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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. We may. be Vintage Story soulmates I usually don't die to a single wolf hit anymore, and I haven't prioritized armor. I think it must be the extra HP from good nutrition.
  2. I noticed this too. I did find a setting in the wiki command list about wind affecting player motion. That seems like it would give us something like the feel you're talking about, though the storm still wouldn't damage structures. It would be very difficult to go outside in a storm and get anything useful done. That's just a guess, since I haven't turned that setting on. I did try to go through an arid sandy area in a big storm, and it kicked up so much stand I could barely see a few blocks in front of me. So there are atmospheric effects.
  3. As a coward, I recommend running like crazy if you hear a growl and doing something else for a while. Also pit traps as @Flexbyte suggested. The only bear I have succeeded in killing is one that managed to jump off the roof of my hovel into my fenced garden and was trapped running around in a rage until I stabbed it enough times. Bears are easier to see before they see you, but if they're behind you they're actually quieter than wolves before they attack.
  4. FWIW, I also "lack creativity" in that I'm not playing this game to build pretty things. I love survival games, and I'm here to survive. What makes me excited is being able to age cheese (don't judge) or domesticate animals such that I don't have to worry about basic needs, then making myself as armored and weaponed as possible to go chase down lore. I think I agree that if you feel like you've done all the things that bring you satisfaction, look at mods. There are some fascinating ones that add or change major game mechanics.
  5. What we lack in dungeons, we gain in lore to explore. I haven't even found the resonance archives from chapter one.
  6. Not as cool as this suggestion, but there's an accessibility mod to give you a visual cue when there are bees nearby: https://mods.vintagestory.at/show/mod/3303
  7. Yes, wow, this is super-easy. Create a new dataPath. If you want mods from a shared folder, then specify "addModList", and you can switch mods on and off as you want for that profile. I just pointed back to the mods folder in the default VintagestoryData, where I'd been collecting the mod list I'm playing with my current save. If you specify a dataPath and no mod list, then the game will use the mods folder in the specified dataPath. I want to do this for a vanilla data path because the point is never having mods. All the saves are also in the dataPath, so you don't have to worry about mixing up saves that use different mod lists. Once the shortcut is set up, you can just use the "Open Mods Folder" in the client to get to the right place to add new mods. Thanks!
  8. OK, thanks. That's very useful. I'll try setting that up. Even if I technically don't need it, it would actually be valuable to keep the saves associated with the modlist so that I don't screw up my saves accidentally loading them with the wrong mods. If that requires separate copies of the game, it's probably worth it.
  9. Yeah, you have to keep a list of what mods you're using other places. Seems like it wouldn't be a terribly big feature to add to just provide a profile system in the client, where you could assign mods to different profiles and then toggle them on/off in a group as needed. I'm not sure why Minecraft didn't do this either. As soon as you have multiplayer server(s) in the mix, it gets pretty likely that you're juggling multiple mod setups.
  10. Oh. Hmm. Yes, in the absence of an irrigation system, I'll be sure to turn that off too.
  11. The wiki entry on buckets says: "Also infinite water can be created by collecting water in the wooden bucket and placing the water from that bucket using control and right-click in a hole in the ground." Is this still true? (I did build my farm out over a lake because I didn't have the tech level to build a bucket, but I was ASSUMING I could move it to a better location for the next growing season.)
  12. I'm one of those annoying people who like to run different saves with different mods. Also I play on one multiplayer server with friends, and my kid and I play sorta-multiplayer games together with the "Open to LAN" feature. That makes this single mod folder for the entire game client pretty annoying. With Minecraft, I am completely dependent on MultiMC. Has anyone built a third-party client like this for VS or come up with an easy way to juggle different mod setups?
  13. I'll have to experiment. Firing up a pit kiln takes a bit of time, and I might not have warning.
  14. Oh, I LOVE this. Is there any other useful way to set them on fire?
  15. Oh, hey, apparently I am excessively reactive because I was just informed I've used up my reactions for today. So consider your comments liked. Huh. I've never been on a forum with a reaction limit that I've noticed. I'm sure there's some stupid way to abuse reactions that I haven't bothered to think of. I just like folks to know I found their comments useful.
  16. The last temporal storm featured at least one drifter that hung around, flickering, for plenty of time for me to kill it. I haven't had a lot of temporal storms in this game, though, so I have much more experience doing this for rift attacks (I don't know if there is an official term for an onslaught of many drifters out of a too-near rift).
  17. As an alternative coward's perspective, I have a big pit trap behind my 3x4 dirt hovel (I am building out my actual base, but I may keep this hut for temporal storms or rift invasions.) The drifters appear to home in on me, so if I stand against the wall shared with the pit trap during a temporal storm or rift invasion, the drifters just walk into the trap one after the other. Then, when it's over, there are over a dozen in there, and I can kill them in a leisurely fashion.
  18. I haven't delved into the rust world yet (or possibly ever, being a coward), but doesn't that produce player-specific effects? I thought that was part of the point. Temporal stability is subjective.
  19. Coming back to this, I'd say obsidian is a really good thing to have even where I am, solidly in the copper age. The thing about knapping is that you can carry around the raw materials and then craft whatever tool head you happen to need. I keep a stack of flint in inventory so that if my axe/knife/whatever breaks while I'm out and about, I can make a replacement and keep going without disruption. (I assume that's not unusual.) Carrying an entire set of backup metal tools isn't practical. I didn't know about bone handles either, so thanks for the heads up on that. So, obsidian is like ore, so that a surface rock indicates a deposit below ground?
  20. I'm sorry there weren't any replies to this thread. I would love to share more moments like this. I can't believe you made it out. That's impressive. Was it actually completely black, or could you at least see when you were running into something? I realize this is an oldish post, but just in case you're still around.
  21. Oh, well then that makes everything different. I know very little about the game lore, but I love the feel of the world and am eager to learn in due time. Since I am an unrepentant coward, I expect to do a lot more exploring and lore discovery when I get higher on the tech ladder.
  22. I... Did not know that. Back to the wiki I go.
  23. I killed a bear recently, and I am a terrible coward. I was pretty proud of myself. The bear chased me into my dirt hovel, and it can't get through the door. Then it jumped up on the roof, so I punched a hole in the roof and started stabbing upward with my flint spear. This was pretty effective. Then it ran away, but I could still hear it growling. Then there was a temporal storm, and afterward I could still hear the bear growling nearby. So I peeked carefully out of my hovel to discover that it had jumped off the roof straight into my fenced garden and was now trapped. I destroyed my spear and had to knapp a new one taking it down. Seriously, though, wolves and bears are absurdly more aggressive on default than they would be in the wild. I accept that wolves are a rite of passage in this game, but the extreme aggression of the bears kind of bothers me. Bears are omnivores and don't generally attack humans (seraphs?) on sight from a crazy distance away. Usually bear-human encounters are from bears being attracted to things like the food the human has with them. And of course if they get close, do NOT piss them off. I don't know why that particular detail bugs me, but I would totally install a mod that allowed me to reduce the aggression on just bears. I don't THINK that the world config is that precise. I love the idea of footprints.
  24. This is actually a recent revelation for me. I was heading to more visually lush areas, which are often forested. The initial advice I read was that "forest floor" was of unknown quality, so I should dig up a chunk periodically to see what is there. Was this true at one time, or just a general misunderstanding? But I read in the wiki that "forest floor" is always low quality. I've probably been looking in a lot of the wrong places, which are also the most dangerous places. (The forest around me is almost all pine even.) With this newfound knowledge, the whole process might be a lot less painful. I'll have to play and see
  25. Presumable those mods have their own assets to load. Other things that can chew up resources as I think about it are visual effects and events that happen on a timer. Simply not using the features of a mod at a given moment doesn't mean that it's not doing anything. But also, mods are not the same as code in the game engine. They're always going to be more resource-intensive precisely because they're not part of the game engine. This is a mod-friendly framework, not like that other game, so I guess the resource would be less. At any rate, whether or not we find it convincing that a few lines of arithmetic inserted into the existing sleep code will have no performance effect, I think we can trust the VS team to evaluate that if they consider the feature. This is the suggestions subforum after all.
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