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allstreets

Vintarian
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Posts posted by allstreets

  1. On 7/10/2022 at 5:07 PM, Kolyenka said:

    these would be a great addition for early builds, particularly in maps with little ore (or just playthroughs that avoid metalwork as much as possible, which is my favorite kind). I like the idea of horns being added as a bighorn sheep harvestable, especially if they could also be used as sconces, like in skyrim.

    do you think the horns could be cut with a knife (maybe a metal knife, as that's a bit more advanced but still doesnt require an anvil), or would it need to be a saw?

    the greasepaper and oiled linen windows are also super interesting as an alternative. i feel like all three have a much more yellowed light than glass, and would be really good for somewhat dim rooms, especially in less wealthy settings. would appreciate these from both an aesthetic standpoint and also as a functional glass alternative.

    Haven't found anything in the books that says one way or another, but I imagine a knife would work, especially since the horn is being soaked first? Very thinly shaved pieces of horn are mentioned as being used in latticed windows, which suggests to me something more delicate than a saw.

    • Like 1
  2. As the post title says, I'd like to suggest alternatives to the current glass windows in game, as a way to add more window variety,  give another use to some existing materials that have relatively limited uses at present (wax, parchment, and cloth). Parchment or cloth windows also seem like a good match to the rough door in terms of windows that have a chance to break/degrade easily.

    First, some historical background on these glass alternatives:

    Usable animal horns currently don't exist in-game, but seem like a logical addition to the other harvestables from bighorn sheep. While I haven't found any evidence for windows made from sheep horn, cow horn historically was used for both windows (see a restored cow horn window in Barley Hall here) as well as book covers (see 'hornbooks').

    Greased paper/parchment and oiled cloth windows have a long history, although unfortunately not one captured in photographs. They were commonly used in conjunction with wooden shutters to cover window apertures - cultural historian Jacob von Falke describes windows common in wealthier pre-16th century medieval homes that had wooden shutters combined with "fine waxed linen, or oiled paper" as well as windows with horn and transparent mica set in lattices (Art in the House pg 61). The man who made the horn windows for Barley Hall made oiled linen windows as well - he briefly compares the process of making each in the comments of this post. Oiled and treated parchment and cloth created semi-translucent but also waterproof windows that let in much-needed light. In the more recent historical record you can find mention of 'greasepaper' windows used by American settlers as they moved west - a far cheaper and more practical alternative to transporting glass across the continent, especially in the many temporary homes built along the way.

    As for how to implement these alternatives in game, the parchment and cloth ones could be as simple as combining fat and the window material (or, to go along with the Barley Hall method, fat and resin. Window frames could also be a placeable block constructed out of sticks or boards that could then be filled with 'panes' of parchment or cloth which would need to be refilled as the panes break. Dyed cloth or tinted parchment (historical evidence for the latter is discussed here) could be used as well, adding color to builds.

    I have other thoughts on adding a parchment construction process to the game, but that's somewhat beside the point for this post. Hope this sparks some interesting possibilities for the devs and/or modders!

     

    • Like 1
    • Cookie time 2
  3. I tend to look for somewhere that looks nice - or interesting - that has enough space for building and farming. Most games I settle close to where I spawn, unless it seems like it'll be too cold in the winter...I like having to do a lot of exploring to find chalk/slate/etc, as it gives me a chance to see interesting new sites while also making me creative with the initial resources on hand in terms of building a starter house.

  4. 2 hours ago, Maelstrom said:

    I manage generations by separating the offspring into a pen separate from the parents before the offspring grow up.  Much easier to wrangle the offspring than the adults, and the offspring have different speed and flee conditions than the adults.

     

    See, I find it relatively easy to do that with sheep and pigs, but chickens...just a lot more difficult for some reason.

  5. I think the thing that appeals to me most is the self-sustaining, 'interacting with the environment' aspect. I harvested pears from a pear tree in game for the first time yesterday, and had a moment of real joy. I grew up in an area full of pear and walnut orchards, sheep and chickens, and farms, a very rural and isolated area, and since I've moved to a large city VS feels like a way to connect with some of these experiences that are no longer accessible to me. My SP games tend to be very small scale, at a very slow pace - I'm not interested necessarily in maximizing things, just learning how to do things effectively, seeing new landscapes, domesticating chickens...etc.

    • Like 2
  6. Yeah, I think there should be at least sections of the forum where anyone can post (for example, people interested in buying the game), if not the entire forum. Isn't it possible to just have more stringent 'prove you're not a bot' measures for signing up?

    • Like 2
  7. Had an error on the Wilderlands server using the .charsel command on an existing tailor class character (mine). Crash report below:
     

    Spoiler

    Running on 64 bit Windows with 12 GB RAM
    Game Version: v1.16.4 (Stable)
    Loaded Mods: advancedsmithing@1.2.0, ancienttools@1.4.0, tonwexp@1.0.9, compass@1.1.2, expandedfoods@1.5.3-pre.3, moreclasses@1.2.4, necessaries@1.1.1, oxygennotincluded@0.2.4, spyglass@0.4.5, tradeomat@1.6.0, game@1.16.4, whatliesbeneath@0.1.0, alchemy@1.6.0, carrycapacity@0.6.5, lichen@1.6.1, playercorpse@1.3.1, stonequarry@1.6.3, creative@1.16.4, survival@1.16.4, wildfarming@1.2.7, workbenchexpansion@1.4.1, xrowboat@0.0.3, bricklayers@0.8.2, bullseye@2.2.4, DynamicFoes@2.0.5, ethology@4.0.6, wildcraft@1.2.0, wildercoin@0.2.0
    3/6/2022 7:17:15 PM: Critical error occurred
    System.ArgumentException: Not a valid character class code!
       at Vintagestory.GameContent.CharacterSystem.setCharacterClass(EntityPlayer player, String classCode, Boolean initializeGear)
       at Vintagestory.GameContent.GuiDialogCreateCharacter.OnGuiOpened()
       at Vintagestory.API.Client.GuiDialog.TryOpen()
       at Vintagestory.GameContent.CharacterSystem.Event_PlayerJoin(IClientPlayer byPlayer)
       at Vintagestory.Client.NoObf.GeneralPacketHandler.HandlePlayerData(_zqyp7oNseOe29EJgSPWAkirfxhw packet)
       at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       at _eaiE9OWXDVmX2r6n7JaWPscBEkO._LvzIyYpsQCoC78JubjSO0HCjtTg(Single )
       at _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
       at _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
       at _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )
    -------------------------------

    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 2/24/2022 7:44:22 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0
    Event Name: AppHangTransient
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: Vintagestory.exe
    P2: 1.16.1.0
    P3: 61ec2db6
    P4: unknown
    P5: unknown
    P6: unknown
    P7: unknown
    P8:
    P9:
    P10:

    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFF96.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFFA7.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFFA6.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFFC6.tmp.txt

    These files may be available here:


    Analysis symbol:
    Rechecking for solution: 0
    Report Id: 8423abcd-35cd-4e49-8cf6-90ead4b59392
    Report Status: 2049
    Hashed bucket:
    Cab Guid: 0 }
    --------------
    { TimeGenerated = 2/18/2022 7:18:33 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1900037251022530908, type 4
    Event Name: APPCRASH
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: Vintagestory.exe
    P2: 1.15.10.0
    P3: 61a0f259
    P4: ig9icd64.dll
    P5: 30.0.100.9805
    P6: 60fb047f
    P7: c0000005
    P8: 0000000000654e1f
    P9:
    P10:

    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD46B.tmp.dmp
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD7B8.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD7B9.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD7C7.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD7D7.tmp.txt

    These files may be available here:
    \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_e4f28b5e609c76c2d6abe9698628615198f69df_fc74ddd9_d16e0643-0f93-4ea0-bb42-e0a85877350c

    Analysis symbol:
    Rechecking for solution: 0
    Report Id: bb1d1f16-6060-4f15-a911-95881c7c2815
    Report Status: 268435456
    Hashed bucket: 32d0a23941bbb26f1a5e49d01f35295c
    Cab Guid: 0 }
    --------------
    { TimeGenerated = 2/18/2022 7:18:31 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.10.0, time stamp: 0x61a0f259
    Faulting module name: ig9icd64.dll, version: 30.0.100.9805, time stamp: 0x60fb047f
    Exception code: 0xc0000005
    Fault offset: 0x0000000000654e1f
    Faulting process id: 0x4a24
    Faulting application start time: 0x01d8253f30a3c7c7
    Faulting application path: C:\Program Files (x86)\Vintagestory\Vintagestory.exe
    Faulting module path: C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_790ffe11293340e0\ig9icd64.dll
    Report Id: bb1d1f16-6060-4f15-a911-95881c7c2815
    Faulting package full name:
    Faulting package-relative application ID:  }

     

  8. Definitely turn it on if you intend on exploring everything the game has to offer in terms of crafting. I often leave it off because I'm not very interested in the smithing aspect of things beyond having basic tools, but it's helpful for things like clothes dyeing, or even just filling out an ore collection for a museum as well.

  9. 39 minutes ago, Sparkle Kitti said:

    Will trap doors block attacks from drifters? Both claw and throwing rocks

    Haven't updated to 1.16 yet so I couldn't say for the rock throwing, but I believe a closed trapdoor does block regular drifter attacks.

  10. 16 hours ago, Sparkle Kitti said:

    I've had similar conditions happen. My understanding was that if the block was right next to a water source block it should be 100% so I set my fields with two rows of fields between two rows of water source so they'd all be next to the water source. But that hasn't been the case.

    I believe as of 1.15 if you put a tilled block next to a water source it only gets to 75% max - so 100% is only possible through rainfall/watering.

    • Cookie time 1
  11. That makes sense, thanks for answering! I'm hoping the vanilla water mechanics will be significantly improved at some point so things like flooding and basin irrigation become a more feasible concept for modders to tackle.

  12. On 12/7/2021 at 2:21 PM, Vinter Nacht said:

    So Fields of Gold is coming back into focus for me now that From Golden Combs has a stable release and only the occasional bug report.

    Will hopefully be releasing a 1.15.10 stable release (with some issues being finally resolved) and a 1.16.0 release that has the same fixes in preparation for further development.

    Aside from configuration options, any requests?

    This may be well outside of the scope of the mod (especially right now), but have you considered expanding irrigation methods/overhauling mechanics given the large fields required to feed players? Given that player-created canal irrigation is gated behind copper, it'd be nice to see a passive/non-gardening can irrigation method available (maybe muddy gravel blocks giving low levels of moisture to nearby blocks, or re-balancing moisture levels from water blocks?).

    • Like 1
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