ViperG Posted July 28, 2024 Report Posted July 28, 2024 So, here's the deal. I wanted to make a world where I can peacefully cook every recipe available. I didn't want drifters spawning, but I did want ruins and such. My question is; what are the parameters during world creation that disable drifters completely. If it's lore content, fine. I can just make a Homo Sapiens world. If not, I'd like to know. 1
Solution LadyWYT Posted July 28, 2024 Solution Report Posted July 28, 2024 Hello, and welcome to the forums! This mod may achieve what you're looking for: https://mods.vintagestory.at/show/mod/5603 It's a bit old, but judging from the comments it should still work in 1.19. And it should stop all the monsters from spawning, not just the drifters, while leaving wildlife and ruins alone. Otherwise, if you're going completely unmodded, the only way to disable monster spawns completely is to pick the Homo Sapiens game mode. However, picking this game mode will remove all lore content, which includes ruins, traders, and anything else that's not part of a real world survival experience. 1
ViperG Posted July 28, 2024 Author Report Posted July 28, 2024 I see. Well, I appreciate the reply. I'm gonna try this out and get back to you. This does have me curious, though. What if I started a HS world, and enabled lore content? I must experiment... 1
LadyWYT Posted July 28, 2024 Report Posted July 28, 2024 59 minutes ago, ViperG said: What if I started a HS world, and enabled lore content? I must experiment... Most likely, it will enable ruins and trader generation as well as the story-relevant items(Jonas tech, lore books), while also enabling the supernatural enemies and temporal mechanics. So it probably won't be any different than one of the other standard game modes in that regard. It never hurts to try though! I could also see an option added in a later update that gives the player more control on the density and frequency of supernatural mob spawns. I doubt they'll ever be toggled off entirely due to story reasons, but the player might be able to adjust the settings to only allow 1-5 to spawn rarely, or have hoards of them running amuck most days if they so desire.
Hal13 Posted July 31, 2024 Report Posted July 31, 2024 you could set the grace period absurdly high via worldgen settings and commands, unsure if that would disable them spawning due to rifts and temporal instability, but naturally spawning should be disabled.
LadyWYT Posted July 31, 2024 Report Posted July 31, 2024 19 minutes ago, Hal13 said: you could set the grace period absurdly high via worldgen settings and commands, unsure if that would disable them spawning due to rifts and temporal instability, but naturally spawning should be disabled. If you set a grace period, supernatural mobs won't spawn at all from rifts, temporal stability, or darkness. However, the grace period only lasts for so long(ten days maximum), and once it's over the mobs will start to spawn. So it's the ideal option if you just want a few days to equip yourself well before dealing with monsters, but if you don't want to deal with monsters at all, it's not going to do the job.
Hal13 Posted July 31, 2024 Report Posted July 31, 2024 (edited) 7 minutes ago, LadyWYT said: the grace period only lasts for so long(ten days maximum) via a serverconfig.json you can set the grace timer to any number of days, but only before the world is generated. I was rather sure in earlier versions that could be done via a command ingame (because i'm sure i did it in one of the worlds where i played around with time and settled for 6 hour long days). Edited July 31, 2024 by Hal13 1
ViperG Posted August 5, 2024 Author Report Posted August 5, 2024 There’s another thing. I can’t say I want to mess with things I don’t know about. So I’ve made the decision to man up, learn from my mistake, and try again. I’m not pulling a Minecraft again where I keep it on peaceful the rest of my life. I need to get used to the game. Sorry if I was a bother. I won’t let that happen again.
ViperG Posted August 5, 2024 Author Report Posted August 5, 2024 On 7/28/2024 at 3:35 PM, LadyWYT said: Hello, and welcome to the forums! This mod may achieve what you're looking for: https://mods.vintagestory.at/show/mod/5603 It's a bit old, but judging from the comments it should still work in 1.19. And it should stop all the monsters from spawning, not just the drifters, while leaving wildlife and ruins alone. Otherwise, if you're going completely unmodded, the only way to disable monster spawns completely is to pick the Homo Sapiens game mode. However, picking this game mode will remove all lore content, which includes ruins, traders, and anything else that's not part of a real world survival experience. I did have a question about the mod you listed, though. You think it’d conflict with this one? I downloaded it before you posted. And if the other does the same thing, I won’t need this one. https://mods.vintagestory.at/entitiesconfiguration 1
LadyWYT Posted August 5, 2024 Report Posted August 5, 2024 8 hours ago, ViperG said: You think it’d conflict with this one? I downloaded it before you posted. And if the other does the same thing, I won’t need this one. I'm guessing they'll conflict, but I also think the mod that you posted will likely work better than the one I posted. Of course, you can always create a test world and try them both out to see what happens; worst case scenario is that you'll crash the game. 8 hours ago, ViperG said: Sorry if I was a bother. I won’t let that happen again. Don't sweat it, we all start somewhere! When I first started playing, I set a grace period and rare temporal storms so I could focus more on learning the gameplay and be less worried about dealing with monsters. Once I was more confident in what I was doing, I started forgoing the grace period and shortening the interval between storms. 1
Maelstrom Posted August 5, 2024 Report Posted August 5, 2024 11 hours ago, ViperG said: I need to get used to the game. Indeed. VS has a STEEP learning curve. My first world was 1.14.10. I played in 6 different worlds before I was comfortable tackling the grind for winter food storage. 3 of those worlds didn't last beyond 2 or 3 days in game, the first didn't even make it much past that first pitch black night coz I didn't understand the importance of 3 grass, 3 sticks and 2 flint. 2
Thorfinn Posted August 5, 2024 Report Posted August 5, 2024 Has it always been 3 grass? I could have sworn when I started (shortly after you, I think) my first game version was just 2 grass, 4 sticks, 2 non-sedimentary stones. 'Course my first game was more like a handful of berries and a half-dozen dirt. Figuring survival games meant you needed to wall yourself in at night. By my second game, I realized all you really need is 2 dirt blocks and enough food to not starve. (No, that's not true anymore.)
LadyWYT Posted August 5, 2024 Report Posted August 5, 2024 2 hours ago, Maelstrom said: I didn't understand the importance of 3 grass, 3 sticks and 2 flint. Would it not be five sticks, four grass, and three flint? One flint and stick for a knife, one flint and stick for an axe. Two sticks and a grass for a firestarter and one stick and two grass for a torch. One grass for a firepit. Not that one needs a firepit, but if you have raw meat, nighttime is a decent time for cooking it.
ViperG Posted August 6, 2024 Author Report Posted August 6, 2024 10 hours ago, Maelstrom said: I didn't understand the importance of 3 grass, 3 sticks and 2 flint. 7 hours ago, LadyWYT said: Would it not be five sticks, four grass, and three flint? One flint and stick for a knife, one flint and stick for an axe. Two sticks and a grass for a firestarter and one stick and two grass for a torch. One grass for a firepit. Not that one needs a firepit, but if you have raw meat, nighttime is a decent time for cooking it. Let's see if that math adds up. You would need 1 stick and 2 flint to knap a knife, one grass for the fire pit, and 2 sticks and grass for a firestarter. i don't think Maelstrom factored in getting an axe or firewood, unless they survived purely off of sticks for the night. In which case, kudos to you, my friend. I've just gotten the axe and chopped trees for my fuel. 1
Thorfinn Posted August 6, 2024 Report Posted August 6, 2024 (edited) Yeah, you don't need the firepit. Even if I see a dead rabbit on day 1, I can't afford the inventory space. Meat is worse than mushrooms. At least I can eat the mushrooms if I need the space. Until I need to smelt copper, I generally only build firepits for storage. But I could have sworn torches used to be just 1 grass. Edited August 6, 2024 by Thorfinn 2
ViperG Posted August 6, 2024 Author Report Posted August 6, 2024 Maybe they were in an earlier version. But that rabbit thing gets me thinking... what if you could pick up whole small animals, and quarter large ones like The Long Dark? It'd sure save inventory space when you're out and about.
LadyWYT Posted August 6, 2024 Report Posted August 6, 2024 1 hour ago, ViperG said: what if you could pick up whole small animals, and quarter large ones like The Long Dark? It'd sure save inventory space when you're out and about. I don't usually have inventory issues unless I've been unable to acquire handbaskets somehow. However, this could be a good way to make hunting more interesting(as some have suggested) without adding a lot of frustration to go with it. That being said, I'm typically roasting whatever meat I acquire in the early game and wolfing it down, unless I have a good place to store it. That could just be due to playing Blackguard though--it's a bit harder to keep them fed, heh heh. 1
Maelstrom Posted August 7, 2024 Report Posted August 7, 2024 Knife, firestarter and unlit torch. 2 flint to knap the knife blade 2 grass for torch and 1 for firestarter, 1 stick for knife, 1 for torch, 2 for the firestarter. So I was wrong. Short by 1 stick.
Maelstrom Posted August 7, 2024 Report Posted August 7, 2024 12 hours ago, Thorfinn said: Yeah, you don't need the firepit. Even if I see a dead rabbit on day 1, I can't afford the inventory space. Meat is worse than mushrooms. At least I can eat the mushrooms if I need the space. Until I need to smelt copper, I generally only build firepits for storage. But I could have sworn torches used to be just 1 grass. I think they were before 1.16. So I might be one grass to much in my post, but that's the current cost. 1
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