Dilan Rona
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Everything posted by Dilan Rona
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Welcome to Vintage Story.
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Winter gives me time to get crafting out of the way, and helps to pass the time. Its also when I spend a lot of time digging mineshafts, and exploring underground. First year though is usually spend just gathering as much food as I can. I also process hides into leather early on, so I have a full set of winter clothes ready to go by Autumn in the game (30 days per month game setting). Only time winter really becomes a problem for me is when I run out of food. Which rarely happens, as I have a habit of storing too much, and loose a lot of meat to rot. Something I try to avoid by making as much cooked meals as I can, and sealing it with fat or wax, and storing it in a cellar.
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Ok, I managed to get a version of the Alloy Calculator going for 1.21.x (tested with 1.21.1, and 1.21.5). It will give the original author time to fix the official mod, and once its fixed and working, I'll remove my jerryrigged version from the mod page. https://mods.vintagestory.at/show/mod/36902
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Iron bloom didnt spawn with enough voxels to finish the thing
Dilan Rona replied to NastyFlytrap's topic in Discussion
encountered it a few times myself, and I do agree its a hassle, but since I play with Smithing Plus (https://mods.vintagestory.at/smithingplus), its more of a minor headache really, if I do run into a voxel or 2 thats missing, I just add it in from voxels split off from previous iron ingot forging. Hopefully that bug with the iron ingot gets fixed one day... -
Currently, Translocator Relocator does allow it to set names, but the problem is that the names has to be exact to get to the other translocator. And I have to constantly type it out(and remember to rename it back to what the original name was). Which is where the problem is for me, as I need to set specific locations, and the names (Bridge, Engineering, Deck 2, etc...) has to remain constant.
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There is a mod that I need, similar functionality as that of Translocator Relocator(https://mods.vintagestory.at/show/mod/22557). But to give me the ability to set a name to each translocator, and a second field that I can use to set the destination. Mod is needed for my build that uses turbolifts.
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I still don't think rift spawns are working correctly
Dilan Rona replied to Faerador's topic in Discussion
if you place a torch near that rift it will help to dissapate it a lot faster if that rift is an issue. especially if its too close to home, base, or outpost. another option is the nightwatch mod. -
Ok, poeple, let's vote... what is your voice/pitch?
Dilan Rona replied to Broccoli Clock's topic in Discussion
Trumpet, medium for me -
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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.
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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.
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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.
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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.
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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)
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Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
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. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
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). -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
#!/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 "$dir/ModsSpecial" # --openWorld "vintage adventure lands" The above script is for Linux. And should run just fine on Mac (cannot confirm as I dont own a mac, but the commands are similar). Not sure what the equivalent will be for Windows though regarding the variables. And I just save the script to whatever profile name I need to run from (i the examples case, it would be Home.sh. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
Tbh, I havent had that problem in a long time. I actually forgot about that problem, including which mods gave that problem at the time. Most of my mods are in the default mods directory, with the exception of the new mods that I am busy playtesting, and need to keep seperate so I can find what is the newest mods (that I havent used before). But I am sitting with a situation where I need to make maps that needs specific mods that cannot be used on other maps (mostly for project purposes or mega builds), So I'll be using the --addModPath a lot more often now for the more specialised maps and their mods. And the more troublesome mods will have to be dealt with then (when they dont work as expected), and where possible replaced with alternative mods. -
Guide: Multiple Parallel Installations of Vintage Story
Dilan Rona replied to Streetwind's topic in Guides
Thanks for catching that problem. ConfigLib was one of the mods that actually caught me with it not working. -
Thats what I am doing. And since I am currently busy with a megabuild, it will keep me locked to 1.20.x for a while, unless I make a more dedicated map with just enough plugins dedicated for the megabuild, and a normal map that uses a more updated VS
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Minecraft may be the grandfather of all games block. But since M$ 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.
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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.