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Bumber

Vintarian
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Everything posted by Bumber

  1. It seems scrap weapons have the same attack delay as bare hands or a knife, despite having larger range and being bulky. I'm pretty sure they outclass steel falxes in DPS due to this. With the additional consideration of how easy they are to obtain, it seems they definitely need an attack speed nerf.
  2. I pretty much have to nerd pillar while using a spear (or arrows) to deal with them. There's an annoying issue where your attacks sometimes fail to hit bears right in your face, which makes direct confrontation inadvisable even with armor since they get free hits on you. (And of course you have to chase them down once they start running away proper.)
  3. Except it is as easily doffed in game, and if your penalty is too high it's as if the bandage is evaporating rather than failing to be applied. Feels like it should be a chance to fail to use the item instead.
  4. Isn't there already a 10x hunger reduction just for standing still?
  5. Some rough quantities of these materials by mass in an adult human male: Muscle 30% (including stomach, but not heart, brain, etc.) Bone 12% (not sure if this includes the mass by marrow) Marrow 5% This could probably extend to pigs, so they might be about 45% kcal by meat (150 x 0.3) and 39% kcal by marrow (780 x 0.05).
  6. Probably need your friends' crash logs to even guess at a cause. You didn't mention any mods, for instance.
  7. Not sure what the nutrition in bones is in relation to the meat. Chicken is worth 375 (200 x1.5) protein in a meal. Bones could be worth around 90 (30 x1.5) each and be balanced for the amount you get per carcass (since bone drops aren't lowered in winter.) Bones don't rot, however, which means they either have to be made to dry out and lose their nutritional value after some time, or they just have to be worth so little that it's only worth cooking them as starvation food. For reference, the only protein food that doesn't rot at all is walnuts. They're worth 40 protein (raw, can't be cooked) and are hard to stockpile because they grown in 12-16 days (weather permitting) and the drop rate is low enough that you might not even get one to replant a given tree. (The remaining non-rotting food is honey, as fruit, which is balanced by the need for barrel storage.) If we avoid having bones dry out, then they should probably be worth 30-45 (20-30 x1.5) each for the effort of cooking them. A serving of 3x bone stew (remaining slot is water) would then be worth 90-135 protein, which is fine when you've got a few stacks of bones sitting in a chest and it's winter. Also, fish probably shouldn't drop bones. They've got cartilage, which might still be valid for P fertilizer, but not for nutritious soup.
  8. assets/survival/itemtypes/meta/stackrandomizer.json contains the info about which clothing generates in a given random loot type. stackrandomizer-cloth-lowstatus: "clothes-upperbody-peasent-shirt" "clothes-upperbody-shepherd-tunic" "clothes-upperbody-hunter-shirt" "clothes-upperbody-great-steppe-shirt" "clothes-upperbody-pearl-shirt" "clothes-upperbody-tattered-crimson-tunic" "clothes-upperbody-tattered-linen-shirt" "clothes-upperbody-woolen-shirt" "clothes-upperbody-linen-tunic" "clothes-upperbody-great-steppe-shirt" "clothes-upperbody-reindeer-herder-collared-shirt" "clothes-upperbody-raw-hide-mantle" "clothes-upperbody-marketeer" "clothes-upperbody-miner" "clothes-upperbody-survivor" "clothes-lowerbody-tattered-peasent-gown" "clothes-lowerbody-shepherd-pants" "clothes-lowerbody-raw-hide-trousers" "clothes-lowerbody-dirty-linen-trousers" "clothes-lowerbody-torn-riding-pants" "clothes-lowerbody-warm-woolen-pants" "clothes-lowerbody-workmans-gown" "clothes-lowerbody-nomad-trousers" "clothes-lowerbody-reindeer-herder-trousers" "clothes-lowerbody-marketeer" "clothes-lowerbody-rotwalker" "clothes-lowerbody-miner" "clothes-lowerbody-survivor" "clothes-hand-fur-gloves" "clothes-hand-miner" "clothes-hand-survivor" "clothes-foot-peasent-slippers" "clothes-foot-shepherd-sandals" "clothes-foot-knee-high-fur-boots" "clothes-foot-prisoner-binds" "clothes-foot-worn-leather-boots" "clothes-foot-wool-lined-knee-high-boots" "clothes-foot-metalcap-boots" "clothes-foot-nomad-boots" "clothes-foot-great-steppe-boots" "clothes-foot-fur-lined-reindeer-herder-shoes" "clothes-foot-marketeer" "clothes-foot-rotwalker" "clothes-foot-miner" "clothes-foot-survivor" "clothes-shoulder-embroidered-collar" "clothes-shoulder-blacksmith-apron" "clothes-shoulder-peasent-kaftan" "clothes-shoulder-artisans-scarf" "clothes-shoulder-jord-robe" "clothes-shoulder-hunter-poncho" "clothes-shoulder-stained-leather-poncho" "clothes-shoulder-marketeer" "clothes-shoulder-rotwalker" "clothes-shoulder-miner" "clothes-shoulder-survivor" "clothes-waist-peasant-strap" "clothes-waist-fortune-teller-hip-scarf" "clothes-waist-heavy-belt" "clothes-waist-linen-rope" "clothes-waist-sturdy-leather-belt" "clothes-waist-reindeer-herder-waistband" "clothes-waist-cerise-embroidered-reindeer-herder-waistband" "clothes-waist-marketeer" "clothes-waist-miner" "clothes-upperbodyover-huntsmans-tunic" "clothes-upperbodyover-fur-coat" "clothes-upperbodyover-great-steppe-mantle" "clothes-upperbodyover-cerise-embroidered-reindeer-herder-coat" "clothes-upperbodyover-marketeer" "clothes-upperbodyover-rotwalker" "clothes-upperbodyover-miner" "clothes-head-shepherds-cowl" "clothes-head-snow-goggles" "clothes-head-peasent-head-scarf" "clothes-head-fortune-tellers-scarf" "clothes-head-embroidered-coif" "clothes-head-marketeer" "clothes-head-rotwalker" stackrandomizer-cloth-mediumstatus: "clothes-upperbody-jailor-tunic" "clothes-upperbody-lackey-shirt" "clothes-upperbody-merchant-shirt" "clothes-upperbody-minstrel-shirt" "clothes-upperbody-squire-shirt" "clothes-upperbody-earth-toned-robe" "clothes-upperbody-surgeon" "clothes-upperbody-alchemist" "clothes-upperbody-scribe" "clothes-lowerbody-jailor-pants" "clothes-lowerbody-lackey-breeches" "clothes-lowerbody-merchant-pants" "clothes-lowerbody-minstrel-pants" "clothes-lowerbody-squire-pants" "clothes-lowerbody-woolen-leggings" "clothes-lowerbody-surgeon" "clothes-lowerbody-alchemist" "clothes-lowerbody-scribe" "clothes-hand-minstrel-gloves" "clothes-hand-lackey-gloves" "clothes-hand-heavy-leather-gloves" "clothes-hand-surgeon" "clothes-hand-scribe" "clothes-foot-jailor-boots" "clothes-foot-lackey-shoes" "clothes-foot-high-leather-boots" "clothes-foot-merchant-shoes" "clothes-foot-minstrel-boots" "clothes-foot-squire-boots" "clothes-foot-soldier-boots" "clothes-foot-surgeon" "clothes-foot-alchemist" "clothes-foot-scribe" "clothes-shoulder-woolen-scarf" "clothes-shoulder-minstrel-coat" "clothes-shoulder-hooded-cape" "clothes-shoulder-squire-tunic" "clothes-shoulder-surgeon" "clothes-shoulder-alchemist" "clothes-shoulder-scribe" "clothes-waist-jailor-belt" "clothes-waist-merchant-belt" "clothes-waist-squire-belt" "clothes-waist-sturdy-belt" "clothes-waist-heavy-tool-belt" "clothes-waist-alchemist" "clothes-waist-scribe" "clothes-head-jailors-hat" "clothes-head-lackey-hat" "clothes-head-fancy-head-dress" "clothes-head-merchant-hat" "clothes-head-minstrel-hat" "clothes-head-squire-hood" "clothes-head-surgeon" "clothes-head-alchemist" "clothes-upperbodyover-warm-robe" "clothes-upperbodyover-surgeon" stackrandomizer-cloth-highstatus: "clothes-upperbody-aristocrat-shirt" "clothes-upperbody-messenger-shirt" "clothes-upperbody-prince-tunic" "clothes-upperbody-noble-shirt" "clothes-upperbody-temptress-velvet-shirt" "clothes-upperbody-rottenking" "clothes-upperbody-forlorn-tunic" "clothes-upperbody-forgotten" "clothes-lowerbody-aristocrat-leggings" "clothes-lowerbody-messenger-trousers" "clothes-lowerbody-prince-breeches" "clothes-lowerbody-noble-pants" "clothes-lowerbody-fine-trousers" "clothes-lowerbody-rottenking" "clothes-lowerbody-forlorn-pants" "clothes-lowerbody-forgotten" "clothes-hand-prince-gloves" "clothes-hand-noble-riding-gloves" "clothes-hand-laced-handsome-gloves" "clothes-hand-rottenking" "clothes-hand-forlorn-bracer" "clothes-hand-forgotten" "clothes-foot-aristocrat-shoes" "clothes-foot-messenger-shoes" "clothes-foot-prince-boots" "clothes-foot-tigh-high-boots" "clothes-foot-noble-shoes" "clothes-foot-temptress-velvet-shoes" "clothes-foot-rottenking" "clothes-foot-forlorn-shoes" "clothes-foot-forgotten" "clothes-shoulder-aristocrat-mantle" "clothes-shoulder-royal-fur" "clothes-shoulder-noble-fur-collar" "clothes-shoulder-forlorn-sash" "clothes-waist-aristocrat-belt" "clothes-waist-messenger-belt" "clothes-waist-prince-waistband" "clothes-waist-fancy-royal-belt" "clothes-waist-noble-sash" "clothes-waist-rottenking" "clothes-waist-forlorn-belt" "clothes-upperbodyover-forgotten" "clothes-head-messengers-hat" "clothes-head-roll-hat" "clothes-head-noble-fillet" "clothes-head-rottenking" stackrandomizer-accessory-lowstatus: "clothes-arm-copper-bracelet" "clothes-arm-rosary" "clothes-arm-leather-bracers" "clothes-arm-prisoner-binds" "clothes-emblem-blue-seal" "clothes-neck-pearl-necklace" "clothes-neck-copper-torc" "clothes-face-hummingbird" "clothes-face-corroded" "clothes-face-cat" "clothes-face-sheepskull" "clothes-face-crow" "clothes-face-marketeer" "clothes-face-rotwalker" "clothes-face-miner" "clothes-face-survivor" stackrandomizer-accessory-mediumstatus: "clothes-arm-bronze-armlet" "clothes-arm-bronze-bracelet" "clothes-arm-merchant-bracelet" "clothes-arm-squire-bracers" "clothes-emblem-squire-emblem" "clothes-emblem-messenger-pin" "clothes-neck-merchant-amulet" "clothes-neck-bronze-gem-necklace" "clothes-face-festivecat" "clothes-face-surgeon" "clothes-head-glasses" stackrandomizer-accessory-highstatus: "clothes-arm-silver-bracelet" "clothes-arm-silver-chain" "clothes-emblem-royal-pin" "clothes-emblem-silver-pin" "clothes-emblem-silver-star" "clothes-emblem-brass-ruby-brooch" "clothes-waist-gold-waist-chain" "clothes-head-gem-encrusted-fur-hat" "clothes-head-gold-coronet" "clothes-head-silver-diadem" "clothes-neck-golden-necklace" "clothes-neck-fancy-royal-collar" "clothes-neck-noble-necklace" "clothes-neck-forlorn-talisman" "clothes-neck-forgotten" "armor-head-antique-forlorn-broken" "armor-body-antique-forlorn-broken" "armor-legs-antique-forlorn-broken" "blade-forlorn-iron" "clothes-face-forlorn-veil" "clothes-face-rottenking" "clothes-face-forgotten" These items are all the ones obtainable in various ruins. If you see one of these in a given ruins container, it's a fair bet that the other items in the same category can be found in a corresponding container in similar ruins.
  9. Looks like Through the Grass at Night is also restricted to non-winter. (And is also excluded from very early spring, whereas Fall o' croft continues into early winter.)
  10. The music triggers are defined in assets/survival/music/musicconfig.json. For The Invention it's: minhour: 9, maxhour: 15, minLatitude: 0.1, minSeason: 0.4, maxSeason: 0.65, It plays between 9am and 3pm in summer, with a certain latitude (i.e., climate) restriction. Cultured Tavern doesn't play in creative, but the two "Village" ones do. Radiance and Rust plays from 6am to 5pm when 600m from spawn. (Not sure if world spawn or current.)
  11. Could have been one of the seasonal ones. (Or Radiance and Rust, due to spending more time away from spawn point.) Edit: Looks like the one you linked is seasonal.
  12. Not by default. There's a setting "PassTimeWhenEmpty" in serverconfig.json.
  13. Are dry mash stacking issues going to be addressed as part of the dejank? There's also an old issue with buckets not stacking, if that hasn't been addressed in the prereleases yet. Edit: Also the issue where you can take old milk, etc., and put it into a barrel of fresh milk and it will use the fresh value instead of averaging.
  14. Baskets can be crafted with a knife to get some reeds back. Linen sacks and leather backpacks can be sold to traders. Mining bags and hunter backpacks are the only ones you can't do something with currently. (And gliders, if you want to count those.)
  15. I meant specifically in your case of overlapping deposits versus a non-overlapping x/z. I looked through the available source code to determine the precise meanings as asked in the OP. Node search is simple: Trace: < 10 blocks Small: 10 to 19 Medium: 20 to 39 Large: 40 to 79 Very Large: 80 to 159 Huge: 160+ Prospecting is much more complicated. It works on something called totalFactor: No reading: < 0.002 totalFactor Miniscule: 0.002 to 0.025 Very Poor: 0.025 to 0.133 Poor: 0.133 to 0.267 Decent: 0.267 to 0.4 High: 0.4 to 0.533 Very High: 0.533 to 0.667 Ultra High: 0.667+ totalFactor seems to be the regional ore distribution factor at the x/z coord (oreMapFactor, value 0.0 to 1.0,) times the proportion of specific ore blocks to regular blocks (rockFactor, again should be 0.0 to 1.0,) in the blockColumn (as it was when freshly generated) at the x/z coord. This means to get Ultra High, you'd need the max possible oreMapFactor at the prospected coord, as well as have over 2/3rds of that column's blocks consist of that type of ore. Not sure that seems right. The numerical reading given (in permille) after the quantity description is determined by taking the totalFactor and multiplying it by 1000 times the expected proportion of blocks that belong to an ore deposit started in the prospected chunk versus the total number of blocks in the chunk. (ppt = totalFactor * 1000 * absAvgQuantity / qchunkblocks; where absAvgQuantity is the number of blocks in an average of 100 generated ore disks via RNG times triesPerChunk using the ore's json definition, and qchunkblocks is the generated terrain height at the x/z coord times the chunksize (i.e., 32) squared.)
  16. It's usually helpful to post what the solution was in case others have the same problem. Looks like a problem with food troughs?
  17. I've been looking at the prospecting code, and I'm not clear on what happens if you prospect starting on an overlapping x/z coord versus not.
  18. I'm pretty sure iron ores show very low concentration just because they're a very small volume of the chunks taken vertically. The flat shape of the deposits make them easier to find, and you can follow them horizontally through multiple chunks, which is really what matters. Permille. 6.8‰ = 0.68%
  19. Does anybody know how tying animals with ropes works? I've tried right-clicking with rope/twine/fiber, as well as hitting them with it (bad idea,) but nothing seems to work. My animals are all well beyond generation 2. Is this even implemented? Edit: Found a note on GitHub that it's only enabled in creative mode due to being broken. Sneak+right-click with rope. Should be 11 days max.
  20. It's not. Only mention of the word "cellar" in the assets directory is in the language files and the worldgen structures. Looks like they're hardcoded.
  21. The wiki says dry salt lakes of halite appear under the sand/gravel layer. In real life, there are ones that are more obvious and exposed: Salt flats should be allowed to generate unhidden by the sand or gravel layer. (Assuming the wiki isn't wrong or outdated on this.)
  22. I don't think there's a purpose beyond being able to place them decoratively.
  23. A cheddar cheese slice is worth 240 satiety whether eaten raw or turned into a meal portion, despite the fact that the meal has a greatly reduced spoilage time (even in a sealed crock) and that the cheese is an optional ingredient. It should probably gain a bonus like other ingredients do in meals to make doing so worthwhile. Most meals seem to give ingredients a 1.5x boost, which would result in 360 satiety for cheddar and 300 for blue cheese. (It's nothing close to the milk equivalent of 937.5 satiety, but that's a separate issue.)
  24. It says to check client-main.txt, which is located in %AppData%/VintagestoryData/Logs on Windows.
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