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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. Heh. Yeah, my first extended interaction with a bowtorn was when one turned up at my base. I slept and came out in the morning and didn't see it, so I went about my business, but I kept hearing this weird sound. It turned out the bowtorn had gotten itself stuck in my half-finished auxiliary barn and had just covered the interior walls with arrows.
  2. Haha. Yeah, I looked it up and, "Concurrent garbage collection minimizes the pauses experienced by managed threads during a garbage collection cycle" sure does seem to fit the bill. I haven't played multiple hours since adding that line, but I was seeing a pause of a couple of seconds when I loaded my game, and that's gone. If we can confirm it works, I'll file an issue on the bug tracker.
  3. Pretty sure this is a mechanic you would enjoy more: https://mods.vintagestory.at/bettererprospecting
  4. That's what I came up with when wondering how water power might work. I believe that's how the Rivers mod works too. I don't know what kind of performance impact that has, though. I think that a lot of flowing water is currently a performance issue, isn't it? Maybe I'm wrong.
  5. The error is being thrown in NDL Timetracker. Have you tried removing that mod? Details on the mod page indicate there was a big change in the most recent release that was not backward-compatible. The page includes details on how to migrate your game to the new version. If you used an automatic mod updater, you might not have seen that. I don't use an auto-updater for that reason. I use Version Checker instead, so I can do the actual update manually and look at what has changed.
  6. My understanding is that this is exactly why waterwheels have been in development for so long. That's what rivers are about in the wishlist for the next release. Moving water source blocks is a holdover from the other block game, and I don't think anyone loves it. It's currently possible to turn off water source block transport in the world settings. The problem is that it makes almost everything involving water a huge pain. We need more water transport mechanics to make up for losing water source blocks, and we probably need some more limited, immersive ways to create water sources like digging wells. It's a big lift, but they're clearly working hard on it.
  7. I'm seeing this too. I went back and revisited the Github issue where it was discussed and compared my Vintagestory.runtimeconfig.json contents to the ones suggested by Alex998878. They are not exactly the same. Vanilla has a line "System.GC.NoAffinitize": true while Alex's version has the line "System.GC.Concurrent": true I left the vanilla line untouched and added the missing line from Alex's version. This SEEMS to have improved the situation. It's hard to be sure when you're talking about an erratic issue to begin with. And I will not pretend to have any idea what any of these settings actually do.
  8. I could see an argument for something like this, but not with copper tools. Some food and some flint tools seems more appropriate. If I remember what's in the starter chest in the other game, it's not iron tools.
  9. Was this actually fixed? I see it as a known issue in the change list above.
  10. Oh, now I remember that being mentioned. If I saw that while exploring a ruin, it would be very useful. It definitely continues after the book is read now, so as you say maybe a bug? The particles look cool but would need to be way more subtle to keep from filling up the room with particles.
  11. I only just got some lore books in my current game, and I was surprised by the particles too. They look cool, but they fill up the space so much that I had to move my lore books into a cubbyhole so that my whole early game hovel wasn't filed with them. I have no idea if they're new. In my primary game, my lore books are on bookshelves, which I can't build right now in my stone age game. I assumed that was why I'd never seen the particles.
  12. I agree. Windmill power trains, water power when we have rivers, and possibly steam power in the far future are our automation. It's grittier and more like real life because that's the kind of game VS is.
  13. Primitive Survival has all kinds of surprises.
  14. A large amount of color/texture variants can be a performance issue. It has to do with the way textures are stored and looked up. I don't know much about it, but it's been explained to me a couple of times. Before metal, barrels can be used for dyeing and making compost. The 2nd and 3rd steps of leathermaking just require oak, but one would have to mod in a lime/borax alternative to be able to do the first step. I'm not doing that, but it's not unreasonable -- there are a lot of things that can be used to treat leather, many of them gross.
  15. That doesn't sound like normal behavior.
  16. Yes, I didn't realize this until I started hanging out in areas with surface instability. Some areas, I guess the neutral areas, won't lower your stability but won't raise it either. So actually heal stability, you have to be in a place that's positively stable rather than just neutral.
  17. They were replying to my comment, which was explicitly about a fishing system like Minecraft's, which is not tied to existing fish.
  18. Yeah, the sea level thing isn't what I'd choose in my ideal-for-vanilla rivers system. It almost always puts the river at the bottom of steep, unnatural-looking canyons. Not to mention that tunnels through mountains look man-made. An ideal system would involve water running downhill in some sort of natural way. OTOH, the current is really cool. I'm also not sure how that mod consumes resources. It's a great proof-of-concept, and I'm sure VS's devs have learned from it. Yeah! I really want more reasons to go exploring underground. OTOH, i'm a strategic coward, so my fun depends a lot on the implementation. When I first started playing VS, I was annoyed that it didn't have a fishing system like Minecraft and most other games that allow you to interact with bodies of water -- the one where you cast a line and the game calculates something to put on your hook. Now that I've been playing a good while, I see why they didn't want to do that. I'm still eager for fishing to be a more viable specialization. I'm excited to see VS's version of fishing.
  19. Hmm. I'm not sure I know what to recommend as a general forum. Usually they're built around a common interest, and I don't know what your non-VS interests are. I hang out on forums for other video games I like. I tend to go deep rather than broad with my video games, so I only play a few but get very intense about them. Video game forums are a mixed bag. Forums dedicated to certain types of games, particularly broadly popular games, tend to be pretty toxic. Forums for indie games and nerdy games can be really fantastic communities. ETA: Tagging @Veronica Hohenheim, since I don't think you'll get a notification.
  20. Yeah, I just lit a bunch of torches off the lit torch in my base. I believe the lit torch must be on the wall, and the unlit torch in your hand. I tried to light an unlit torch on the wall at one point with the lit torch in my hand, and that does not work.
  21. Clearly there's a whole category of players who want this. Betterer Prospecting seems to be a popular mod. It's not my thing, but it's clear that folks come to this game with a huge variety of expectations. I certainly don't judge, considering how long my own modlist has become. @Teh Pizza Lady's thread about favorite and unused features was eductational.
  22. This seems to be the kind of prospecting system folks are looking for when they post these kinds of complaints: https://mods.vintagestory.at/bettererprospecting It takes most of the probability out of the system. It's not my thing, but the idea is to be able to customize the game to be what you like to play.
  23. Rather than perceived temperature, I think it would be useful to just know whether body temp is increasing, decreasing, or staying the same. I've had a few situations where I start freezing far from my base. I dig into the dirt and seal myself up, but I don't have what I need to make a fire. It's a long time before I see that reassuring change in my body temp that tells me I'm not going to freeze to death. And are torches sources of heat? I haven't been able to be sure? Not a ton of heat, but it's possible they're giving off some? Since it's not always obvious what you can use to warm up, knowing that you ARE starting to warm before you've raised your body heat 1/10 of a degree would be very useful.
  24. Procedural dungeons! Wow. I know there's been research going on about water power for at least a year. I hope that will come together. I'm so excited by the idea of waterwheels.
  25. I'm also in the shiver-is-creepiest camp. Locusts mostly affect me in that so many can swarm at you at once. I am not deeply creeped out by bells, but when I was playing with my teen and we triggered one, she completely panicked. She was the one who found and killed it, but she insisted afterward that I mod them out. (I haven't done so. I'm hoping she'll be emotionally prepared when we hit another.)
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