-
Posts
83 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Gazz
-
With a sweet water lake I can place a lily on top of the water, then place a dirt block on top of the lily, allowing me to immediately start building on top of the water. This would be quite useful with (often rather deep) salt water. Is there a plant or other thing that I can place "swimming" on top of salt water?
- 1 reply
-
- 2
-
-
-
Any way to close off the room if an axle is entering it?
Gazz replied to Broccoli Clock's topic in Discussion
This is allowed and working : And while you may not be able to close off grinder / pulveriser directly... You can put a thin (chiseled) plate in front of the input / output chests. If you cut out an opening in that plate and it is small enough the plate still counts as insulating. Or use a trapdoor for that. They are also "closed". It takes more braining and effort to have your engineering room "neat" but it's doable. -
@garyoak I'll be damned but... that worked! (game version 1.21.1) I had a setup with 4 helve hammers side by side and only one of the 4 anvil spots would ever complete an item, no matter how often I disassembled and rebuilt any of the hammer parts. Not a mod issue because then none would ever complete. Took out the transmission and replaced with an axle. Everything worked. Took out the one axle and replaced it with a transmission... NOW it all worked. Many thanks for... whatever that was! =P
-
When I mine I eventually end up with low sanity. That's normal and not a problem. Then I climb back up and sit there... for 10 bleeping minutes. Doing nothing. Being forced to do nothing is terrible game design. And no, there isn't always random work do do at the top of every mine. I propose that If sanity % is currently going up (you are not in a negative stability area, etc.) and you have been standing still for 30+ seconds > the sanity recovery is speeding up and the gear turns noticeably faster. A 3x increase would not hurt because there is nothing worse in a game than having to do nothing.
-
No, the sanity % is sometimes increasing if the gear spins clockwise. Other times it stays stable or even slowly decreases while the gear is spinning clockwise. Is that a bug?
-
Prospecting is a broken system being replaced by mods. Let’s fix it.
Gazz replied to Rexvladimir's topic in Suggestions
Just saying that prospecting (the way it is) is probably the main selling point of the game to me. I completely understand that different people like different things but the current system is not bad or broken.- 143 replies
-
- 4
-
-
- prospecting
- prospecting pick
-
(and 2 more)
Tagged with:
-
I have a related question. (no mods affecting sanity that I know of) Should sanity go up if the gear is rotating clockwise at a brisk pace? Because it sometimes does and sometimes does not. The indicator isn't indicating. Is this normal?
-
New no-whitelist server now open - Vagabonds and Kingdoms
Gazz replied to Captain Jake's topic in Multiplayer
There always needs to be one rule: "Don't Be A Dick." (Anyone asking for clarification is only looking for ways to skirt the wording of the rules and should be banned.) Also, you're being naughty. You put the mods where it clearly says "do_not_add_mods_here.txt"! Anyway, this looks really nice. Any particular vibes for the server? I'm not great at the RP bit - I dig.- 9 replies
-
- 1
-
-
- multiplayer
- server
-
(and 1 more)
Tagged with:
-
Open Multiplayer World, Looking for fellow enjoyers!
Gazz replied to Dumplinho's topic in Multiplayer
Hoi! I may be interested but I'm not sure in what. I only know it will involve digging. The only mod I'm using in a solo game is https://mods.vintagestory.at/nonegativetraits because otherwise I end up picking commoner.- 4 replies
-
- multiplayer
- 18+
-
(and 2 more)
Tagged with:
-
Oh. I had no idea that was in there. I don't use a lot of mods and even from the ones I do use I tend to strip the "Eh, don't care" features.
-
I don't understand this discussion. Limestone is the most common "rare" resource. It already is everywhere. There is no luck involved. If there is any water around you at all, you have lime. Dig up the muddy gravel underwater and process it with a bucket. You got limestone. For leather making you don't need thousands. Finding oaks can take a while but lime is incredibly easy to get.
-
It could have something in addition to those +5°. A greater chance to get bonus seeds would make the greenhouse viable to kickstart a new type of crop. A grow speed bonus (high enough to outweigh the lack of the "rain bonus") would probably not be game-breaking.
-
My point is: If a greenhouse is not a tangible and undeniable benefit then it is a lot of extra effort to create a more cumbersome farm (small walled-in sections that are hard to navigate) for a might-be gain. In my current game I started a farm early and kept it going when I swung by the base. It's not winter, yet, and I have almost 50 stacks of grain and maybe half that in veggies. Also some 25 stacks of charcoal because trees will not grow in winter, either. If you work on food / coal at the start of the game then a greenhouse - that you can not build at this point - is irrelevant. In the current situation / implementation, the greenhouse is a late game luxury or creative building item. Something you build for showing it off, not because there is a gameplay reason to.
-
Early game nights are only scary if you try to brute-force it. Personally I just go about my business as usual, every hour of the day. Just be ready to run. I had started a new game and being quite rusty, I didn't even die until day 18-20 doing that. You can always mine at night. If you don't have a copper pick and hammer, yet, you can pan all night and get the copper to make them. Spend one or two nights doing that and you're set. No different from killing rats and snakes in your average MMO. But is VS a slow game? Yes. You don't get to "beat" the game in an hour or two. Sometimes you just have to chill out and enjoy the journey. The ingame "guides" are quite good but you are expected to read them carefully because they don't hammer home every single point. Every detail counts.
-
I am aware that this is a first implementation and the balancing is probably "in the general ballpark area". That's the whole "alpha" thing. All I did was set up in a green-ish biome with medium fertile dirt (so can't be too harsh) and a decent flat area to build on. Definitely not a permafrost place and winter temperatures went as low as -15 or so. I don't have any tables on what biomes have what temperature modifiers nor insight into how exactly seasons affect temperature so I'm in no position to make any useful suggestions on the balancing of the numbers. Going by what I can see ingame and read from the change log, it's simply a toss-up. A regular farm would have a (somewhat?) shorter growth season but a greenhouse will get less(?) of a moisture bonus because it doesn't rain inside. The really important question is: What is the design and how does the player (who can not know all these details) make sense of it? By what metric can a player tell if building a greenhouse will be a positive or a negative for farming? For instance: "A greenhouse increases the temperature by 5°C and will not let the temperature fall below -5°C regardless of outside temperature." As a player, that would be a statement I can work with. Crops would grow at minimum speed but I would know for a fact that it will work. How slow this minimum growth speed is? That's a matter of balancing. What you are describing is a rule of "It kinda sorta works in some places and maybe just some of the time. Or it may not." That's not something a game can communicate to the player.
-
So I tried building one and it worked fine but... I'm not so certain that it's an actual ingame benefit. The 5° on temperature is a neat idea but when it's winter it's too cold anyway so whatever. In the screenshot I have a pretty well-irrigated farm with all tiles between 50 and 75% moisture. (water spots under the walls) "High moisture now gives a small growth speed bonus." so while I potentially increase the seasonal window for farming, I lose out on the speed bonus because the glass roof keeps the rain out. Rain is common and keeps a farm nice and moist. Harvest less often over a longer period of time or harvest more often over a shorter period? That looks like a whole lot of effort to build a clunky farm that is hard to move around in, just to achieve a zero sum game.
-
Right. No fat shaming animals! =P
-
In my current game I have large tool racks of bronze tools and weapons, 18000 units of bronze in crucibles, ready to re-heat and cast, and a pile of about 70 ingots. Plus plenty of ore to make more. In case of war, I guess. I'm just saying that with the current system it's perfectly possible to pile up completely unreasonable amounts of metal. Now what I _did_ do is create a mod to re-balance the ores. Not a flat increase (there is a game option for that) but weighted to predominantly increase the "rare" ones. Still a lot of work traveling and prospecting but it's a... bigger needle in a haystack. I hear you on accessibility. Ingame documentation / guidance is sketchy at best and item descriptions (like on the hammer / propick) that could point out special features and controls are sometimes completely missing. (I know, it's alpha and that's not at all the focus)
-
Thank you. That worked. I had tried to place it in water but that only replaced the water block...
-
When a crock contains rotten foot it will eventually turn into an empty crock automatically. With a bowl there is no timer displayed and I found no action that would empty it. (well, eating that "food" empties the bowl but... that's yucky =))
-
Master of Magic, Magic Carpet, Bard's Tale 1, UFO/X-Com, Civilisation 1, Gunship 2000, Wasteland, X3. There can't be just one game.
-
Well, what does the game want to be? It's true that right now mine carts would not be a big help with mining - only with large distance transportation. The question is: Is "mining infrastructure" an actual topic in the design? If not then this may simply be working as designed. Prospecting actually works. The issue is that there is zero guidance on it ingame and not everyone plays games with a Wiki up on another monitor. Improve the interface / documentation of it and it would work fine.
-
/worldConfig propickNodeSearchRadius 6 Is that a range of 6 blocks?