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Nesodos

Vintarian
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Everything posted by Nesodos

  1. I think the code is already there. Cellars check for volume of the room when you exceed 7x7 blocks. I agree that it would be even better if its entirely volume based but idk how the code reacts to that.
  2. Its probably meant as a precision tool for players that want to "customize" their trees. Axes of the same material are much faster at chopping wooden objects of any kind.
  3. I know this is basically a necro but I wanted to give an update for people that stumble upon this thread in 2026. The good news is that you can make it work in version 1.21.6 The bad news is that default creature swim speed is 200% and you will need to change this in the world settings (i'm using 100%) or they will just outpace the drag from the water streams, resulting in no kills at all. The other news is that it will take a LONG time to kill enemies at default health settings. During heavy temporal storms I've never managed to kill more than 10 creatures, even when actively poking them with my spear. This is in part because there is a short invulnerability window after they receive damage AND they "jump" away from the damage source. I would also suggest replacing the floor with glass slabs as soon as possible and NEVER go into one corner as drifters can spawn right on the other side of your cube.
  4. Its always good to have another source of glue.
  5. I want to use deathcaps to craft poison laced meat. Lets see how the ninja bears sneak up to me when they are dead...
  6. I like the idea for threshing the grains. It adds a bit of extra (realistic) work but "rewards" useful dry grass for most grains. (well, technically you would get straw which is different from grass) Additionally it should also come with a threshing machine to automate with mechanical power and the option to compost dry grass. The plant green idea seems to be a bit too convoluted and some satiety is a really bad tradeoff for extending growth time. Weed pickings seems like a major chore and killing crops is overkill. IRL oridnary weeds would primarily slow growth by consuming nutrients and blocking sunlight once they grow tall. Might be ok if it caps at 30% growth penalty when at 100% weeds and if we could craft a rake to remove the weeds in a 3x3 radius. As a "reward" it could also have the option of finding random nuggets or local stones in addition to grass/horsetail.
  7. You can also make some part of the walls with hay blocks and remove them easily when the temperatures start to climb.
  8. I'd like to suggest to increase maximum room size to 15x15x15 (apparently this was already a thing because of a bug) Right now (v1.21.6) , cellars have a maximum size of 7x7x7 blocks (343b) but a hidden cap of 150 blocks volume if one of the dimensions exceeds 7 blocks. Greenhouses and ordinary rooms seem only different in construction of the roof and are listed as 14x14x14 blocks (2744b) maximum. I am not aware of a hidden cap for them. Info from here> https://wiki.vintagestory.at/index.php/Room/en#cite_note-3 I usually align my buildings and rooms along a uniform grid to prevent problems during future expansions. (thats what hardcore industrial MC modpacks did to me) The smallest units of this grid are cellars, thats why my current grid is 7x7 with 1 wall on each side while the rooms are usually 3 blocks high. (7 high with middle floor and one door is optimal) This means that 2 combined sections are 15x15 blocks and I have to put in an extra wall on 2 of the 4 sides or else there is a hunger penalty during winter. Additionally, it would be good to have a dedicated page of this in the handbook. This mechanic is quite fundamental to base building but currently very poorly explained.
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