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Everything posted by Zippy Wonderdust
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Proof! Proof, I say, that Tyron is a time traveller!
Zippy Wonderdust replied to Zippy Wonderdust's topic in Discussion
Really? I would have sworn that it read "2016-2025" just a few months ago. Oh well. That's why eyewitness testimony is so unreliable. -
Check the copyright date in the screencap. It looks like @Tyron goofed and let slip his origins. Now the only question is whether he is from a "utopian time tourism" future or a "dark dystopian wasteland" future. Considering what Vintage Story is like, I know which way I'm leaning!
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OK, I'm gonna say it because no one else has... Holy cr*p! Two hundred and seventy-nine mods? And it runs? Wow. Well done. You may have set some kind of record. You may also need some kind of therapy. Remind me to never, ever, ever offer to help you debug any mod conflict errors you may have in the future. (Edit: Just curious; are you running any of my mods?)
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I'm currently using just over 40 mods on Zippy Wonderdust's Riverworld Adventure, of all shapes and sizes from simple QOL tweaks like Auto Map Markers and Carry On to major worldgen changes like WorldGen Fix Remix and Rivers.
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Upon further thought, I remember that any block that has a block anywhere above it is considered to be sheltered from rain. This means that if a tree catches fire somewhere near the bottom the fire will quite happily spread because it is being sheltered by the rest of the tree above it! This also possibly explains all of the hovering foliage in the screenshot; perhaps the rest of the tree burned out beneath that foliage but it was preserved because, being the topmost block, it was actually exposed to the rain and unable to catch fire.
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Meesa no understandin' dis... Lightning happens during storms. Storms include rain. Rain puts out fires. (It always puts out my torches and campfires, and I'm pretty sure grass fires from kilns won't spread when it is raining.) So how are entire forests burning down? Is this some weird edge case where lightning strikes just as a storm ends?
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I suppose the acid test, and advice, for that would be "Is the big gear in the bottom center of your screen mostly *not* blue and constantly rotating counter-clockwise? If so, grab all of your stuff and relocate somewhere else on the map where the gear spins the other way (clockwise)". (Once, when I was a wee newb and playing solo in my first world, I took shelter for the night in a tiny dirt hut that I had built earlier. I did not notice that a rift had opened, quite literally, one block behind my hut before I got there! I thought a temporal storm was beginning but it was actually just all of the sanity being sucked out of me by the rift that I was only three blocks from. That "storm" lasted "forever" -- until I finally clued in to what had happened and tried to make a break for it, only to die and respawn back at my main cabin. I imagine the same effect would happen if you set up shop in a map region that is constantly depleting your sanity.)
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Oh really… that’s very interesting. The notes in the changelog for 1.20 simply said something like “prevent a block from being hoed if there is another block above it”. It seemed to me like a pretty efficient way to plug that exploit. You’re now implying there is a way around that. Thinking out loud, I’d guess there is some kind of exception to that block check; likely water or snow or some other “special” block… …now you’ve definitely piqued my interest!
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I think that this is less a problem with the mod and more one with the abundance of meteorites in the game. Also, I guess I'm just blind because I have terrible luck actually finding them in survival. I notice that, despite there being no setting to control meteorite frequency in the vanilla game, there is a setting for it in the Better Ruins mod, so it is something that can be adjusted. I should look into how that mod does it and then suggest it to the Meteoric Iron Overhaul mod author as an enhancement they could add. Edit to add: Also, if memory serves, the drop rates of that mod are configurable.
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Now why didn't I think of that? <long dumb silence> Because I'm an idiot!
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Sir, Sir... I just want to feed my chickens..
Zippy Wonderdust replied to Broccoli Clock's topic in Discussion
Oh, well done! Alas, despite my zeal, I have zero zesty zingers to zap you with! -
Sir, Sir... I just want to feed my chickens..
Zippy Wonderdust replied to Broccoli Clock's topic in Discussion
Wow. You’re like the “M” version of V for Vendetta. -
One of the servers I'm on we are building our homestead in what we subsequently discovered to be bear country. Much excitement (read: panic) ensued when multiple brown bears kept showing up at the most inconvenient times. We eventually dug a 5x5 by 4 deep pit with a 1x2 exit tunnel at the bottom. Whenever a bear shows up I drop all of my packs and armor so I can run at max speed. (Think naked-screaming-pict-warrior covered in woad tattoos and brandishing only a bow!) I shoot the bear and get it to chase me. I jump in the bear pit and duck into the escape tunnel. The bear jumps into the pit after me and has nowhere to go because it's too big to fit down the tunnel. We spear it at our leisure from above and then have bear-meat stew for dinner! Doesn't work for wolves though. They'd fit down my escape tunnel.
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Sir, Sir... I just want to feed my chickens..
Zippy Wonderdust replied to Broccoli Clock's topic in Discussion
My son recently pointed out to me that the Quarry mod adds a pink ban-hammer (actual hammer) to the creative inventory that does ungodly damage. I couldn't stop laughing! -
@Feycat Have you checked the game's log files? Any clues there?
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Huh. Well all I can say is that my copy of the game (on Linux) is running flawlessly.
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Have you tried playing with the "First person hands Y-Position" slider in Settings -> Interface? I find that helps with visibility over a shield when you're crouching. Maybe it helps with bows too.
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Do you remember the movie The Princess Bride? There is a line where one character turns to the other and says, "You keep using that word, I do not think it means what you think it means." If wild predators are no longer auto-boarding rafts (and, frankly, I never knew that this was even a thing you could do), I'd not call it a bug; I'd say that the game devs have finally patched an exploit. There used to be a glitch you could exploit in 1.19.x where if you hoed the land under a wild crop you'd get extra drops when you harvested it. They patched it out in 1.20.0. I held a little mental funeral in honour of it's passing and then I moved on. I think the game is better, and fairer, without these immersion-breaking exploits.
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The top 3 reasons I can think of that your game would be misbehaving like that: Old drivers. Are all of your drivers, especially your video card driver, up to date? Overheating. Are you playing on a laptop? If so, is it properly ventilated? Try elevating it so that there is plenty of clearance around all of the vents. Bad memory. Vintage story will, within reason, use as much memory as you can give it. Perhaps it is using a memory location that is failing but that is not used by any other apps you run. If your computer has a built-in memory diagnostic app I suggest you use it. If not Memtest86+ is an excellent free 3rd-party tool. Is your computer running everything else flawlessly or are other apps acting buggy too?
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There is a mod called Meteoric Iron Overhaul that addresses all of your complaints. I highly recommend it!
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Sir, Sir... I just want to feed my chickens..
Zippy Wonderdust replied to Broccoli Clock's topic in Discussion
I'm aware that this is a shameless plug for my own mods, but I created a mod specifically to help with this situation. Have a look at Zippy's Bashful Bowtorns. I also made a related mod, Zippy's Fearless Foes, that will also help out. I'd recommend trying both of them. Cheers! -
Zippy's Fearless Foes fixes how mobs react to daylight during temporal storms. I think the vanilla behaviour is actually a bug caused by a very small logic error in the game's AI task code. This mod fixes that bug. With this mod loaded, mobs that "fear" the sun will *not* flee the player if they spawn during a temporal storm that is happening during the day. This is different from the current vanilla game behaviour of these mobs, which is that in a daytime temporal storm these mobs *will* flee the player, despite there being an active storm. The affected mobs are surface and deep drifters, and surface and deep shivers (and the bowtorn variants from my Bashful Bowtorns mod). More details in the mod description.
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Updated to v1.1.0 -Fixed an issue where two conflicting ai tasks would make a bowtorn continuously "ping pong" between retreating and approaching. -Changed the ai task priorities to ensure that retreating bowtorns will still melee attack any player that comes into range. -Gave all bowtorn variants a very small chance to retreat in full sun, to fix a situation where you have a pack of corrupt and stronger bowtorns waiting indefinitely outside you door. All bowtorns should now wander off and despawn in approximately 2 game hours (so if the sun rises at 6:00am then they should be mostly gone by 8:00am or so).
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Too Many Spawns of the New Ranged Hostile Mob
Zippy Wonderdust replied to Gwendal Steven's topic in Discussion
Hey @nukularshades, I just made a mod you might like, considering your recent problems... I'd love feedback from anyone who is interested.