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Everything posted by Echo Weaver
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Huh. It looks like folks who don't know about sigs could see them. I wonder why it was turned off for me. @Never Jhonsen seems to be one of the few with a sig. I don't really have anything to put in one... except maybe a link to my stuff on ModDB. That's a thought. (Holy threadjack, Batman!) Most of my online presence is for a different game
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If it's working, I see black smoke trickling out the top. Completely surround the firewood with dirt except for one block on top. Create a firepit there and light it. Then put a block of dirt on top of the burning fire pit. That block will be one block higher than the rest of the top, as if the firepit were a block (which I guess technically it is. ETA: Once I have a pickaxe, I don't see a good reason to make enormous charcoal pits. You have to clear cut a lot of trees to do it, it takes time, and you better get enough seeds to replant or you'll find yourself living on empty grassland. Brown coal is plentiful and easy to mine, and black coal is also reasonably common. I run into enough of both of those while caving that I only make charcoal for stuff that requires charcoal, like making terra preta.
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You have a forum signature? I don't see it. Is there some setting I need to be able to see forum sigs?
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Make igniting non-flammable objects not create fire
Echo Weaver replied to Lollard's topic in Suggestions
Well, there you go! It didn't get much reaction when I posted it, so I don't know how many folks were as bummed as I was that it didn't get updated with new clutter. I have plans (TM) to add more repair options. I'd like to be able to repair scavenged weapons, not to anything superhuman, just something useful with maybe higher durability than what you'd craft. Also, beds. That stuff'll happen.... um, when it happens. But I'm tinkering with it! -
Make igniting non-flammable objects not create fire
Echo Weaver replied to Lollard's topic in Suggestions
Well, linen is also used in poultices and in repairing clothing. But yeah, in my almost-steel game, I'm definitely collecting it faster than I'm using it. I think, rather than saying there's compelling practical reason for stuff scavenged from ruins to be usable, I'm saying it's more fun if it is. I never have enough floor space to plunk down a bunch of stuff that's just decorative. OTOH, paintings and wallpaper, or your suggestion of tablecloths? Heck, yeah. Having more variants of functional game objects that are obtainable only in ruins makes your base something of a trophy room, showing off the places you've been and cool stuff you've found. Storage vessels are like this. I'd love to have tablecloths that could be crafted and dyed, but with patterns that can only be found in ruins. I believe there are tapestries, though I haven't found one yet, but maybe they're the same set found with the traders. Not entirely unlike Tyron's beloved butterfly collecting, but for some reason I don't want to do that (I like watching them though). I do want to look for ruins and pick them apart for fun stuff to make my base unique. I have DanaCraluminum's tweak for taking down wallpaper (though I think it doesn't actually work in 1.21 and needs to be fixed), and I resurrected Scraps, which has some recipes for repairing scavenged objects. Scraps can arguably get OP, and I have reduced the output of some of the deconstructing recipes, but honestly if one wants to have looting ruins be a central advancement path through the game, that seems totally valid to me. -
YES. I almost never play a game using the same modlist as the last. I want to be able to define a profile to go with a save game. I have low confidence that they'll go that way, but if I can define a list of profiles, I can make the profile name part of the save name to tell me what to load. It would still be much better than what we have now, where I keep 4 different parallel installations: 3 for different mod lists and 2 with no mods so that I can connect to multiplayer servers without getting trouble from my installed mods. ETA: It would still be MUCH better to assign a profile to a save and have that handled automatically, since if you load a save with the wrong mods, it will save when you exit, and you're screwed. I don't know how to deal with that? Kill the process? I assume that wouldn't corrupt anything.... ETA2: Actually, it seems like the right way to do this would be to select a profile, and have only the save games using that profile enabled to load. Hmmm.... I should put that under suggestions.
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I mod bowtorns out of my primary game because I play with my teen who doesn't like them, so I've poked around in this a bit. Warning: Highly technical mod blathering here. Mods that disable rust monsters often don't take story locations into account. If the mod just sets the enabled flag on a monster to false, then you can get serious problems in story locations that continually try to spawn monsters that don't spawn. The way to fix this is easy -- set the spawn counts in config(I think)/mobextraspawns under "devastation" to 0 as well, but I've poked around in mob disabling mods, and usually they don't do that. The best way to disable a rotbeast is to set all their spawn quantities to 0, which has to be done both in the json file that defines them AND in mobextraspawns. The second file governs both temporal storms and devastation (i.e. story locations -- or a specific one? I haven't actually played it yet....). If you set the enabled flag for a mob to false in its json file, temporal storms won't care that mobs it tried to spawn failed. The only places that seem have problems if they try to spawn mobs that don't materialize are the story locations. I've been tempted to create a suite of rotbeast disablers done "right," but I don't actually disable any except bowtorns, and those only in the game I play with my teen, so I wouldn't be testing them much. Another alternative would be to disable the spawns of naturally occurring rotbeasts but leave them in place for temporal storms and story locations (all the stuff defined in mobextraspawns). That could be a fun way to play. TL;DR: You'll be fine with mods that disable rotbeats UNLESS you head to a story location. At that point, you pretty much need to uninstall it unless it specifically says it's ok to play in those locations, and then those rotbeasts will turn up. Also, of course, story locations have boss fights unrelated to these rotbeast spawns, so you might or might not be interested in going there anyway.
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Make igniting non-flammable objects not create fire
Echo Weaver replied to Lollard's topic in Suggestions
I'm actually annoyed by how much clutter furniture is not functional. Like, a table and chair? I realize we're talking about stuff that is incredibly ancient, but if it's strong enough for me to pick up and take home, it's strong enough for me to make a pie on it. Practical or not, I find it fun to scavenge stuff out of ruins. There's no reason for a bunch of that stuff to be completely nonfunctional. -
Yeah, it's kind of a mess, honestly. The mods auto-downloaded from a multiplayer server are kept in a directory named with its IP address. If you have mods in your own directory, it'll run the client-side stuff and possibly cause issues. I use a separate parallel installation of VS with no mods to connect to multiplayer servers. We've been told that mod profiles are on the roadmap. They can't come fast enough. It still perplexes me that games like VS and Minecraft have never prioritized an easy way to switch between modpacks. If you are unable to join because some of the mods didn't download from the server, that's because those mods are not on VS's official ModDB and need to be downloaded from elsewhere. VS does not encourage doing this, and resolving it is kind of a pain. If you're trying to join a server with mods not present on ModDB, the server should have clear information about where to download the mods and what they do. To install them, you find the correct directory under ModsByServer and drop them in there manually.
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Make igniting non-flammable objects not create fire
Echo Weaver replied to Lollard's topic in Suggestions
So what did catch fire? -
I don't have tons of experience with locust nests. I last one I took out had two nests. I stayed on the edge of their aggro range and killed them in ones and twos. Then I could run in and smash the nests before they respawned. This is not the standard strategy?
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Guide: Multiple Parallel Installations of Vintage Story
Echo Weaver replied to Streetwind's topic in Guides
Huh. I only tried making heavy use of addModPath since upgrading to 1.21, so it totally could be that recent. Think it's worth filing an issue on the VS bug tracker, even without digging deeper? It'll be a while before I have the drive to poke at this issue again. -
Shrug. I just think distorted lovecraftian monsters are much more frightening in the darkness. When I see them hanging out by my chicken coop in broad daylight, it wrecks the effect. I prefer my daytime monsters to be bears and wolves and whatnot, which are at least as scary in daylight as they are at night. And until you get to the much stronger varieties of rotbeasts, wolves and bears are more dangerous.
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v1.21.2-rc.1/rc.2 Story Chapter 2 Redux, TOPS-Lagspike patch
Echo Weaver replied to Tyron's topic in News
I have possibly taken advantage of this exploit on default survival when I strayed too far, it's dark, and the rift activity jumps to apocalyptic. I'm running home, I have a few berries in my hand, and I don't want to stop moving because there are crawlies everywhere. But now that it's described in detail, I certainly haven't stalled my hunger for days, just eaten a single berry when I start taking damage to avoid running out of food before I get back to my base. But I'm pretty sure I needed to eat multiple times when this happened in my extended stone age game recently, so maybe running also negates it. -
You sound like me. Strategic cowards unite! I see a real divide in the player base between those who enjoy head-on combat and those who don't. I really enjoy putting a bunch of planning into ways to kill rotbeasts without going head-to-head with them. But I do use Zippy's Bashful Bowtorns because, like Zippy, I'm aesthetically bothered by temporal storm rotbeasts hanging around indefinitely after the storm, so I probably wouldn't have the exact problem with nightmares you're describing. (It doesn't have an update yet, but I've updated it for personal use. I'm curious if folks report behavior changes in post-temporal-storm bowtorns in 1.21.)
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Guide: Multiple Parallel Installations of Vintage Story
Echo Weaver replied to Streetwind's topic in Guides
Considering the trouble with ConfigLib in a modPath, I feel like the issue has something to do with interacting with the user interface. But it's just a vague sense. If I feel stubborn and have a lot of time to kill, I'll do some more mods to find ones that don't work with modPath -
Oh, regarding killing rotbeasts -- my combat style is strategic cowardice. I just don't particularly care for head-to-head combat, and why fight fair when with some planning you can fix the odds in your favor? The more serious combat types throw a lot of spears because they're ranged damage that packs a punch. Spears don't stack, so they fill up your inventory, but if you're kiting some rotbeasts, you can just throw 3-4 and swing back around to pick them up. I don't kite, and I don't throw a lot of spears. But I do put a trapdoor at head-height in the side of my stone age dirt hovel and use spears to stab the drifters who come to threaten me at my door. The extra reach of the spear keeps you out of the way of a lot of attacks. If they're close enough when you kill them, you can loot them through the trapdoor too. Later in the game, you can augment this strategy with pit traps accessible through trapdoors from your cellar. Then the rotbeasts can't run away when they're injured. I was surprised at how well the stone age dirt hovel trapdoor worked on my new game, and I got a temporal gear immediately.
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Like @LadyWYT, I respectfully disagree. Surface rustbeasts are the primary way to get rusty gears and essentially the only way to get temporal gears -- at least in early game, but aside from some nice ruins, that's still true for me. Temporal gears are what you use to change your spawn point so that you can build a base in a location untethered to your initial spawn point. BTW: I always set my temporal gear respawns to infinite because I just don't have any interest in setting up a base someplace far out, then getting snapped back to initial spawn in a bad temporal storm or what not (well, ever since a nightmare drifter got into my base during a temporal storm and camped my corpse). The default is 20, but I think we need a way to actually change spawn permanently.
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This is usually done by finding a Treasure Hunter Trader to get a map (with the tin bronze pickaxe) rather than just wandering around. Thought it would be good to note that. Of course, you have to wander around exploring to find the Treasure Hunter, but it shouldn't be so far.
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Them's mad fighting skillz! Bravo!
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We've all been there!
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Guide: Multiple Parallel Installations of Vintage Story
Echo Weaver replied to Streetwind's topic in Guides
I'm not sure I follow? I tried to sift through the comments on Salty's mod thread, and it didn't sound like what I'm describing. I don't have a mod that tries to make a conflicting update to the stick itemtype. Salty's mod works fine when it's in the dataPath. It only fails to work when it's in a folder I link to using --addModPath. ETA: I suppose adding in the mod using --addModPath could cause changes to be applied in a different order. I can't think of anything it would conflict with, though, and I haven't noticed anything behaving different from expected when everything is dumped into the Mod folder in the dataPath. -
Yeah, it may just be that I haven't done All the Things as much as you have. Also, you mostly play Wilderness Survival? Apparently I just really dig homesteading. For me, it's more like: "Gotta feed the animals. Collect the eggs. Milk the ewes, look I have enough milk to start cheese, look my other barrel of cottage cheese just finished, so let's make some cheese wheels. Need more salt, let's go mining. Gotta cycle the leather. Need more limestone, let's go mining. Need a bigger grove of oak trees to make leather because those saplings take forever to grow. Slaughtered some pigs, and I need to so something with all this meat because it rots fast. It'd be really cool if I had stone paths to all the places I want to go on this base. Now I want to build a fruit press but I'm out of resin, so let's go exploring. I was supposed to do something.... oh, right, I'm looking for a Treasure Hunter so I can start the story, and it's winter now. Whoops."