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Ezra

Vintarian
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Posts posted by Ezra

  1. So, one of the things that has bugged me for some time is the very strong water flow which has a tendency to 'trap' you if you dig out blocks while swimming under water. For example, if you're searching through an underwater surface ruin. I wonder if there is any way to tweak how missing water blocks are handled either in a VS update or via mod. Maybe messing with that sort of thing would be easier now the /we mpacifywater command is available for 1.18?

    Another common annoyance is when you misplace a block while building in water (bridges etc) and are left with a never-ending trail of bubbles when you remove it. I guess it's possible to fix it with a bucket but I've never got the hang of it.

    Any thoughts?

  2. 1 hour ago, Tyron said:

    Plus one new major release! @Th3Dilli has been hard at work upgrading our codebase to the latest .net framework. This has the potential to yield a significant performance boost for free, since .net 7 compiles to native code! It is currently an experimental build that we invite you to try out and see if there are any issues with it. Please download it from info.vintagestory.at/v117-net7

    Quick question - can you play on the normal servers with the experimental build? [EDIT] Nevermind, I read the answer. :P

    • As far as game content is concerned, this version should be idential to the standard .net 4 v1.17.11 version and also freely interoperate between both versions on multiplayer.
    • Like 2
  3. So usually, anytime there is a stray soil block placed it will start changing texture to 'grassy'. But it looks like there are 'biomes' or something where this doesn't happen? I put down a fairly large plot of soil blocks over some hilly slate gravel area and there's no sign of green on them yet. Is this a thing or am I lacking in patience? Do I need to water the soil?

  4. There are a lot of "Vintage Story Server" in the "Browse public servers" list. This is not ideal.

    As a simple solution, I suggest that when a host starts a new multiplayer game the default name should not be "Vintage Story Server" but instead it should roll up a random name (like the random world names). This would only be the default, and the host would be able to put anything they like in there including "Vintage Story Server" if they really feel they must.

    .... other stuff ....

    It would be nice if the "Your Servers" list would indicate which servers are online and possibly also how many players are currently on them.

    When you are actually playing on a multiplayer server it would be nice if you could check server details (such as players online, mods in use, server name, server version, possibly world settings)

  5. It looks like once your stability is really low it won't naturally recover even if you move away from the rift that was lowering it. :(

    Little background, I was trying out a basic drifter trap that I had accidentally discovered earlier. Dig a four block deep pit that is 3x2 on the base (or build it in a pond) place a torch on a wall and block off the ceiling from inside. Go to one corner, and block off the opposite corner with a two block high diagonal wall (leaving a one block gap at the top). Then break the ceiling block above that corner. If you do that just before night near a rift then a ton of drifters will path into the gap, fall down and get stuck. Next morning you can climb out and peek over the edge at them. They will throw rocks, hit each other, and start a mutual murderfest until just one is left which you can easily finish with a spear.

    Only, don't do any of that because apparently if your temporal stability gets super low it becomes hard to fix and it sticks after you die.

    Unfortunately I forgot to mark my location on the map, or there might well have been a temporal gear in one of the drifter's corpses.

  6. Is this a bug?

    In a multiplayer server my temporal stability dropped down to zero and I eventually died from it. I respawned with full health, but still temporal stability of zero. I don't really want to franticly (but also slowly) pan through a small stack of sand to get a temporal gear but is that the only way out of the situation?

  7. Bit of a weird one. I killed four or so salmon with a spear, but they just sit there instead of jumping into my inventory to be cooked and eaten later. Any idea what's up with that?

     

    P.S. Yes, I do have empty inventory slots available.

  8. Simple(?) suggestion: Lead hammers could be a thing. Probably not lead helve hammer, though.

    Lead hammers would be at least as effective as copper, but with lower durability because lead is more easily deformed.

    Real world lead hammers are actually made from lead alloys, and are generally used where it is important not to damage the object you are moving, driving or bending - but I think that level of detail can be neglected.

    • Like 1
  9. At present there are a number of items which can be cut up by a chisel into metal bits. They are described like follows:

    Copper chain

    Smelting Temperature: 1084 deg C

    Smelts into 2x Copper ingot

    As a new player, I found this confusing because I could not see any way to smelt Copper chain. You can't put it in a Crucible, and you can't place it on a lit forge.

    I would suggest changing the text. Maybe to something like...

    Chisels into 40x Copper bits

    or

    Chisels into Copper bits that smelt into 2x Copper ingot

    That could probably be done globally for all "Smelts into [n]x [Metal] ingot"

    • Like 4
  10. 28 minutes ago, Branislav Kostic said:

    You don't need that many sticks early game, and you should have sheers by day 4-5 since it is possible to get them by the end of day 2

    I used something like four or five stacks of 64 firing things before I had a saw, and I still didn't have sheers. Mostly on about eight storage jars to replace all the crappy reed baskets I was using before.

  11. Quick question: If you start a farm, plant some stuff, light a pit kiln and then log off for a day. Will things have proceeded when you log back in or will everything be exactly as it was when you left (assuming nobody else is in the area)?

    [EDIT] I've been told that pit kilns, at least, should work without you needing to be online.

  12. 6 minutes ago, Maelstrom said:

    Early game you should be harvesting leaf blocks to generate sticks and seeds.  Hint: shears make it much easier.

    Early game you don't have shears, because they are made from copper.

    I also object to the use of 'should'. This is a mechanic that is not explained in game, and why should players know to punch leaves instead of cutting down trees?

    This could easily be avoided by moderating the currently huge difference so instead of 2 vs 30 you get something more reasonable like 8 vs 20

  13. So I found a fairly large birch tree, cleared the area around it, and chopped it down. 8 logs, 2 sticks.

    I reloaded from backup and tried again, same result.

    I then used ladders and punched (no shears) leaf blocks and branchy leaf blocks (trying to get each individually) and I got 8 logs, 30 sticks. I also got one birch seed (which I didn't from the earlier tests).

    Why make it easy to cut down an entire tree in one go if you also make it a bad idea to cut down an entire tree in one go (if you want sticks and possibly seeds)?

    • Wolf Bait 1
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