Dilan Rona
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Everything posted by Dilan Rona
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Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
It was on one of the mod pages description (back when 1.19.x was still active, and before 1.20 was worked on). Will take a while to locate it. Once I do, I'll post the name. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
In your case I guess you are a windows user? Then I would check the shortcut settings and see if something there messed up. Personally though I would do that from a batch file, and not the shortcut file. I had issues with them not working right sometimes. VS for linux had the same problem not loading when the launch script was placed on the desktop via symlink. That was fixed in 1.20. From a suggestion I made via tickets. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
The way the mods are loaded, it is loaded from the main mods folder first (./Vintage/Mods), then the mods specified in the --dataPath, and then the mods in the --addModPath. The reason I dont recommend --addModPath though is that the main mods folder and the --datapath option provides enough flexibility imo. And also that some mods dont work properly when loaded from outside the main mods directory (same problem will happen with the --datapath) -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
Again, all my mods are in the main instance for every profile, so that is the first one to update. With the secondary mods location (as provided with --dataPath) for mods that is used by a single profile only. And I dont update the mods manually, this is where VS_ModsUpdater comes in. I run it before VS. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
Actually the --dataPath will generate a seperate Mods folder, no need for the --addModPath unless absolutely needed. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
You can using the profiles method I mentioned. Since the account settings are kept in dedicated directories (user, and admin in my case for say a server), I can switch profiles without needing to log out one account, and log into another account. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
Good advice to remember. Always saw the link for updating the game, when given. But never used it myself, prefering to update manually. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
And using the above method, I can maintain different versions of vintage story as well, as long as they are kept completely seperate in their own directories, each with dedicated Profiles sub directories. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
For mods that is used on multiple profiles, yes. But there are a few profiles with mods that are kept deliberately seperate from other profiles, and will not show up there. An example of this is like this. ./Vintagestory --dataPath "./Profiles/Home/Data/" --addModPath "./Profiles/Home/Data/ModsSpecial" # --openWorld "vintage adventure lands" Anything in the ModsSpecial will not show up in the other profiles as the above command is in its own script (redundant at this point, but kept for special test cases where I need to firewall a specific mod from the rest for testing purposes, and easier removal). Any mod that is in the default mods directory (same location as the Vintagestory executable) will show up on every profile. Mods in the ./Profiles/Home/Data/mods directory is specific to one profile only, and will not show up on any other profile. -
How deep does a room need to be to cancel out daylight
Dilan Rona replied to SubtleOrc's topic in Questions
Mine is made of dirt, and packed dirt still, with a solid wood door, and I got no issue with the room. Seals just fine. Doubles as my kitchen as well, with an upstairs cellar (that is still mostly empty, been putting off moving the food storage trunks from the kitchen to the upstairs cellar). I just have a habit of forgetting to close the door behind me sometimes. -
The grass on tiled farmland is nothing more than "weeds" imo. And I deal with it the same way. I just use bare hands though, and it does provide the occational horsetail as well.
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First few in game days I tend to live of cooked cattail roots, if I cannot get enough berries, or meat (not advisable given that they cannot be cultivated in vanilla without the use of mods). Once I get clay though, food is less of a concern. And storing them becomes more important.
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Primitive tools unrealistically restricted?
Dilan Rona replied to SteveHanley's topic in Suggestions
I think the game balance is fine, but some items, and blocks of Ancient tools could stand being vanilla imo. Same with Primitive survival. -
This game doesn't lack magic, but needs mysticism.
Dilan Rona replied to Nimm's topic in Suggestions
Doesnt really fit the theme of Vintage Story. That said, for any low level, or primitive civilization, any technology from a more advanced civilization would seem like magic. So anything regarding mystical items need to be connected to Jonas tech in some way. Same way with Runes. It can be seen as a long forgotten language, which would fit the theme of the game. -
Well there is a mod that adds soap, that can deal with the residue covered pots. Have it installed currently, keep forgetting to test it out though. https://mods.vintagestory.at/show/mod/25902
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Both are great ideas imo. Also, regarding barrels, have the ability to cool hot items down after smithing would be a usefull feature vanillla wise (and yes I am aware of the mod for it, I have it installed currently). I'm just suprised it hasnt been made vanilla yet. Also regarding barrels, having barrel racks as a vanilla option would be just as great. Its currently part of a mod called Food Shelves.
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I have the same question tbh, and not enough time to do mod development. So having someone willing to do programming on a commision basis would be great.
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Have that problem right now. And this is the first time creative mode failed to break unknown blocks. I need to regen the chunks, but with underground mines in the area, I cannot go too high a number to regen the area without loosing the underground mines.
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Push comes to shove, and you cannot find blue clay, give this mod a try. https://mods.vintagestory.at/show/mod/22134
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You need to look near water for them. And vanilla spawns them in warmer areas. Its easy enough to miss with the grass growing on top, and if you are lucky you might even find some close to your spawn point, or whereever you placed your base or home.
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that is one option, and one i may need to do. but since you can only break it with creative, the question still stands though... Only thing I havent tried is chiscelling it and see if it will work.
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Honing and sharpening mechanics in vanilla would be great. But till then, there is the Toolsmith mod that can do that.
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Looks like a mod is the only option to do that. Suppose I could pair it with a titanium pickaxe requirement, just to balance it out.
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Mantle itself I can understand it has to be unbreakable. The devestation rock however would have been great for my build though
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Any idea how to break devastation rock? Seems to require Tool level 99...