I dunno if a Lantern is a torch, because you cannot carry it like a torch. Is that because it is not typed as torch? Or is it because there is no animation to show holding the lantern - which is different animation than holding a torch.
Posts by krazmuze
The next update will be available between Thursday, October 30 and Friday, October 31!
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Good idea I tried to use it as a lighthouse beacon - but way too fast!
Though you can already change the color, just paint the light works fine.
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A giant thermal lens then not a solar panel a giant solar slow cooker. Still I do not think you can make glass at primitive bench, its the tech bench I think?
Seems that is a hackers project of because they can - wouldn't a burn barrel be more efficent than that?
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Well solar electricity does not exist yet, but dunno what kinda power an electric arc furnace takes is it even possible with solar IRL -seems you would need huge batteries to cover the arc surge power ! But even if it is feasible it would belong in the tech tier, a doubled bonfire is primitive tier. Medivial tier maybe an iron barrel to cook it in.
The northwest US used to be a huge aluminum producer because of lots of cheap dam power https://www.nwcouncil.org/repo…a-river-history/aluminum/ - until the local tribes got nasty about saving fish and tearing out dams as even fish ladders was not enough - and the nuclear power plants was killed around the same for warming the river water and killing salmon. I like salmon as much as the next guy, but the result was the aluminum plants closed even though decades ago there was no better place in the world.
I think iron requires the surge arc furnaces - aluminum is steady power for electrolysis. That would be neat if the electrical system had you play electrical plant engineer that has to balance steady and variable state demand/supply.
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There has been much complaint about how badly Nvidia has screwed up their drivers to get 50x0 stable at the cost of prior generation stability. The last stable one for 4070 was last december is the general consensus. So advice to use latest drivers is usually not best when it comes to Nvidia.
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Reading further seems you can make static objects but not new inventory objects. So a burn pit cannot make charcoal you have to make coal?
If that is the case I guess the work around would be to ratio the fuel units (fu) of coal vs. wood type. I think the current numbers are coal is 50 fu, lumber is 20 fu, log is 80 fu, stick is 3 fu (wiki is way out of date). So you would want a large burn pit that produces the least common multiple of those number. That would then be 1200 fu, or 24 coal from 60 lumber or 15 logs or 400 sticks (or combination) - hey that worked out just enough to fuel a small furnace (chk my math plz!) and about the size of two bonfires. Make it take a game day and change the tree farm timer so that wood produced coal is not the best way compared to mining just the available way. No point in mining for coal if when you come out your tree farm produces the same amount of coal!
You also have to fix the issue of currently fires are not fuel consumers and last forever - so not sure if it is even possible to make a larger bonfire that lasts just a day.
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Never saw it mentioned, it is just a todo
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It would have to be charcoal, as coal is much much more efficient (the game has that right with the wood vs. coal efficiency). Make a huge bonfire stack, make it take forever to burn and get charcoal - then replace wood with charcoal in the furnace fuel list.
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See settings there is a growth rate so you can make it so you have to go further to forage by making it respawn longer, also a hunger rate if you want to set it to make you have to go forage more often, and thus have to go further each time. The UI is limited range so use the config file it creates and the UI range will adjust.
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That is what I want is a realistic looking Vintage Story, I never played Minecraft, tried PixArk and hated it I cannot do realistic survival in cartoon blocky games - cartoons and reality just do not mix. Arks survival mod was good other than loading performance and it getting dropped.
The problem is that daily there are builders saying to the dev do not dare change survival mode to make it harder and push to make it easier, the most recent one I read was do not switch to volumetric requirements for blocks despite mining itself giving volumetric resources and is the how you make time and resourcing a project an important logistic. When what they should say is I understand survival playstyle wants them, but they should identify as the builder preset that want unitary resources instead of volumetric resources - and instead insist on builder and survival adjustable presets rather than arguing it does not fit their presumption of the vision of the game.
Then you need to give material upgrades a reason to exist like Ark metal vs. stone vs wood vs. fiber fits three little pigs logic - there is a reason you want to upgrade your mining to get more of the better stuff to build the bigger base to hold you more advanced benches and protect your treasured flora/fauna farms - it should not just be cosmetic texture mapping.
If you do figure out how to make functional objects (I highly doubt you can add them unless you reverse engineer decompile code - depends on how well dev obfuscated it) , the best way to solve the metal problem is charcoal pits as the predecessor to the furnace. Without prebuilt mining tunnels, stone axe is getting you nowhere fast but right now tree farms and surface ore makes it still very easy to get to ingots - it is one of the first things you can do.
Carbon is carbon, while wood charcoal is not as efficient as coal and is more sparky and gassy than coal, but the tradeoff is it is a renewable resource that is easier to make than find and mine coal. Trees would need to be more realistic growth imbalance (needs database edits as not possible with config files flora duration) so that you cannot spam charcoal - it should take time to grow and time to burn. If you live in the mountains maybe coal is better choice, if you live in the woods maybe trees is the better choice - but the tradeoff needs to be the survival is harsher there than the pastoral lands - which lack both resources. Why does my mountain have cow pasture grasslands plateaus - making it easy to get some steaks while mining? What are cows doing up there? I should have to survive harder to catch goats that give less meat. -
Yes like Ark had survival mod, then Ark hired the guy and the mod got dropped. The ones that are out now for the remastered ASA are not tilted toward medivial survival like that one was but have advantage it was designed for modding. So you have to use the old engine that was not designed for modding - used to take me 30-45m to load!
Rising World is Unity based and there is an API and database but mods beyond that are not officially supported so probably a bit of reverse engineering if you are so inclined. Adding new objects and crafting stations seems you would need code access.
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There are no command setting variables for any of that, and even if it was they would need to be adjustable in survival mode as I think not everyone would agree with defaults you propose.
1) if you want harder mining best option is to turn off mining tunnels in world gen. Your stone axe will not last long when you also have to dig random tunnels hoping you get lucky and stumble across some ore, rather than having that done for you.
2) Wood is used as it represents charcoal - though it would be nice if you could make charcoal in a time consuming process rather than direct fueling. Of course coal is better than charcoal which is represented by fueling efficency. The problem is if you increase ingot timer for slower progression, the fuel timer does not correspondingly increase. Hopefully that will get fixed to be adjustable but is a way to burn more fuel per ingot. That makes coal better - it has to be worth getting over the plentiful wood (especially when packed tree farms are fast and easy to grow)3) One would think so but I never tested it.
You can make a very long list of issues with survival not being an impediment to building and progression, and that this cannot be controlled with variables. Until they add a building mode I do not see this changing as survival mode is compromised by what a dominant builder player base wants rather than what a survivalist needs. This of course ignores that survival genre players are not adopting this game when they see there is nothing here for them.
Even buildings themselves are an optional part of the game - they do nothing for survival (unlike other games where building progression to survive is crucial). If it rains put a campfire in a cave and go mining in between running around naked. Works just as well in the snow to get needed aluminum (easily found in boulders, likewise gold boulders in desert) to upgrade your tech. Problem solved. NPCs, PCs and MOBs, and weather do not aggro buildings so the only reason to upgrade building material tiers is aesthetics (of which there is a huge selection of texture choices here). I gave up on survival mode and just use this as a creative building mode as that really all there is to do.
The game only has a flavour taste of survival. The point of survival is to build up progression to overcome increasing challenges to get to the next tier of survival - and at any time something in the world or you can do you wrong and you are back to being a caveman over the fire. Survival challenges absolutely has to be a building progression (and regression) for that to work. But unless there is a building mode, builders will scream loudly if the game ever threatens their buildings.
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Atlas had treasure maps, but while it required a shovel once you got near the target they was incredibly easy to dig up - it is not a terraforming game so you did not actually dig anything. It was more a trigger to get the lootbox to appear.
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This idea is trivially simple. Do not excavate terrain when placing some dungeons. Let us discover the dungeon by pickaxing it out. Of course we need clues such as partially buried dungeons, treasure buried here maps on NPCs and POI loot drops, etc. Maybe some brushes and fine picks as the general pickaxe might break more detailed and fragile treasures.
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Archeaology is actually a good feature. Gonna put that in suggestions for dungeons being added back in. Archealogy!
Just had to fill my dungeons with dirt to displace water leak. Something satisfying about pickaxing it out that you do not get in gm fly mode with area delete!
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They are good swimmers I also carved out some land and got a bunch of pigs floating. Animal wrangling is on the todo list but who knows if it will work in water. Chickens you can already pick up.
I did not try killing them not sure if you can cut them up into bacon out at sea.I need to check my map see if it has my terraforming on it.
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I would suggest using F5, option 7 to select an area, then use the mouse scroll wheel to set the water to "static," confirm with the left mouse button, and then move the selection area in a different direction using the arrow keys and the Shift key. Repeat this process until the water inside and around the castle is static. After that, you can remove the water inside the castle without any more water flowing in from outside, since it should now be static.
And yes, you can delete water by pressing the "Delete" key after selecting the area.
Thanks for being actually helpful. I did put back up the ocean walls (easier now that I figured out area blocking - I did f5 add/delete/smooth before) so indeed I could convert the dammed water to static that way so that delete key actually works - but where is the scroll wheel conversion even documented?
Though I think I will do the stone area minus smaller stone area trick in each room as that is the only way I see to make waterproof walls is leaving a stone shell inside of them. Only thing I can think of is I got an off grid of 0.1 crack somewhere that unless you are dead on you cannot see it.
Maybe engine is bugged and you need corner blocks to close the seam caused by diag stepped blocks (why use corner blocks if you cannot see them)- I can see thru this seam sometimes and it goes away if I use corner blocks - I suspect that despite snapping sometimes there is a minute floating point error like its 0.00001 off grid even though I am on the starting map.
Note that the wiki says the method I used and I found that is a dev quote from steam. https://rising-world.fandom.com/f/p/2769698085142769613 it really needs updated for Unity.
UPDATE I needed eight section to cover it and the problem is it is too hard to tell underwater which water is which as it gets too dark and too easy to get lost. I think I probably missed some dynamic water mines that refilled after I deleted the static water but it gets pitch black down there even in GM lite mode.. So I did the stone area add/delete instead as then sunlight falls and it is easy to go in and fill any missed holes. Carved it out without any leaks so I know that method will work for stoning the room walls later. I was going to redo the terrain and dungeon elevations anyways.
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A far as I remember you can delete water by pressing DEL while using the water tool and if you screw up something then you can use the undo command.
If you use tools you are not familiar with you should always make a backup before
.Undo is not recursive, so is only useful if you immediately notice it
That does not work for flowing water since it refills the deleted area. As I said I need an area select that is larger than my build so I can dam up the ocean and eliminate all the water in the castle. Though I suppose I could 3D dam grid with stone thru the castle then line up the water delete with each sub dam.
And that is not going to solve the problem because I had inspected things before I took down the dam and no clue where the leak was. So even if I delete all the water, patch all the damaged terrain, and remove all the dams it will just flood yet again. Already started to do that before I realized it was futile.
I think it will be easier to area fit stone outside the walls of each room, then area delete the stone just inside the inside walls - leaving stone terrain box inside the walls which should then be leak proof.
I have played many other games that do startup backups it was not unreasonable to expect it was doing that. Usually that feature is put in to protect the players from devs screwing up the database on updates.
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I really do not understand how this is not possible. As far as I read from the dev you can delete water with F5 option 4 area select. But that can only fill the area with stone or delete the area of terrain AND (not OR) water. Where is the area delete that does water only? The other problem is area is limited in size and my build is bigger than this - so I started sectioning it off with dams before I figured out area option replaces/deletes all terrain along with the water. Spent a lot of time editing this terrain I do not want to do this all over again.
I have completely screwed up my castle/moat/dungeon build thinking I had no leaks when I took down the dam.
I only save general backups once a week, and I do not see any startup backups in the game dir (as I am used to with Ark). So if I cannot fix this I am done with the game until it can be fixed. I need a delete water only in a larger area I can use with an ocean dam - but even then I am not going to take down the dam until blocks stopping water is implemented. This is ocean water that flowed in, it is not static water blocks that I placed.
Downloading Enshrouded which has been wishlisted for a while - it just did a water update and it has full controller support. Yes it only has one block shape but I will see how much I can do with it, it seems their blocks have lots of 3D detail to them. Not a fan of action combat so I hope they have a good controls to turn that off while I build.
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If you look on steam discussion this is the top sticky - its years old but the dev has recently posted there the next update will support the popup menus but the other UI still needs works.
Far too many people have decried PC games going the console route "dumbing" down games, but the OP makes very strong points that it is about ability/accessibilty (especially repetitive building games and long sessions) and not so much about consoles (though it does enable it to happen as that is the first step is fixing the UI. To solve those problems it requires full support that replaces key/mouse - not supplements it.