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redram

VS Team
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Posts posted by redram

  1. 3 hours ago, City Builder said:

    I dug down two blocks in the middle of my field and got a bucket of water but can't seem to dump the water into the hole, is this not possible?

    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.

    • Like 1
  2. 34 minutes ago, Ekamai said:

    Is there a chart or something, showing the exact amount of each ore needed for bismuth bronze? 70-20-10 doesn't work.

    Go to your in-game handbook (H key) and search for the bismuth bronze *ingot*.   All the ingot entries have the percentages needed.

  3. On 10/10/2020 at 5:39 PM, City Builder said:

    Also, is there a way to turn their "bones" into something using a tool when we break them down?

    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.

  4. 34 minutes ago, Brandybuck said:

     Wolves literally two shot me. I don't hear them until it's too late, I can't outrun them, I can't fight them with obsidian. I just don't have the twitch skills. I don't like games that require twitch reflexes.

    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.

  5. 9 hours ago, EMSpara said:

    Can you grow crops indoors with sufficient light? I was thinking about making a multi level farm and stack a couple tiers high but only if it actually works. Can you use lanterns to make enough light or does it have to be open to sunlight? Can you get enough if you make the walls mostly glass? Anyone know? Thanks in advance!

    Its not intended to work that way.  if it did, it would be a bug.  never tried it myself though

  6. 16 hours ago, Alessandro De Col said:

    Taming hostile mob is now possible?

    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.

    8 hours ago, Streetwind said:

    Fences are good enough in my save.

    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.

  7. 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?

    • Like 1
  8. 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.

  9. 22 hours ago, Joseph Bonaiuto said:

    BUT, nothing changed, after three days of logging off and on, the animals are still overly aggressive, and at most I found 2 pieces of surface copper....

    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.

  10. @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.

  11. 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?

    • Thanks 1
  12. 2 hours ago, Netskimmer said:

    Thank you for the information. So it's telling me that it estimates that 2.1% of the chunk is native copper?

    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.

  13. 4 hours ago, Netskimmer said:

    A) How did the YouTuber know that a word height of 256 meant a sea-level of 114?

    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.

  14. 11 hours ago, Shane Hanson said:

    Did a bit of digging trying to debug this and I would guess the "Yaw" is not being stored in a variable correctly. And every time you hit a key the game checks that variable and gets the wrong "Yaw" direction causing the game to change the cameras direction. I am getting killed by wolves in water. And hunting large game is death sentence. And all because one little piece of data is not being stored in a variable correctly.

    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/

  15. 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.

    • Thanks 1
  16. 1 hour ago, Torondor the Builder said:

    When creating armor that requires other armor as part of its base (chain requires leather jerkin, scale or plate requires chain, etc), does the base armor need to be undamaged with full durability?  
    If not, how does the previously lost durability, say on my existing chain leggings, show up on my scale leggings created from those chain leggings?

    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.

    • Thanks 1
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