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Dilan Rona

Vintarian
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Everything posted by Dilan Rona

  1. Wolves are easy. Poke one, and run to the nearest pit trap. If you keep them till winter, they make for great emergency food. Just remember to feed them now and then, and to raise the walls by one when it snows. As for bears. If they aint chasing you to a pit trap, they will be running away. Best to tackle it head on, and kill it before it kills your animals. Keeping a farm nearby a pit trap makes for a good magnet for trapping bears for winter meat though. I generally have 1 bear to every 7 wolves though. If I am not so lucky, thats 1 bear per 3 packs of wolves though.
  2. I do the same thing when I have to do extended caving. Except I combine it with a well placed moat (or 2, when dealing with a tunnel and the ores are in the wall). Keeps the walled off area clear when I am ready to leave the mining area. That and plenty of light sources. Start of any new map, main focus is really food first and foremost. Finding a good spot to dig into a hill or mountain, or setting up a dirt shack is just as important, as it usually becomes my permanent home. Copper is a last concern, but I do mark their location before picking up the nuggets. Long nights I pan gravel and sand. Helps pass the time if I have nothing else to craft or do during the night. Most of the complaints in fact I dont see as a tedious chore.
  3. The devs said you have to install DotNet 8 to play 1.21.x. I couldnt play it myself till I updated my DotNet as well.
  4. Made cheese. Not difficult (with the exception of blue cheese. never could make that variation).
  5. Early on for me, if I saw a sawblade locust I'd tuck tail, and jackrabbit out of the area asap. Now? I tackle them head on. With whatever weapon I have if I dont have spears.
  6. Not having the best of times myself at times (impatient). But you cannot milk a gen 0 ewe. If you are lucky, you can milk a gen 1 ewe. But you can ONLY get milk after the ewe had its baby. and only for the first 10 or so days. After that the milk stops. Later gens does get easier to milk (same restriction of 10 days after giving birth still applies)
  7. Then the best thing to do is have an issue opened so it can be fixed on the game level then. Mods themselves should work fine regardless what mod directory was specified or used (default or otherwise). I hate to flag a developer directly, but I think we need the input of @Tyron on this topic as well.
  8. So if its a known issue, is it something that can be fixed on the mod level (enforcing --addModPath proper usage), or fixing on the game level itself (seeing that the stick is as basic as you can get).
  9. #!/bin/bash cd "$(dirname "$(readlink -f "$0")")" home=$(pwd) ProfileName="Home" dir="./Profiles/$ProfileName/Data/" # This shell script launches the game client on linux ./Vintagestory --dataPath "$dir/" --addModPath "$dir/ModsSpecial" # --openWorld "vintage adventure lands" The above script is for Linux. And should run just fine on Mac (cannot confirm as I dont own a mac, but the commands are similar). Not sure what the equivalent will be for Windows though regarding the variables. And I just save the script to whatever profile name I need to run from (i the examples case, it would be Home.sh.
  10. Tbh, I havent had that problem in a long time. I actually forgot about that problem, including which mods gave that problem at the time. Most of my mods are in the default mods directory, with the exception of the new mods that I am busy playtesting, and need to keep seperate so I can find what is the newest mods (that I havent used before). But I am sitting with a situation where I need to make maps that needs specific mods that cannot be used on other maps (mostly for project purposes or mega builds), So I'll be using the --addModPath a lot more often now for the more specialised maps and their mods. And the more troublesome mods will have to be dealt with then (when they dont work as expected), and where possible replaced with alternative mods.
  11. Thanks for catching that problem. ConfigLib was one of the mods that actually caught me with it not working.
  12. Thats what I am doing. And since I am currently busy with a megabuild, it will keep me locked to 1.20.x for a while, unless I make a more dedicated map with just enough plugins dedicated for the megabuild, and a normal map that uses a more updated VS
  13. Minecraft may be the grandfather of all games block. But since M$ bought it, and the existance of bedrock especially, and what is happening to that marketplace compared to how java is treated, its just one thing. That I will not dig into. Second, Vintage Story imho is far superior to anything minecraft can come up with in its wildest wet dream. That we will never see with the way M$ is trying to eliminate drops from any new mob it brings in, and that they are trying to kid proof.
  14. 1.21 just got out of the proverbial oven, so there is bound to be some burned edges on that cake. Just report the issues (for now), and give the devs time to fix them in the upcoming 1.21.1. Yes I understand that the issues described (missing treasure hunter at location x) are aggrevating. But since you are updating from 1.20.12 to 1.21.0, there will unfortunately be cases where a import is less than satisfactory.
  15. Its more a bug than a feature. Happens sometimes when you get into bed, and leave it too soon. Or with some mods that implements teleport (home, and last location), it could also trigger that bug. Only way to fix it is getting into a bed, and sleep the time away.
  16. Was the server still running when you copied the save file over?
  17. Given that the quern recipe was changed to require a hammer and chisel as well, it would be better to pair the clay processing mod (Clay Processing) with the Quern Recipe Revert mod. That way it is not a catch-22 situation where you are trying to grind shale or claystone the clay, but need to make moulds for a hammer, and a crucible, which require access to clay to begin with.
  18. If you cannot find clay though, and you like your current map, give https://mods.vintagestory.at/show/mod/22134 a try. It allows the crafting of clay.
  19. Considering it took days to find peat on one map, and I had to travel over 8000 blocks before I ran into the first patches, it can be a challenge sometimes. And I was using blockoverlays to help locate it. There was nothing remotely close to spawn. And that map was a cooler temperature start biome
  20. Dilan Rona

    Coinage

    LadyWYT has a point. Rusty gears are the default currency in the game, especially lore wise. And anything needing coins is better handled with a mod (Coinage). It does work on single player worlds, but it was made with servers in mind though.
  21. It does in fact, and may be in the road map. If it wasnt stated there, then it may be kept in the back pocket for now, till the villages are properly in vintage story, and not just in Nadiya (that you can only find after doing the RA story).
  22. in the case of vintage story, the need to log in to vintage story is to make sure only those that paid for Vintage Story can play it. As for your other concerns, there are security measures even on consoles. Do I need to mention Nintendo, and the Switch 2...?
  23. I just went with the zip file, and ran it from the vintage story folder after extracting it to linux. had no issues running it from day one (think it was 1.19.3 for me the first time).
  24. tbh, when finding clay in the real world, it is just as challanging, if not more so, since their is a lot of dirt washing that needs to take place before any amount of clay can be taken out. So instead of removing all grass on top of the clay, maybe rework some of the clay blocks so grass cant spawn on top of it instead?
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