CastIronFabric
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Everything posted by CastIronFabric
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Just feels... inadequate compared to modpacks that involve TFC+
CastIronFabric replied to cAshewTheAce's topic in Discussion
well I do not know what the progression limit on the most popular block game of all time is (you know that other game) but at least for me it takes about 200 hours for me to get to steel. To be fair I do focus on multiple things at once and I have some mods Now I predict there will be replies to my observation claiming that they can get to steel in 20 hours but that is to be expected -
I would love to see a survey of gamers to find out how many gamers turn off music before playing and how many leave it on during a 4 hours play session. I would like to see the same basic thing done for cut scenes. I would hate for companies to spend a lot of time and resources on things that the majority of people ignore, that would suck!
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I only have about 45 but the problem is upgrading when a new version of the game comes out which for my current world I really really really do not want to do. I like my world a ton, I have put in 200+ hours and I would like to bring it back up as is even decades from now.
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How to stream the game on discord properly?
CastIronFabric replied to cAshewTheAce's topic in Questions
at least for me, I can only stream if I am in windowed mode. I think though that might because I have two monitors. I am not sure. -
I have success finding lots of surface copper on 'mineral based' biomes. Some do not and I honesty forget which ones dont but basically biome that does not have grass. I almost never pan for copper but then again I play on 'Explorer mode' so its not as expensive for me to run around.
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Guide: Multiple Parallel Installations of Vintage Story
CastIronFabric replied to Streetwind's topic in Guides
I want to ask just to make sure I am super clear on this. If I copy the VintageStory folder and the VintageStory data folder and have my shortcut pointing to those copied folders and do not hit the auto update on that game instance that it will not update to a new version regardless of what I do with the uncopied version. I really really really super really..do not want this copied version of Vintage story to update at this time and all the game files for that version will be isolated using that VintageStory folder that has been copied. I know how to target the shortcuts, I have done that several times given different mod pack setup so on that part I am good I think. The reason this is super important for me is that even if I backup my game file I am not entirely sure I can revert safely to an older version of the game and if I can a lot (if not most) of the mods I am using will break. Thanks -
no, what I mean by 'builds' is the entire word. All the food that is attached to mods, all the objects attached to mods etc.
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I already know how to set up two different data folders so that I can have different mod sets. I have read some posts regarding different VERSIONS of the game but this question is to double check my understanding and assumptions. I assume I would need to copy entire ENTIRE vintage story build, all folders to a different location with of course the shortcuts pointing correctly to said folders. Then I assume in the original setup I can update the game version and it will not affect my copied setup with the copied game files. I really do not want to lose my pre-v1.21.x builds Reason I want to do this is because I do not want to update all the mods to work with my previous build of the game. I might do that later but for now I just want to isolate it. thanks
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200 hours later: the horrors persist, and i with them.
CastIronFabric replied to Galdor_Mithr's topic in Discussion
Steer clear of Rustborn Magic if performance is a concern. I would assume that mods that introduce new wildlife to the world would also be of concern but I have not validated that. -
its to prevent a freezing. The hunger rate I am not sure how that works. Your total temperature buff keeps you warm above 0c. Once you hit 0c (factoring in the buffs) then you start to freeze. So for example if its 0c outside and you have a 1c buff then you will not freeze. Once you start to freeze I think you can loose health and move slower but I am not sure on the cost there.
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So what exactly do the rainfall frequency levels mean?
CastIronFabric replied to DinoHazard's topic in Questions
I have experienced the same thing it is curious. I will say as a side note I THINK the rainfall rate description does change over time. However with that said, I do not think I have ever seen it transition from a state that is lower than 'all the time' up to 'all the time' but I have seen it do the opposite. I think...I am not solid on that memory -
double check your character class. I think some have debuffs for hunger rate. I do not know the mechanics regarding the weather when it comes to canceling debuffs
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“How about adding the mechanics of building your own village?”
CastIronFabric replied to kalifer's topic in Suggestions
Here is how I would do 'Colonization' or 'Reclamation'. Plant a flag, but that flag must be lets say 1000 blocks away from any other flag and within that 1000 blocks must have various things. So for example, perhaps 3 qualifying rooms, 200 firewood, 100 charcoal. I am just making up those requirements randomly and I am not married to any of them but basically various things that establish that as an area that is settled. Then you buy buy/craft a trader, plop the trader down..done. If someone wants to be as uncreative as possible and just make the requirements having it look as crude as possible, that is their business. Now what would the reward be for settling an area? I do not know but from a functional standpoint it does seem it would be very possible. -
“How about adding the mechanics of building your own village?”
CastIronFabric replied to kalifer's topic in Suggestions
Yesterday I saw that Space Engineers 2 is going to have a feature for colonization which involves exploring and stabilizing an area (If I understood it correctly). That is a feature I have wanted in many games for well over 10 years now. I do that as a RP in this game on my SP experience. That RP works well with the 'Better Ruins Mod' -
The majority of people will want to find an area that is stable in early game, even if they can build in an unstable area in theory the vast majority of people will no do so. Furthermore, the vast majority of people WILL spend a TON of hours on their base long before they get a jonas part. As such they will read such a feature and say 'F that'
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I have to say the important part again because I know I am correct. If a person is looking to build a base (meaning windmills, forges, kitchens) in an area they are not going to build a base in an unstable area with the thought that by the time they get jonas parts that they could then have a stable area. Can you personally find A person who would do does? I am sure you can but the problem is what the suggested feature is trying to solve is not going to work because by the time you get jonas parts your base is going to be near completed with your base anyway and YES its not uncommon for a person to spend 100+ hours on their base before they ever even see a jonas part. That is just not going to work.
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I have a solution, thanks. I was just chiming in on ideas of the folks here and pointing out that people do not build in areas with poor Temporal Stablity and a late game solution to that is not wise because its an early game problem. please do not say 'but you do!' just dont.
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That is exactly what Xskills does. In fact they have an option that focuses on exactly that within the temporal stability skill sets. Oh AND one does not have to wait even until mid game to get that skill
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who are you talking to and what is 'reality anchors'?
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its a early game problem. Temporal Stability is a early game problem, it is not a late game problem. People do not build bases in unstable areas. Also, there are four lights
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I do disable it. What I am telling you is that it does not make sense to have a late game solution to a early game issue