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redram

VS Team
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Posts posted by redram

  1. When Vintage Story was originally begun, the original crop set was indeed limited to 'old world' crops.   However this limitation has been dropped, and all crops are fair game.  Witness the peanut, bell pepper, and pineapple, which is are all new world plants. And big horn sheep which apparently slipped under the original prohibition, as they are new world animals, but also racoons which were added later, and are also new world animals.  The fact that we don't have things like potatoes and corn yet is simply down to not having chosen to add them yet.  Crops take a lot of artist time for the many stages, so they're not something we add casually out of hand.  But corn and potatoes will certainly eventually come, among many others.

    • Like 4
  2. 13 hours ago, Hells Razer said:

    Such a recipe change should be documented on the changelog then.

    That was an accidental change.  It was worked on but not finished, and was supposed to have been 'stowed away' till a later point (possibly in another pre version, or sometime later).  But apparently it did not get totally stowed.  That's why it wasn't in the changelog - it wasn't supposed to be there yet.

  3. 21 hours ago, Maelstrom said:

    One thing that helps know what kind of stone is under the topsoil are the rocks you run into.  I am hoping that bauxite will produce those stones that can picked up like all the sandstone stones around my home.

    bauxite will produce loose surface stones, yes.  But that has a limited depth range.  It's entirely possible for a bauxite layer to be under another sedimentary layer (or basalt), and so deep that it leaves no surface stones.  I think only the top stone layer will produce stone regardless.  So even if the bauxite is only covered by 1 or 2 blocks of other stone, and technically within range of the surface, it still won't make surface stones.  I think.

  4. 5 minutes ago, Fredrik Blomquist said:

    Still think making fabric more complicated to craft would be nice. If you make your farm larger you can still produce lots of flax. 

    Yes, elaborating upon the process of making linen is planned. 

    • Like 2
  5. 10 hours ago, l33tmaan said:

    Will this apply to, uh, perishables too?

    Just items with durability, as I understand it (except for tools of course).  Off the top of my head, I think the armor related cases are the only current cases where its applicable.  Spoilage is different from durability.

    Regarding gambeson, the economics of all things linen will potentially change quite drastically when the game moves to a 'full year' growth schedule.  In which case flax may take 3 to 4 months to mature.  Making it possible that you'll only be able to raise 1 crop of flax a year in temperate areas, without a greenhouse.  The seed and material yield will go up in proportion to the increased growth time.  But overall, you will probably get less material in a year than under the current system, especially the first growing season.

    • Like 2
  6. 49 minutes ago, Silent Shadow said:
    • Using up Chainmail and then rolling it into scalemail/platemail makes the most of metal

    Just as a little heads-up, this exploit will hopefully no longer be in effect on the next 1.15 update.  Using 'used' objects in a recipe will result in the product being already degraded in the same proportion (as I understand it).

    • Sad 2
  7. 7 hours ago, Davin Kammermann said:

    is there a certain size of pit that has a better ratio of recoverable charcoal?

    To the best of my knowledge (I didn't code the process and am not a coder at all) it indeed has a fairly variable amount of loss, and the construction of the pit does not affect this.  I generally assume the average yield per block of wood to be around 5, but with a variance of around 2 more or less, just based on my in-game experience.  I don't make a lot of it though, preferring coal, personally.

  8. If you think they're op now, you should have been here when they used to heal you as well (pre-poultice)!

    Berry bushes, along with all crops, and fruit trees, will eventually be on a whole-year schedule.   So that your berries and fruit/nut trees will indeed yield a crop only once a year.  In addition, berry bushes will not be nearly as simple to transplant as now.  When you replant they'll start as a smaller version with 'transplant shock', and won't yield anything that year.  There's also a fair chance that water an fertilization factor in.   Crops will be more variable depending on the crop, and the climate, you may be able to grow more than one a year, which is true irl.  But their schedules will be more like irl, generally taking around 3 months to mature.    Seed and produce yields will all go up in proportion with these changes.  These things have been planned for a long time, but it's a very significant change to gameplay, and requires several other supporting mechanisms be in place.   Which is why it hasn't happened yet.  But hopefully soon!

    • Like 6
  9. 5 hours ago, Killeregon said:

    So is or will there be a way to tame or catch pubs? It gives me a shever killing these cuddly pubs...

    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.

    • Like 2
  10. 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?

  11. 1 hour ago, Elfini13 said:

    Do I have to remove mods?

    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.

    • Like 2
  12. 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.

    • Like 2
  13. 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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