does not matter. You can face it any direction. You can have four windmills facing four different directions, and they will all act the same.
  16. How do you get out of the game? Click until you hit the quit button by chance? Kill the process? Might be good to post your log files. I think server-main is usually the important one.
  17. Can you narrow it down to around a certain version upgrade?
  18. Were the sheep totally enclosed in a pitch-black space? Animals will despawn in cave-level darkness. This is in order to get rid of the ones that fall down cave pits.
  19. No, the only way to obtain them is to buy them from another trader (and don't ever put them down, or you won't be able to pick them up again).
  20. Configurable night length is planned, eventually.
  21. Unfortunately no. It's an oversight that recipes cannot accept those patterns. If you're in single player, I'd suggest just using creative mode to trade them in for normal linen. Hopefully this gets fixed some day soon-ish.
  22. As I understand it, the problem is that the game engine fundamentally does not allow anything other than orthogonal collision boxes. If it were as simple as making an invisible sloped collision box, it would have been done ages ago. But allowing this would apparently require a deep re-write of engine code. As I understand it.
  23. That's intended. You couldn't catch them if you caught up to them, there's currently no mechanism for that. You just have to chase them toward where you want them to be. Eventually there will be methods to trap/catch them though.
  24. Yes, if the trough has food in it, and they're within a certain range (10-20 blocks maybe?) they'll move toward it. This is a good way to actually get them into the pen, once you've chase them close to it.
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