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redram

VS Team
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Everything posted by redram

  1. redram

    Water

    Sprint+right click places a source block. Sprint defaults to the cntrl key, iirc. It's most efficient to make fields in 7x7 squares, with a water block in the center, since water's range for hydrating fields is 3. Many people like to put a trap door above the water, so as not to fall in. It helps a lot of keep fields away from buildings, and definitely not under overhangs, so that they get watered by rain.
  2. Go to your in-game handbook (H key) and search for the bismuth bronze *ingot*. All the ingot entries have the percentages needed.
  3. There's also always panning, as long as you can find some sand or gravel (*not* muddy gravel). That's slow going though if you're trying to get 40 nuggets, and you may starve if there's also not much food available in the area.
  4. redram

    Cooking

    Stew. I think the ultimate is either pumpkin or cabbage.
  5. redram

    Animal bones

    no right now you get the bones from the drops window after butchering. It's possible that in the future that might not be the case, and you actually have to do something to the skeleton to get the bones. Bones don't have any deterrent effect that I'm aware of.
  6. Are wolves your main problem? How many seeds have you tried? Wolves only appear in certain areas, they're no present everywhere. Mostly in forests, or wooded plains/swamps, I think. So one of the best keys to dealing with wolves is to settle in a place where they are not. That should give you a good amount of breathing room to get set up with some armor - note also there is 'improvised armor' for the torso, that can be built day 1. But only for torso. It helps. As far as weapons, I'll just say that spears do about double the damage thrown, vs if you just poke with them. So getting good with throwing spears also helps a lot. When I'm starting out I usually travel with 2 or 3 spears in hotbar, for hunting and dealing with wolves.
  7. Not sure what you mean by 'my anvil breaks up'. anvils dont have durability. and a bronze anvil should work. are you running some mods?
  8. redram

    Animal bones

    They'll eventually despawn on their own. Not sure about the spawn rate thing.
  9. Its not intended to work that way. if it did, it would be a bug. never tried it myself though
  10. redram

    Using Crocks

    Not to my knowledge. I think just all meals have the same label. Maybe jam is separate? Not sure.
  11. No, not yet possible. One trader sells pups, another will buy them. They're just a trade good (for now). If you drop that pup you won't be able to pick him back up. And he'll grow up into a wolf that wants to kill you. They're good enough once you have a saw. In the stone age fences aren't an option yet, and you're left with moats and dirt walls. Though another option is being worked on. One that is not ugly or immersion-breaking.
  12. redram

    Using Crocks

    Actually you can also store pickled vegetables. They even have their own icons for the jar label, per vegetable. But nobody ever does because why would you when you can store an entire cooked meal, and avoid the pickling process?
  13. The copper problem sounds unusual. You may want to copy the world file, go into creative mode, and do some more extensive searching. The erase tool that replaces what you hit with air, in up to a 50 block raius, is especially helpful for this kind of thing. If you find no copper that way, then something is definitely up.
  14. As mentioned, if you changed the settings by command line, and just kept the same world, world generation settings like copper will only apply to new chunks that weren't previously generated. Also and edge case regarding surface copper is that if you're in a limestone biome, you won't find any surface nuggets because surface copper does not spawn in limestone. A thick bauxite top layer could also cause the same problem. Beyond that, it's much easier to find surface copper in areas of short (or not) grass, so maybe try to find areas of short grass.
  15. Ya I doubt you'll find any guides, VS is not well know. I believe @Novocain has experimented some with using .obj files? Maybe he has some advice?
  16. @City Builder Seeds can give different results, I hear, if the custom config settings are different between worlds. Not sure if that's true, or if you had configs different from your son, but I've seen it said. Beyond that though, be aware that the only things that should be the same between seeds are the stone biomes, the topography, and the ore, rain, and other noise maps (which the player never sees). The actual specific location of ores veins, traders (and types of traders), ruins (and types of ruins) trees, and even probably waterfalls, are all random even with the same seed. So the general layout of the world should be the same, but the 'details' will not necessarily be.
  17. Stone biome generation is random, there's not really a way to predict the direction to find it.
  18. Looks like the kind of thing that happens at chunk borders perhaps.
  19. This is the sort of error I've seen when I changed a smithing recipe to an invalid one. It has a huge knock-on effect that messed up my knapping and clay forming as well. Did you change some recipes somewhere (knapping, clay, or smithing)? Or are you running any mods other than VShud?
  20. In theory, yes. Deep copper occurs in some of the hugest veins in the game. And as Netskimmer says, the second mode detects actually-present ores. The primary mode that gives permilles does not change, even if you mine out the entire chunk.
  21. They were told. Most of the time you'll be told 110. 110, 114, close enough. Multiply them by those decimal numbers and you'll have the Y range. So (0.0*110), (0.6*110) = y level 0 to 66. It is done this way to be more adaptable if you change the world heigh, in which case the sea level changes. Fyi, when the propick tells you 21%, note that the percent sign has two zeros on the bottom. It's actually a permille sign. Percent is 'parts per 100' (cent = century = 100). Permille is parts per 1000 (mille = 1000). To read it as a percent you need to move the decimal one spot to the left.
  22. Shane if you could report this on the Vintage Story bugs github, it might be more likely Tyron can look into it. This thread has the link: https://www.vintagestory.at/forums/topic/421-official-issue-tracker-on-github/
  23. I have not seen Tony active here or on discord since sometime in March or April I think. And I think he hosted this server. So it may possibly be defunct.
  24. yes world-gen only. Like many of the game features, the full breadth of progression is not complete or present in some cases. You'll eventually have other adhesive options besides sap, via alchemy, for instance. But for now, you're kind of stuck with the 'early game' option of sap.
  25. Currently you can use a damaged precursor armor to make a higher tier armor, and your new piece of armor will have 100% durability. You essentially get the use of that precursor for free. This will not be the case forever. The armor crafting system as it is right now is not complete, and still has a lot of work to be done on it. The first milestone was basically just to get something that works, for now. The finer details and mechanics to be fleshed out later.
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