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redram

VS Team
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Everything posted by redram

  1. iirc there actually is also a texture for 'mixed grains'. Not mixed vegetables yet though, afaik.
  2. You can already do that, just crouch and right click with the torch, same way you light a bloomery or anything else with a torch. It only works on combustible blocks of course. And it's not always obvious what's going on, since VS uses a particle system to represent fire, rather than a more obvious flame sprite.
  3. That sounds like that's probably working ok then. As long as they don't work with any 'void' facing into the pit. Wasn't aware it was the case, but sounds fine.
  4. That should definitely not be the case. Any block of any type that is not a full block should make the charcoal pit fail. Chiseled or not.
  5. Yes, see the wiki page: https://wiki.vintagestory.at/index.php?title=List_of_server_commands#World_Control. You will have to close the world and open it again for the settings changes to take effect. In most cases they won't be retroactive to old chunks and old items.
  6. Not sure on the translocator end, but there are definitely "teleporter" blocks that you can do that with. They are specifically for the purpose of admins creating specific teleportation paths. As opposed to the randomness of translocators.
  7. redram

    Limestone

    As Streetwind mentioned, always best to check the handbook to find what stones a given ore spawns in. Borax only spawns in sedimentary stone types, and basalt is *not* sedimentary. however, there could be sedimentary layers underneath the basalt, potentially...
  8. redram

    Dark guard armor

    It's extremely rare ruin loot. I'm not entirely sure how rare, but I think *extremely*.
  9. The problem is not that the door model happens to depict a window. The problem, as I understand it, is that recognizing 'your house' is extremely cost prohibitive for the processor. Right now Tyron has been placing a limit of 'discreet spaces' being a 7 block cube (cellar, greenhouse). He's hoping to maybe optimize that at some point, but still, space calculations - especially non-cubic ones - are expensive. And chiseling can play havoc.
  10. The lore parts of the game have frankly been barely touched upon. The focus to this point has been mainly on getting the 'nuts and bolts' of survival, combat, crafting, and mechanical systems. Temporal storms as they exist are just a simple shadow of what they're intended to be. Not to mention all the other lore related things that aren't even in the game yet. Remember that this game is still in early access, and even though to many it seems fleshed out enough to be an actual full game, it is in fact still very early. It's a very, very small team, and we can't add things at the same speed as game studios that have million(s of) dollar budgets. So things tend to get added in stages, often doing a first iteration to make sure a basic thing works, and then later there will be refining of the mechanics. This is very apparent with armor, for instance. The problem is, there's still just so many things to add, that the refining of existing content often gets pushed onto the back burner in favor of new content. Such is life in boot strapped game development. It also doesn't help the lore end when a poll for the focus of the next update puts lore in next-to-last place for community preference.
  11. iirc, they can be found in the vanilla game as very rare ruin loot. But cannot be crafted.
  12. It's already the case that you have to have a minimum satiation level to heal, iirc. But yes, the long term plan is for poultices to heal over time, rather than instantly. Healing tends to progress in baby steps. It used to be that vegetables and berries healed you, just by eating them. Then vegetables were dropped, about the time honey came in and healed you, iirc. Then berries were dropped, I think around a year ago. And I forget it honey still does or not. But it's kind of a long slow progression of getting more and more detailed. Hopefully the homesteading update will finally bring disinfectant (alcohol) into the mix!
  13. Moreover, there is already a game menu config option to disable temporal storms and temporal instability entirely. It would be fairly trivial to remove the 'unreal' mobs via mod, as well, and I'd imagine something like that will pop up on the mod scene eventually. The gameplay balance (in terms of incentive to advance in tech) will get out of whack though - You don't really need anything higher than iron or even bronze to dominate wolves.
  14. In areas of soft stone (sedimentary) top layer, you may also occasionally see flint in stone in cliffs and caves. You can mine these flint blocks with just your bare hands, to get the flint out of them.
  15. It is planned, yes. Not sure when.
  16. You should just be able to left click with the twine (or full sheet of linen, which will repair 50% durability, effectively saving you a twine vs using 5 twine balls) on your cursor, and the target item can be anywhere in your inventory, or even still worn on your person, think. It's important to note that the twine/linen must be actual held on your cursor. This is unlike any other mechanic in the game so far, I think, so it's not obvious.
  17. You will not. As of the recent 1.14 update, bauxite is used in the making of refractory bricks. However, it's always there for someone to use when they mod in modern tech, should they desire.
  18. Ideally you'd move on to bronze, and then to iron. Iron should be much easier to keep sustainable, because it spawns in such huge veins. That said, when "tracking it down" with the propick, which mode are you using? If you're not using the first mode, which gives per-mille densities, you really should get familiar with that mode. You may have to travel a ways, but just propick cliffs and cave entrances as you travel, every 1-200 blocks if you can, and eventually you'll run into a deep copper zone. tighten your search till you've found the dense core, and hopefully find some caves in the area. Deep copper occurs in pretty huge veins, often-times. The first propick mode is the key to getting yourself in the right area. The second mode is only for short-range searches, and is best used once you're already in a high density zone.
  19. You mean the spacing of the 3 spots you have to take to get a reading in the first propick mode? The area encompassed by the blocks you break is irrelevant. The reading you get is specific to the block column of the first block you break. The subsequent two have no effect on the results, they just allow you to get said results. People often also erroneously assume that the propick is giving you readings for 'a chunk'. This is also not what it does. It takes single block column from top to bottom of world, reads the thicknesses of all the stone top to bottom, it extrapolates those heights as if an entire chunk were full of those levels, even and flat, and the results are based on that, combined with an ore map value. It ignores caves and player-dug voids - it considers only the original world-gen thickness of the stone layers. So if there are large caves in the chunk, it's reading won't be totally accurate.
  20. I would say don't hold your breath on that.
  21. approximately what radius in blocks did you search? 'Biomes' don't really have anything to do with it. Generally speaking, you might have to cover a pretty good distance (2k blocks or so) to get a broad coverage. And you need to be aware of what spawns where. Broadly speaking you'll run into 2 types of area: those that have a decent thickness of sedimentary stone, and those that are igneous top to bottom. The t2b igneous zones will have only ores that spawn in igneous rocks. Areas that have a sedimentary top layer, you'll also be able to find stuff that spawns in sedimentary stones (coal, salt, borax, lime, lead, etc). Sedimentary zones will always have an igneous layer or two beneath, so you'll get the broadest variety of propick readings in these areas. Rarely you might find metamophic layers, which have a couple unique ores that aren't yet used, and marble. So not necessary for advancement. If you're looking for specific ores, it will help for you to look up what stone types they can spawn in. It is entirely possible to have fairly large zones with few or even absolutely no ore results on the propick. Such areas shouldn't be more than a few hundred blocks in diameter, I think. Personally I try not to put much effort into setting up a base until I've found an area that has a some decent chances at something good (or has good traders). In the early game, I would suggest especially focusing on propicking cave mouths. If you get good results (usually tin, bismuth, or zinc in the early game) then go explore the cave. Blind-mining in shafts from the surface can be a dicey proposition unless the readings are decent or higher, depending on the ore. Ores that spawn in huge veins (coal, iron, deep copper) will have much better chances with blind mining. Blind mining for very small deposits like cassiterite and bismuth is much harder, though not as bad if you have the node search mode activated on the propick.
  22. I think that only happens once, at world gen. Not repeatedly. afaik.
  23. I don't believe the 'domesticatable' animals respawn, no. The 1.15 update should hopefully address the issue of transporting animals, or at least chickens anyway.
  24. I haven't seen Tony post here in about 8 months. I don't think the servers are currently up, nor have they been for some time.
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