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Everything posted by redram
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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.
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Easiest way is probably to head over the the #wiki & translations channel on discord.
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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?
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What are the must-haves for a "finished" Vintage Story?
redram replied to Tyron's topic in Discussion
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. -
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.
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New 1.15 unstable. No option to Start world after Customising settings
redram replied to Bloody Nine's topic in Discussion
Do you have mods installed? If so try it without any mods. -
Lichen and moss will become decor items, rather than being baked into the base texture.
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What are the must-haves for a "finished" Vintage Story?
redram replied to Tyron's topic in Discussion
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. -
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.
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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.
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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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Actually I'll bet you can fix the translocator. It's just a right click interaction, which is the same as containers, and you can use containers in a trader's claim. However, it appears you won't be able to actually stand on the pad, due to that cobble block. But, as Junawood mentions, you can just switch to creative mode, clean things up a bit.
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Actually hosting the servers for people to use.
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fyi, they won't die of hunger or anything. The females need food to breed, and during winter males and females can become lean (yield less meat) if not fed well. But They won't die.
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Bismuth does not spawn shallow enough to create surface nuggets, fyi. So you'll need to search deeper, probably in caves, unless you are good with the propick. It only spawns in igneous and metamorphic stones, not sedimentary. As Streetwind mentioned, you can check the handbook to find out the exact stones.
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You need an "echo chamber" to play the discs. They simply play music. Echo chambers can be found in a very rare ruin, or also bought from I think the luxury trader, sometimes.
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Many of those things are planned for future implementation. The big hurdle is moving crop maturity from 'every few days' to a more realistic time scale on the order of months. That'll change gameplay a lot, and there need to be systems in place to support that playstyle.
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All sizes of hides produce the same leather - just more or less pieces. You could roll with leather armor as your standard armor. That might keep it used up, depending on how much combat you get into. I do think there is a trader or two that might buy it sometimes. But probably not a reliable outlet.
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I'm not aware of any plans to address wolf stuff soon. I'm not even 100% sure that's how their spawning works (coding isn't my department), but it's the impression I've gotten from a couple past incidents similar to yours. It's one reason I usually base in open plains, since wolves are unlikely to spawn in plains. Trying to base in non-wolf territory is the best way to avoid it really.
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iirc wolves have specific spawn points. And so if you accidentally build a base on their spawn point, you'll have a rough time. Drifters spawn anywhere based on light and surface though.
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You can enable the second propick mode in an existing world. The wiki has a list of server commands for a variety of configs, to apply after the world is made. The command you want specifically is /worldConfig propickNodeSearchRadius [0-12]. Anything above 0 will enable it. The number is the radius in which the propick will detect actually-existing ore. I believe somewhere in the 6-8 range is the most common choice. Some folks say that if the radius is too large, it makes it hard to zero in because you can detect separate deposits, and end up getting jerked around between them. There's also a config on that page for increasing tin spawn rates specifically. However in an existing world, it will only make a difference on newly generated chunks. The thing to realize is that the verbal descriptor is relative for the ore in question. Because tin spawns in rather small deposits, a "decent" chance for tin is much different from a "decent" chance for iron or coal, which spawn in much, much larger veins. Blind mining for tin without the second propick mode enabled can be very difficult. Without the second mode, I normally find a decent or better propick mode 1 result, and then try to find a cave in the area. The cave will expose a lot more area a lot faster than digging your own mineshaft. But it does help to keep the cave systematically lit, to avoid getting overwhelmed by drifters. If you have the second mode enabled, it should be much easier to find tin while blind mining a shaft. Just keep in mind the detection radius you've chosen, and sample accordingly. Hope something there helps!
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Just as an fyi, armor is extremely unfinished right now. It was rather quickly put in as the same time as the tiered drifters, because *something* was needed to protect against them. Crafting of armor will changed entirely, eventually, at all levels. But it'll be a ton of work to code and make assets for - probably just about an update all it's own. So until the time is deemed right for that, we'll just be sort of stuck where we are. And one more fyi, copper and bronze tiers were intentionally designed to be sub-optimal, especially for upper tier armors. And *especially* copper, as there's almost no historical precedent for it's use as armor. But it was felt that metals should not be excluded from any given armor type, because there's physically no reason you couldn't make it ( Also...other reasons...), even though it might not be your best bang for your buck. So even in the final version, armor probably won't be the most efficient use of copper.
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Yes, this is a planned eventual feature.
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Yes, "get a feel for what the community wants" is quite a bit different from "take directions from the community". Which is why those polls are sprinkled with "none of this is guaranteed".
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In fact, it's a bit much for some members of the dev team. And so detailed butchering will likely not ever be in vanilla. Meaning it'd be good mod territory, not likely to ever be superseded by vanilla mechanics.