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redram

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Everything posted by redram

  1. 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.
  2. 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.
  3. 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.
  4. Couldn't say when for sure, it's just my fuzzy memory. They'll probably undergo even more changes in 1.16.
  5. Mushrooms do spawn 'already harvested'. It's been that way for quite some time though, and afaik they should become ready to harvest in just a few days (temperatures allowing?). Beyond that, my first suggestion is always check your mods, and try to figure out if this is true without any mods.
  6. dropped items are a burden on the server. This is why they despawn; so that the game doesn't grind to a halt with all the junk that might end up lying on the ground (especially in multiplayer servers).
  7. bauxite will produce loose surface stones, yes. But that has a limited depth range. It's entirely possible for a bauxite layer to be under another sedimentary layer (or basalt), and so deep that it leaves no surface stones. I think only the top stone layer will produce stone regardless. So even if the bauxite is only covered by 1 or 2 blocks of other stone, and technically within range of the surface, it still won't make surface stones. I think.
  8. There's been a fair amount teased in discord, under the #devlog channel. But if you're not into discord; alcohol (fruit press & distiller), bears, lots of mushrooms. Maaaaaybe butter churn. A few other possible things.
  9. 1.16 is already going to be finishing the stuff that we wanted to do in 1.15 but didn't get done. Homesteading part 2, if you will. And the next 3-4 updates after that are already pretty much determined, I think.
  10. Yes, elaborating upon the process of making linen is planned.
  11. Just items with durability, as I understand it (except for tools of course). Off the top of my head, I think the armor related cases are the only current cases where its applicable. Spoilage is different from durability. Regarding gambeson, the economics of all things linen will potentially change quite drastically when the game moves to a 'full year' growth schedule. In which case flax may take 3 to 4 months to mature. Making it possible that you'll only be able to raise 1 crop of flax a year in temperate areas, without a greenhouse. The seed and material yield will go up in proportion to the increased growth time. But overall, you will probably get less material in a year than under the current system, especially the first growing season.
  12. Just as a little heads-up, this exploit will hopefully no longer be in effect on the next 1.15 update. Using 'used' objects in a recipe will result in the product being already degraded in the same proportion (as I understand it).
  13. To the best of my knowledge (I didn't code the process and am not a coder at all) it indeed has a fairly variable amount of loss, and the construction of the pit does not affect this. I generally assume the average yield per block of wood to be around 5, but with a variance of around 2 more or less, just based on my in-game experience. I don't make a lot of it though, preferring coal, personally.
  14. If you think they're op now, you should have been here when they used to heal you as well (pre-poultice)! Berry bushes, along with all crops, and fruit trees, will eventually be on a whole-year schedule. So that your berries and fruit/nut trees will indeed yield a crop only once a year. In addition, berry bushes will not be nearly as simple to transplant as now. When you replant they'll start as a smaller version with 'transplant shock', and won't yield anything that year. There's also a fair chance that water an fertilization factor in. Crops will be more variable depending on the crop, and the climate, you may be able to grow more than one a year, which is true irl. But their schedules will be more like irl, generally taking around 3 months to mature. Seed and produce yields will all go up in proportion with these changes. These things have been planned for a long time, but it's a very significant change to gameplay, and requires several other supporting mechanisms be in place. Which is why it hasn't happened yet. But hopefully soon!
  15. redram

    Wolf pubs

    Eventually, yes. You'll be able to capture and tame them. Not yet though. Currently the only way to actually possess a wolf pup in your inventory is to buy one from another trader. And if you ever release that purchased wolf pup into the world, you won't be able to pick it up again. And it'll grow into a wolf that wants to kill you, like normal pups do.
  16. Easiest way is probably to head over the the #wiki & translations channel on discord.
  17. It'd probably be easier to help you @Fredrik Blomquist if you could post some wider angle screenshots. Though it looks like you've got a lot of wall to cover. Be aware that certain placeable objects such as watering cans, or basically anything that has a collision box, will allow animals to get more elevation, and possibly jump over fences. This excludes troughs; as I understand it, they're specifically coded to not allow animals to step up on them. As Malestrom says, without natural logs nearby they must be coming from outside, unless maybe you had a mod that was changing spawn parameters?
  18. You would have to talk to Tyron about that. But I'm sure he's familiar with the concept, and there's probably a reason it's not open source.
  19. Probably replacing the one half-slab with a full block would also fix the issue. Then the ladders will be attached to that full block.
  20. Do you have mods installed? If so try it without any mods.
  21. Lichen and moss will become decor items, rather than being baked into the base texture.
  22. Two *coders* (One of whom is part-time). Which is the main bottleneck. There's another half dozen or so folks beyond that, in other development roles.
  23. The first step when debugging a crash or failure, is *always* to remove all mods. That will give you a very strong indication whether the problem is in the mods, or the game. If the game starts fine afterward with no mods, then you can start re-enabling the mods 1 by 1, till you find the culprit. Or culprits - it might be possible for two mods to be ok in isolation, but to conflict with each other when applied together. Maybe.
  24. redram

    Marble?

    The main issue is that metamorphic stone types (phyllite and slate) are rather rare in general. Which makes marble rare. If/when we get volcanic areas in the game, you'll likely find more of it in such regions.
  25. The general methodology of smithing will remain the same. There has been discussion of fine-tuning items such as the mode switching. Something that is perhaps not well documented is that when you have your hammer selected in your hotbar, you can right click on the anvil to rotate the work piece 90 degrees. This can greatly reduce or even eliminate, the amount of switching between the directional modes.
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