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Everything posted by Diff
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I think the best thing to do for something like this is open a support ticket.
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Based on the error, sounds like you need to install SkiaSharp The project page has instructions, that's where I'd start https://github.com/mono/SkiaSharp
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Primitive survival does that, I'm pretty sure.
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There's no visual indication of this, but when you shift right click you need to hold the right mouse button down for a second or two until the box pops up.
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There's likely a lot of things you haven't tried yet. Without mentioning what you *did* try it's difficult to give any good advice. Like, did you try DDU? And since we're talking about graphics drivers, what GPU you have would also be relevant information.
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Tiny tack-on note to the above: definitely an issue with your graphics drivers. Double check what GPU you have and make sure that you have the correct drivers installed for it.
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1 medium prepared hide will only get you 2 leather. I believe for 5 leather you'd need to use a huge hide. And a large hide gets 3 leather.
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This is a feature than 100% should be in the base game, but you should know that if you need any other tweaks like this in the future, those kinds of mods shouldn't impact performance at all. Big mods like Primitive Survival can really impact RAM and disk usage, but minor changes in existing content should be virtually unmeasurable.
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- temporal storms
- enemies
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(and 4 more)
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Lol it got bumped to the next page but just barely.
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Something I've been wondering, how does rift activity factor into spawning for riftless rotbeasts? I see less of them when rift activity is lower in relatively shallow caves, but does that still apply deeper underground? What if anchors consumed temporal gears as they operate? Right now players can consume temporal gears to regain stability, so a machine that can consume gears to maintain stability seems like it'd fit right in, without cheesing the entire mechanic of temporal stability out of existence with one easily moved item. EDIT: Apparently this is already how rift wards work.
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So, reality anchors, can they be picked back up or are they anchored too deeply to the space and just break? Here's a thought, does an anchored area suppress drifter spawns during temporal storms? Does that make a temporal anchor a turbo powered rift ward?
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Vintage Story uses SQLite for a lot of data storage if you want to do further research. Short version: They're both temporary files and don't need to be copied. I believe they should be safe to ignore completely. But if you're taking backups manually (not via server command), make sure to include them.
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Then disable the feature, like you already do. Those of us who don't would like to discuss ways to improve this feature. You are welcome, your ideas are welcome, but restating that you do not use it does little for the discussion of this feature which you do not use. Nobody here is trying to convince you to turn it back on, trust that you've communicated your distaste quite clearly. This is not the case, as has been explained. This is an issue that still needs to be managed in the late game for those who don't disable temporal stability. The stability of your base remains the same in the early game as in the late game, and the late game only exposes additional reasons for this feature to be useful, not less.
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This is probably the source of the misunderstanding. You say "running backwards with great haste" but what others are trying to communicate is not that. Surface stability rarely (if ever) runs backwards with great haste. Negative surface stability is usually very slight, with any positively stable area quickly dominating it in absolute numbers. If your farm's slightly negative, it's never going to be a problem as long as you're mindful of it and don't idle there. Even if your house itself is slightly unstable, you likely don't have to worry about that much either if you get out enough and, again, are mindful of it. But you may be interested in stabilizing that area so it stops being something you have to be mindful of. Plenty of people have started bases in unstable areas before they learned that mechanic, and then adjusted their play rather than relocating their base once they did learn. First multiplayer server I played on, that's what I did myself. It has other uses as well, as others have mentioned. Let's say you want to build a new base underground, or just want to spend a lot of time underground in your mines. That's not early game/is something that continues to come up in the late game, and having a mechanic to overcome that would be handy.
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No, mods aren't loaded until you make it to that screen, so they can't modify or replace it.
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Oh that's nifty, I didn't realize that there was an official Flatpak. If the official one isn't working for you (I'd also try flatpak run at.vintagestory.VintageStory), you might try the one on Flathub: https://flathub.org/apps/at.vintagestory.VintageStory It's been a while since I visited Mint, what software manager does it use?
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Not quite, the (very rough) equivalent for Minecraft's marketplace would be VintageStory's content mods. They can be made by anyone, but there's no Java code inside any of them. Sometimes command blocks and turing-complete redstone, but nothing like VS code mods, which are the equivalent for the Java mods you're thinking of.
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B. Anego provides server hosting in the store that integrates directly into the launcher (check out the listing even if you're not interested, it's nifty), but it doesn't allow customers to add mods to their purchased servers. It's set-and-forget, requiring no technical knowledge whatsoever, which is the value add over places like Bisect. There are no legal liability issues for modders in this scenario, just headaches for Anego.
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To play the devil's advocate for a moment, as long as security bounds are in place, put responsibility on the player for mod management just like singleplayer or self/3rd-party hosting. That is an approach that works for very many dedicated hosts. I'm not sure it works as well for the official hosting. I think that modding (at least when done like that) interferes with the current plug-and-play, set-and-forget nature that the official hosting currently provides. It would likely send ticket counts through the roof, swamp at least one employee with just closing invalid tickets, tick off a lot of foolish customers who shot themselves in the foot (there's already a continuous stream of angry people who can't read descriptions of their purchases), and dilute the actually valid issues that might lurk in their actual hosting, all compounded with the fact that you can't just turn off all mods to test and still get an acceptably playable world in a lot of instances. Allowing modding opens up many cans of worms that aren't easily solved, and that's before we look at the shelf of wormcans labeled "whitelisting."
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Here in North Carolina, they even use the crosswalks and during the school year they frolic with the children during lunch and recess.
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Tried this myself, also tried running the 1.20 from the 1.21 directory, but it ignores the current working directory. 1.21.1-rc1 is also missing ModMaker for macOS releases.
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Anyone else watches the Primitive Technology channel?
Diff replied to lampyridae's topic in General Offtopic
That's how I've (tried to) explain VS to people in conversation, it's like Minecraft but Primitive Technology. Nobody I've said that to knew who Primitive Technology is, so hasn't really been useful yet. -
Ah I'm too stubborn for that, and it was early enough that I hadn't yet found a temporal gear to set my spawn point on that server. I eventually broke out of my grave and into the open ocean. Full on Rust World waiting for me outside, but I did drag myself home alive with my copper.
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The change in stability in the mechanics of the overall genre. VS doing something different versus the same thing since "the 80s." We get a bit of this sometimes. The other day I went out for what I thought would be a quick copper prospecting follow up, stumbled on a cave, and accidentally extinguished my torch while exploring, leaving me unprepared in the dark surrounded by quartz I couldn't mine, trying to wall myself off from monsters in the dark, and chipping away at any quartzless stone I could feel around for, hoping to break into the ocean before I starved to death, before my last pick broke, and before a monster either wandered past my barricades or just spawned behind them with me with help from my exhausted temporal stability.
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Closer to the original topic, I get the feeling that the VS devs might already be planning to escape the power creep difficulty scaling. Right now we've got 3 flavors of Tier 4 Shiver, seems like the perfect starting point for some more combat variety since they're (mostly) just reskins right now as far as I'm aware. Identical drops, stats, practically identical behavior, no reason to have them if not for future schemery, right?