Jump to content

redram

VS Team
  • Posts

    911
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by redram

  1. redram

    Fishing?

    No oceans *yet*.
  2. Vintage Story has it's own modeling program, Vintage Story Model Creator (VSMC), which is downloadable from the website. It's based on I think Mr. Crayfish's program for Minecraft. Simple but effective.
  3. redram

    Hunger

    If you want peaceful mode, it's also worth mentioning that there are configs for mob aggression, including 'only attacks if you attack first', and totally passive. But ya as far as disabling hunger entirely I'm not sure. @Tyron would know. But there's also creative mode, which definitely disables hunger. But it also changes inventory so maybe that's not what you want.
  4. redram

    Steam

    First item on the FAQ page: https://www.vintagestory.at/features/faq.html/ Short answer is 'someday maybe'. It's not really mentioned in the FAQ, but another reason is that steam crowds can be pretty harsh, and you only get one chance to make a first impression. There's a desire to get the game to a really good state of polish, before throwing it upon steam's tender mercies. And it's not there yet.
  5. Depends what you're searching for. bismuth and cassiterite occur in smaller discs, but some ores occur in extremely large discs. If you're searching for cassiterite and using the secondary mode at a range of 8, you could probably dig every 24 blocks and have a high chance of finding any cassiterite. You don't need to dig every 16 in such a case, because cassiterite almost never occurs in a single block size, so you'd be very unlikely to miss it, probably. But again, this pattern will depend on the secondary search radius you select, and also on the ore you're searching for.
  6. Streewind kind of covered this but I just wanted to make a focused reply, that this is not actually how the primary mode works. The primary mode references ore density maps that are made on world gen, and the first spot of the 3 that you break, is the one that it is giving you results for. The subsequent two required samples are just to make it a non-trivial operation. As opposed to say, TFC where you could just spring around at a dead run right clicking sampling everywhere. The subsequent two samples don't need to be in a triangle, all 3 can be in a straight line up, or down, for instance. They just have to be spaced out is all.
  7. redram

    Fishing?

    Welcome! And ya, we want fishing too! If you haven't seen it yet, here's the link to the roadmap page: https://www.vintagestory.at/roadmap.html/ . We need 2 or 3 more Tyrons, unfortunately.
  8. redram

    The Greenhouse

    It requires a 50% clear roof. That's not really how real greenhouses are built, but if a player builds one with walls and ceiling of all glass, what they built will work. It's fine to err on the side of letting what the player built work, imo. In case they want to have some 'decorative' solid areas, such as a rib in the center. The mechanic is such that if a player builds a greenhouse built like a real one (within the volume limit), it will work. What's wrong with that? I'm not a coder so I can't really comment much on the code limitations specific to room calculations. I just know what Tyron said. I know enough to feel comfortable saying that the world having no limits and a structure having no limits are very different things, because your world will never be loaded all at once. There is no such thing as 'tiers' of crop warmth, any more than there are 'tiers' of climatic temperature. It's a sliding scale. The game also doesn't track the climatic conditions necessary to form frost irl, so it's really just about temperature. Which is why a simple temperature bonus makes sense. I don't know why you say this is 'unrealistic'. It's more realistic than what you're proposing, and far more realistic than what Stardew Valley does, as I understand it (never played it, but I gather you don't have to heat that greenhouse). Unless Stardew Valley is set in a climate like Georgia maybe. It's true we don't require the venting of the greenhouse in the summer to avoid having a +20C temperature rise during the daytime. Just a uniform +5C winter or summer. But that is frankly a boon to the player and falls in line with a more consistent positive benefit for the player. It's also not really 'realistic' that what would presumably be a single-pane glass greenhouse maintains a +5C temperature at night in the dead of winter, but again, that errs towards making it of more consistent and better use for the player. It's also true that we don't require constant air circulation to avoid extreme problems of fungal infections, and aphids (yet?). But again, better/easier for the player. And yes, we do not currently require active heating to maintain the benefits. Again, easier for the player to work with. So by my count we have four instances of divergence from 'real' greenhouses, all erring on the side of easing the gameplay for the player. I'm honestly quite curious how you think it is that (pre-20th century) greenhouses 'really work' vs what we're representing, and what reasonable improvement you think we could make, that would be simple for the player to understand and execute. Finally, it's important to realize that a big part of gameplay is the prepping for hard times. A greenhouse that just provides year-round growing would do a lot to negate that aspect of gameplay. So I wouldn't expect greenhouses to be an easy-peasy mechanic, ever. Down the road, if glass becomes more difficult to make, maybe things get re-balanced. Right now glass is very easy (and unrealistic) to make. In general it's still a relatively recent addition to the game, and may indeed be rebalanced. So I want to be clear I'm not trying to dissuade from criticism or suggestion. But I just want to make clear that the building restrictions were not arbitrary, as I understand it, and we're taking a conservative approach to start. But at the same time I'd also like to hear a bit more clear criticism on the 'realism' end, because I have more than a passing video game familiarity with greenhouses, and disagree pretty strongly with calling our mechanic just as unrealistic as Stardew's. edit: oh, and as far as the water issue Gazz mentioned, that merely requires addition of some automation to address. Work in progress and all. There is still the option of watering can, for now.
  9. redram

    The Greenhouse

    A greenhouse is pretty intuitive, people used to build them all the time even before there was a mechanic. However what's not intuitive is the size limit. It's possible the size could expand if the algorithms get optimized, or it just generally does not impede the game much. But there will always be *some* size limit. It's unavoidable. Greenhouses are not a free pass to grow anything at any time irl, which is why the game is not making it a free pass (we ain't Stardew Valley). The idea, essentially, is that it lets you expand your growable window for your climate zone. If you're already pretty close to the southern climates, and you just barely get freezes, well this might allow you to grow year ground without fear of frost. If you're temperate zones, maybe it lets you grow an extra month. Maybe that's enough to squeeze in a second round of the right crop. It's not meant to let you do the same thing everywhere. A large part should be learning what crops work in your location, and which ones benefit from the greenhouse. Basically like irl. It's still a system in progress, and plant growth is intended to become more detailed down the road.
  10. redram

    The Greenhouse

    This is supposed to be the case already. The bonus they give is a +5C to effective temperature of the soil blocks (and hence the plants) in the greenhouse. When you have a properly constructed greenhouse, looking at a tilled farmland block should tell you that it is getting this +5C bonus.
  11. I know that at one point snow accumulation could also destroy them. Not sure if that was fixed in an update or not...
  12. Not trying to say the suggestion has no merit. But this statement is patently false. There is nothing forcing you to 'stand still and do nothing' at night. If you're going to accuse others of 'tunnel visioning', you may want to try to be a bit more cautious in your own statements.
  13. /gamemode 2 for creative, 1 puts you back in survival
  14. Configurable night length is planned, eventually.
  15. That's intended. You couldn't catch them if you caught up to them, there's currently no mechanism for that. You just have to chase them toward where you want them to be. Eventually there will be methods to trap/catch them though.
  16. Yes, if the trough has food in it, and they're within a certain range (10-20 blocks maybe?) they'll move toward it. This is a good way to actually get them into the pen, once you've chase them close to it.
  17. afaik it is a very, very, rare occurrence. I think I've maybe heard it mentioned a couple other times ever.
  18. A bug. You tried reloading? Not sure if Tyron can examine the situation if you give him a world file or anything...
  19. Can't say for sure on the adding option (coding is not my thing). If you ran out of voxels, you can save it for when you get a helve hammer. The helve hammer will complete it no matter what, creating voxels from thin air if necessary. Or just pop into creative mode (/gamemode 2) and give yourself a new bloom. I think down the road this'll get fixed, so you can at least re-bloom the bloom. Or maybe toss it in a crucible.
  20. 1. - There is not bug capturing, nor fishing, YET. There are a large variety of butterflies, you just can't catch them. Fishing will come eventually. Seasons will be in the update-after-next. 2. - The traders are currently the only npcs, though eventually there will be more. They do not travel currently. They'll remember for awhile if you attacked them, and they'll hunt you down relentlessly. But they forget eventually. Even if you do kill them though, you can't loot their wagon. Killing and looting npcs isn't what the game is about. Road map, yes: https://www.vintagestory.at/roadmap.html/ Fishing didn't make it in there, for some reason, but it is planned. There's still a ton yet to do.
  21. padded jerkins and such as an option to leather for starting chainmail is already planned, and was planned from the start, and we already have the art assets. They didn't quite make it in under the wire at the end of the armor update. Be aware, that after seasons the linen situation is probably going to be drastically different. It's pretty easy to just churn out lots of flax right now, but after seasons you'll probably get one crop a year, in temperate climates. So the choice might not be as attractive.
  22. The wiki is sort of misleading, having two separate categories. In code, there's no separation between 'shallow' and 'deep' ores. There are two kinds of 'surface deposit' - copper and cassiterite that are specifically extremely shallow, and these are not reflected on the propick. ALL other ores and deposits just have a y range, and a 'leaves surface nuggets yes/no' setting. They will show up on the propick unless specifically excluded from the propick (lapis, quartz, etc). The chart would probably be more understandable if they were combined, and add a column 'leaves loose ores'. Because leaving loose ore traces is a bit arbitrary right now, in that some ores are programmed to do so, and some not. It makes sense for ores whose max y limit is like, 85 or below, to not have a surface ore chance. But some, like all 3 irons, and sphalerite, could in theory perhaps generate close enough to leave nuggets on the ground, but yet their json does not allow for it. This may be an oversight...
  23. You can use borax as a replacement for lime in making leather. However there is no replacement for lime when it comes to making mortar.
  24. pumpkin and cabbage seeds are obtained in ruin loot vessels. Specifically farming, iirc.
  25. Iron blooms should be workable without the helve hammer. We do get sporadic reports of blooms with not enough iron voxels, but I don't know that it's ever been fully verified if those were actual bloom generation bugs, or user error. It's correct that you *cannot* add more iron voxels by adding another bloom.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.