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redram

VS Team
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Everything posted by redram

  1. Just put the pumpkin in the crafting grid. You don't get flesh though, in that case. It's seeds or flesh, not both.
  2. Tossing it into water should clean it out.
  3. This should be fixed in the 1.12.9 version, hopefully. The underlying problem is when your system uses a comma as a decimal separator, rather than a period. Assuming it's the same bug, that is. So if you don't want to upgrade to 12.9 just yet (since it's still a release candidate), possibly try switching your system to use decimal separator?
  4. So, Tyron revealed this on discord today, and I'll just say it here as well; next update you'll be able to use ground borax in place of lime, in leather processing. Borax will of course not create mortar, though.
  5. redram

    World Seeds

    -2005380138 This seed is pretty good in that it has limestone, but not an overwhelming amount, and it's mostly second layer, so you can still find plenty of surface copper. There is a good amount of sedimentary, so you can find coal (I found both brown and black). and still plenty of igneous for finding tin. Also a lot of caves in the area. You start in a nice green area with plenty of berry bushes, and pretty flat terrain just south of spawn. It's worth mentioning that points of interest - such as traders and ruins - are just random for each world generated. You're not guaranteed a given trader will be the same in another world that uses the exact same seed, or even that that trader wagon will be there at all. Ruins are also random, so just because one person got a translocator in a spot, doesn't mean the next person will with the same seed.
  6. Some other people have reported this as well, and been told to re-log, and their stuff will be back, and apparently it works, at least sometimes? I haven't tested it myself.
  7. As Kaelty says, they spawn in grass sprites growing on full blocks (farmland is not a full block). So you need to have no dirt with grass growing on top in your fields, OR as the top row in walls. If your walls are made of dirt, they can grow grass on top, and rabbits will be able to spawn on top of the wall. If you're ok in that regard, then you need to make sure there's nothing adjacent to your fence/wall they can climb on to get over. And finally, in certain situation if they get bunched up one can actually get 'boosted' over a fence. To try to avoid inside corners adjacent to field fences if possible. Or use a trench in addition to a fence.
  8. Not sure on that. But what you want to watch, is simply which way your gear is spinning. If it's spinning counter-clockwise, then the area is temporally unstable, and the faster it spins, the more unstable. If it's spinning clockwise, the area is temporally stable.
  9. You should be able to search the handbook for "pigment" and find all the entries for things that can be written with.
  10. Yes, in normal conditions there is a limit to how close they can spawn (I don't know what it is)
  11. Are you using a mac? iirc this may be a known bug.
  12. Currently no, unfortunately. You'd have to replace the seraph texture in the game files, so it'll show up in the backdrop. There is also unfortunately no way to test for clipping issues with the animations of the backdrop, which would also be useful. VSMC will get an update at some point, so cross your fingers.
  13. First you want to make sure you're getting your file from the 'shapes' directory. There's generally 3 files of a given name - one item/block/etctype, one shape file, and a texture or two. It has to be under shapes. The seraph shape file will be under the 'assets/game/shapes/entity/humanoid' directory (not assets/creative or assets/survival). It will NOT be with the various animals and such, which are under survival. Now, when making armor, you don't want to build it on the actual seraph model. You want the armor to have it's own file, and you will set the seraph model as your 'backdrop' (under the 'project' menu), which puts a sort of ghosted version in the file. You can then make actual shapes, and 'stepparent' them to a shape from the seraph file. This probably is not a great explanation, but I don't have time to go more in-depth right now.
  14. They don't open, they're essentially decorative. Except you can also sell them to traders.
  15. Basically when your stability gets too low, The world will start to be distorted, and more powerful drifters will start to appear due to the time distortion. They're powerful, even if you're on the surface (unlike 'normal' drifters). And they can appear very close, even in light, again unlike normal situation. It's basically a time to watch your back. If it's a temporal storm, it'll pass eventually. But if your personal temporal stability got low, I think you need to kill drifters to raise your stability, or if you have a temporal gear and I think a knife(?) you can use that to instantly gain some stability. You personal stability goes down when you're in areas of low stability. Patches of low stability can happen randomly on the surface (not like, dynamically, but they generate at world gen), but stability is also generally lower the deeper underground you go.
  16. Temporal stability varies randomly in patches. There should me much more temporaly stable areas than not. You may have got unlucky. Bugs are ok to report, but best to do so in discord or github, rather than here. Also best to verify that they occur in vanilla, without mods (mods cause a fair amount of the bugs people report).
  17. "release candidate" 1. We'll go through several release candidates as bugs are ironed out. When it's considered stable, the rc will be dropped and it'll just be straight numbered versions.
  18. Wooden cage isn't integrated into any mechanic yet, nor even craftable. It's effectively just scenery right now, like for traders. It's possible it might become a trap in time. Also probably it will be used to transport chickens, I'd guess.
  19. Hmmm, if that's the case that sounds like an oversight. As far as I know these situations are specifically supposed to be there to allow the player to make some money via 'buy low sell high'.
  20. There is another trader who will sell you wolf pups. That's the only way currently. Same with a few other things like cracked loot vessels - you cannot pick up the in-world ones. The only way to make that trade is buy them from one trader and sell them to another. If you do buy a wolf pup, don't ever let it loose, you won't be able to pick it back up, and it'll grow into a normal wolf that wants to kill you.
  21. Wow that sounds like some seriously bad luck Rhyagelle. There's not a whole lot of point in looking for exposed copper before you have your first tools, since you can't mine it. But that's one nice thing about looking for surface nuggets, you'll get a good idea of what's around you, you'll maybe find ruins with vessels, wild crops, etc. One thing about looking for nuggets, I usually don't bother in areas with tall grass. Tall grass makes it difficult.
  22. @Klaymeench Your first copper can be found one of 3 ways: 1) in ORE loot vessels, found in ruins (not forage, food, etc vessels) 2) pan for copper nuggets using a pan. You need to stand in water, and use the pan on sand/gravel blocks OUTSIDE the water. If the blocks are touching water they'll vanish. 3) look for surface nuggets lying around on top of the ground. NOTE that these nuggets indicate copper ore in the stone close underneath the surface (maybe 2-3 blocks below the top of the stone layer). Make sure to WAYPOINT these locations before taking the nuggets (waypoint add color name). "color" can be just a verbal like 'red', 'blue', 'grey' etc. These waypoints only show up on the main map, and minimap, not in-world.
  23. They can also be purchased from traders. There is a clothing trader who specifically focuses on clothing, but others do sell certain types.
  24. Having watched like 16 hours of Dakphan's series so far, I can say that at least certain people are also impressed when they see the multiple container thing, how easy it is to load mods, and just generally the very well thought out nature of the game. Small details like skipping stones attract notice. Longer streams like Darkphan's allow people to see the very large amount of small qol things that make the game superior. It also gets better as Dark learns all the little tricks like waypoints. Personally I think that perhaps the most bang for the buck in terms of near term updates would be getting an animal-powered automation system going for the early game. People love animals, and love automation. A non-redstone automation system will help set us apart a lot. My other choice would be an immersive armor/clothes construction system. I don't see 'getting rid of the grid' as a pressing goal. it's very tricky for mass-made things like building materials. As long as we create immersive methods where it makes sense, I think people will remember those, and forget about the simpler grid stuff. I don't think the game is ever going to get past the first impression minecraft clone thing because it's a blocky game. It just looks the same at first glance, period. But the more other cool features, the quicker people will be able to recognize that it's not the same. Edit: As for hytale, it's just not the same game. Hytale has dozens of people on staff. That's hard to compete with directly. Hytale also fully embraces fantasy in a way VS probably never will. Between these things, they're always going to have more mobs. The weakness of both minecraft and Hytale is that they have to appeal to the hugest, dullest common denominator. VS can choose to appeal to more detail oriented crowd. The details are what will shine. So more details is I think better than going back and trying to re-work old stuff.
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