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Maethius

Vintarian
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Everything posted by Maethius

  1. I still wish that spider webs broke like spider webs... not like nets of steel cables!
  2. I'm probably in the minority here, but I personally dislike the concept of light levels affecting monster spawns at all. That is a leftover MC mechanic. I would rather see the lore honored through the use of wards preventing spawns, even if you need to fuel them using temporal gears over time, and larger bases need more wards. Again, in keeping with the lore (or at least the feeling of the lore), rifts being random and in varying concentrations are fine, but I think if there were a way to increase their concentration and duration in locations where iron or other metal deposits occur would be interesting. Also, activating a translocator should serve as a point of monster spawns; making your distance-jumping points also a point of peril. Wards could be placed in translocator areas to stop local spawns as well... but I can see the pain of a glut of expensive devices. Maybe there needs to be a new device that is less powerful than the ward, such as a Jonas Lamp that kicks spawns back 10 blocks as opposed to 50. I know that lore can't supersede play experience, but it should influence it. I think I'm rambling.
  3. I can understand some frustrations with starting out. I had read enough to know I wasn't about to play MC with new graphics. 1) I watched a few videos on the basics; surviving your first night, how to create your first tools, how to hunt and not starve, how to stay warm. How to work with clay, etc. Using ground storage! It was daunting as I saw how much detail was needed to play the game. Therefore... 2) I decided to play a crash-course first world where I didn't care if I lived or died. I wanted to make this world so it would give me more time to learn, so I cranked time up to 30-day months, held off monster spawning for 10 days, gave myself 60 minutes until drowning time, increased my temperature tolerance, slowed my hunger clock, gave myself max HP, made my tools more efficient... all the stuff that branded me as a newbie. I didn't care; I was there to learn controls, systems, day/night cycles, etc. Looking back, I wouldn't give myself that many advantages, as the struggle really is the heart of the game. 3) Because there were so many frustrating little bits (kneel for this but not for that, hold click for this but not for that, place this down but not that... oh, and lighting a ruin on fire because I thought you could actually light a brazier with a torch... you can't, but you CAN light the wall on fire!) I stepped into the community to get some tips and pointers. Now that I've been playing for some time I have focused much more on exploration, rebuilding ruins (definitely get Better Ruins mod if you can get only a single mod for the game!), and learning to chisel and craft more than I had in the past. There is STILL much I have never done, but there are points where you really feel like you have leveled up where games like MC simply don't... your first copper tool and armor sets, the leap to iron (I bypassed bronze almost entirely), and finally achieving steel. Obtaining your elk, building your first boat (I really recommend you see if you have a large body of water first!) and following the lore through some pretty amazing story locations. VS can be a royal pain in the ass, but it can also be a really fantastic world to explore.
  4. I thought my boat was missing something! Also, I noticed my lantern vanished from my elk's neck but the lighting remained. I realized that it could be swapped with a small lantern, but thought this was a new feature, not a bug.
  5. That's a good point... if I had been at max range it might have worked where nearby wouldn't. Wish I would have thought of that!
  6. Yeah, I've really considered doing this! I don't like jumping into GM2, but for a glitch I think it's worth doing. @Facethief LOL! I can only drink from a cup, apparently, and it would take a LOT to bail out the whole lake with a ceramic cup! @williams_482 I was right in front of him when I blew it... and he did try to reach me! He just wouldn't "ascend" to the surface, and so he drowned!
  7. Yeah, tried that first. Ironically, that did cause my elk to swim in my direction... drowning closer to shore. I am wondering now if my elk hasn't vanished because I left gear on it... like the new chests that collapse once they are emptied? Do I take off all of the gear and then try to obtain a new elk?
  8. I checked on the Github bug tracker and this is apparently a known issue... you end up riding your elk underwater (can easily happen if you jump off of a cliff) and it won't rise to the surface. If you are not close enough to shore it cannot climb out of the water and will drown. I got my loot out of my elk's saddlebags but couldn't save the elk... SORT OF. It is now floating at level 88 underwater, dog-paddling away forever, and I can still manipulate some stuff on it... the three temp gears hanging from the saddle, my bedroll, etc. But I cannot ride the elk or otherwise affect it. My issue is, other than the fact it has full gear and sturdy leather saddlebags, you can only own 1 elk. Is there a way to either TP the elk to dry land or clear my ownership of it so I can have another? This is an expensive loss! Oh, another odd thing... you can see my elk is lit up underwater, but there is no lantern model hanging from his chest. No idea what happened there!
  9. This is fantastic! Do you know if it works for removing water from waterlogged blocks? I am sure it can replace water source blocks, but I have been looking for a less painful option to... well, pump out a flooded basement in my castle. :)
  10. Didn't want to revive an old thread, but I just had the same problem while creating a dungeon. I wanted the hallways to be absolutely dark aside from what the player carries as a light source, and one room was simply lit with daylight... and not a little bit of it! I hollowed out all of the blocks around the room and build a solid chamber with walls 3 blocks thick in every direction... still there was daylight! I searched for answers and found this thread, then I filled the entire section with sand. It worked, but oddly, the light kept "moving" around the room. I used chalk sand because it helped me track down the offending daylight saturated air. After a bit I realized that my hallway was dressed up with slabs to add some interest to the walls and ceiling. It seems to me that the light was "caught" in these slabs the same way that water is. Maybe that's something the developers can track down?
  11. Perhaps it would be a use for the green glow items you find around the world (Ruined Cache, Temporal Gears) to make a dye that glows in the dark as well?
  12. Ever had that problem of chucking spears at your prey to take it down and losing one in the tall grass? Ever find yourself mowing down grass, thatch, flowers, ferns, bushes, and even whole trees trying to find your spear? Your STEEL-headed spear?! (Ever switch to creative mode to fly around where you hit that moose the first time just so you can see the area from above to find it?) Perhaps it would help if you could craft a streamer! A simple strip of brightly colored cloth that hangs from the butt of your spear (maybe even flutters playfully in the breeze) that makes it easier to find your weapon? A similar solution could be made for arrow; not a streamer, but perhaps brightly colored feathers? What think you, Vintarians?
  13. I made a special building for the process and kinda overdid it... 6 fires going at once! I'm out of sulfur, though, and only found my first batch by total accident.
  14. Now we need something to fill out those last few inventory slots....
  15. I got it! Thanks to the notes painstakenly recorded here: YOINK! I was close: in the pot, it must be 3L-3L-3chromium-3chromium Got my first Sturdy Leather! ... 1043 to go....
  16. Thank for the reply. My chains look okay, but not great. Since I am chiseling them out of iron blocks, and I only have so many of those, I was hoping for something less... expensive!
  17. Finally found chromite and sulfur so I started the process in my new kettle killer room. Making sulfuric acid was easy (although I couldn't find anywhere that mentions it only takes 4/5 pieces of firewood to cook it up), now I'm kind of stuck. I have several cooking pots filled with acid, and I have jugs on hand to split it into 3L batches, but the next instruction is simply, "add 3 chromite to each 3L batch" ... but I can't figure out HOW to do that. I tried placing the acid in a pot 1L-1L-1L-3chromite but that won't work. You can't add anything to a jug filled with 3L of acid. Does the instruction mean to add 3 chromite to the 3 batches = 1L-1L-1L-1Chromite = 1 CS? Any help would be greatly appreciated!
  18. I know this question crops up from time to time, but a search of the forums didn't yield a result, so here we are... Is there a way to hang lanterns and chandeliers on chains? I think I've been playing since 1.14.5 or some-such, and chandeliers and chains have been around at least that long, but I've never been able to hang anything on chains. My solution is quite expensive in a strictly survival game: Create an iron block, hang it from a chain, stick a light source on the bottom of the block, then chisel it into a chain. For a large structure lit with many hanging lanterns or chandeliers, copy/paste a dozen times using Chisel Tools. Is a solution for this feature on the docket, or did I miss it being fixed somewhere?
  19. Having dealt with a lot of crashes and bugs that required restarting my game with mods off and then re-introducing them one or a few at a time, I thought this would be an excellent function that would be easy to add to the game. In Mod Manager, have a checkbox that simply reads, "Disable All Mods." If you need a fresh start for some reason, click it, and boot up your world as vanilla. Of course there could also be a "Enable All Mods" option as well. Further, it might be a good feature if you want to create a new, unmodded world alongside your existing, modded worlds. Click, "Disable" then "Create New World" automatically in vanilla mode. Just a thought.
  20. The mod gives you a 50/50 chance of recovering a voxel as a nugget of metal. You can re-smelt 20 of them into an ingot as well, I believe (iron requires using the bloomery). Now, it does the same for steel, but I believe you cannot recombine steel nuggets because... well... they don't melt! I admit to using a cheat for these; I enter Creative mode and give myself a steel ingot for every 20 steel nuggets I collect.
  21. NicILass has been generously working with me on the issue. He is certain the generation problem was caused by vanilla game version changes between the time the University was added to the map and the time I actually traveled there to find it. Further, there was another update between the time I opened the inquiry into the generation and attempted to regenerate the chunks, which altered the landscape. Sadly, within 200 blocks of that underwater generation there is a perfectly suited region where it could have appeared without incident.
  22. I'm guessing that's a "no" huh?
  23. I've got a University (BetterRuins mod) that generated at the bottom of an ocean trench! I want to remove the megastructure and restore the chunks that it occupies, and then regenerate the University to a nice, broad plane not far away so that I can explore it. I know the /wgen regn <x> command and used it before, so I tried it on the University. ... Well, it filled in the ocean trench with a flat plain but the entire University stayed! Now it's refilled with monsters but also with DIRT instead of water! Anyone know how to fix that one?
  24. Went into a BetterRuins location (Forlorn Bastion/Dungeon) and you can see fine on the first level or so... then everything vanishes into black fog. I was standing 6 blocks away from a chandelier I placed on a low ceiling and could barely see it.
  25. Well, it seems in my version of WE there is no "structure" subcommand. Checked the list through a few times, typed it manually a few... just doesn't seem to be there.
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