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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I like the idea and implementation of the Primitive Survival mod. I just don't like the consequent super-abundance of food. There's already way too much food in the base game, even with hunger rate cranked all the way up, duct-taping the sprint key down, living with something in off-hand and taking small amounts of damage to increase the burn rate. Living on just berries is easy until winter sets in, and you can live on fresh wolf-flesh the entire winter. There's not really a need to grow anything but flax.
  2. Then, yeah, what @Krougal said. After following his advice, assuming you still have a desktop shortcut, if you R-Click on it, open file location, did the uninstall properly remove it? Worst case, search your entire drive(s) for one of those, like VSEssentials.dll. It will probably take quite a while, but that screen says there are at least two copies of those files living on your drive somewhere. Good luck!
  3. I'm finding a lot more luck in the regions like fens or finger lakes. The huge open fields of medium. fertility still exist, but I think they are a lot less common than they were. Hi fert, I've found slightly less than two stacks in May-August and May-June runs, combined.
  4. Fine, but I draw the line at crabs.
  5. Huh. Just last night, I did the same thing with wolves, and about a third of the time they ran towards me. Bears, could be. I hammered out an agreement with bears in my world. I run, and they don't catch me. Works for us. But that could still be just fine-tuning. The flee percentage might be set too high. More likely, the behaviors were re-coded, and the old numbers don't have the same meaning in the new algorithm. If I had a nickel...
  6. Loving it. You can pretty easily get cardinal directions, as you can watch which horizon is devouring the stars but it would be fun to shoot your latitude. I play without map or coordinates, so the best I can do currently is dead reckoning (at my settings, a nerdpole can only be seen from about 400 blocks) and noticing what lives there. I do not believe the night sky currently reflects a spherical world, even the massively compressed world of VS. IRL, 100km is about 1 degree, in VS, it's the distance from pole to equator. You should be able to read a few thousand blocks in VS from the stars, even without any instruments. And that might be in the cards. There's been a lot of effort put into the night sky. I've been trying to come up with a good way to do maps. I'm not an artist, so that doesn't appeal to me. The standard of the age of exploration, line drawings showing distance estimates and landmarks with latitude shootings every clear night, merged with your other line traces at a map table, that's kind of where I'm thinking. But I would like to be able to include landmarks in the distance I have not actually visited, too.
  7. Welcome to the forums, @TyrantSabre! Destructive distillation. Good idea. The game already has such an item, the coke oven. All you need is a recipe that uses wood or firewood instead of coal. Brown coal to coke is 50% efficient. Charcoal pit is a little worse -- low 40-ish %. But on the other hand, a pit is early tech, easily scalable, and best, no iron door, There's no reason you couldn't add a charcoal recipe, though. It's certainly realistic, and would be maybe 15% more efficient that a charcoal pit, not counting all the firebrick and doors. I'd say it's a good addition. At the very least, it gives you something to do with all those coke ovens when you run out of coal.
  8. Welcome to the forums, @WillToLive You probably just have duplicate copies of those files in the base game Mods folder and your player Mods folder. Should work if you just de-select (EDIT -- click on the blue boxes) the three it could not load. The easiest way to avoid things like that in the future is to start VS, go to the mod manager, and click on Open Mod Folder to make absolutely sure you drag the mods into the right place. Then click on Reload Mods and you are good to go. It's probably even easier to do the 1-click install on the ModDB, but I have no personal knowledge of that.
  9. Sleep works fine* for SP or for small groups of friends. Time accelerates to ludicrous speed, and then almost always** goes back to normal when you awake a few real-life seconds later and 7-9.5 game-hours have elapsed, depending on the bed. It does not work well in more informal MP groups for any number of reasons -- you are 1000 blocks away and underground when the rest want to take a nap, you are on time-critical parts of the story-arc, you have a couple forges of hot ingots, you want to do something with hides or foodstuffs before they rot, you are taking hunger damage and want to find food, you are swimming or sailing, you are just rearranging all the storage and daylight is not important, you are chiseling a sofa, you just don't see the point to wasting game-hours, etc. Which is why I've said repeatedly this is best as a mod. It does not work in the wider MP game settings. Or at least no one seems to have come up with anything better than the Xskills mod to encourage it. And I would not be averse to that becoming adopted in-game, but it would need to be toned down as it soon overwhelms the class abilities. -- * For some values of "fine". It doesn't actually do anything at present except waste game-hours. ** Occasionally, if sleep is interrupted, the ludicrous speed continues, and the day passes in a matter of seconds, and will keep at that rate until you sleep again.
  10. Welcome to the forums, @Flexbyte! I don't believe there is anything easy, though there may well be a server command. Might be you could do it with a mod like Accessibility Tweaks or Configure Everything.
  11. Yes, you have a cooldown time. Or used to, anyway. But it has to be better to lug a bed out to the iron mine a half-day's trip away. Otherwise, with just the traveling, you would lose much of whatever buff you got sleeping at home. I'm a little confused. Wouldn't a nap be something different than a good night's sleep? A lesser buff or something? And wouldn't it be reasonable to have a shorter cooldown for a nap? Incidentally, in MP, most players use hay beds. The time goes back to the normal 1 min=1 hour whenever the first bed's timer runs out. Took me way too long to figure out why others were accomplishing more than I was with the same sleep. Turns out it wasn't the same amount of sleep. I was losing an additional 2.5 hours out of every day.
  12. Oh, I see. Yes, that would probably work. Those 30 seconds would be equivalent to a 30-minute catnap. Wouldn't that just be abused? Carry a bed with you, and tag up whenever you want the buff?
  13. If you are running into king crimson maple (reddish-brown leaves), you are in the ballpark. Search east and west from there. If you see amaranth or sunflowers, you are getting to the southern end of the range for walnut.
  14. I don't understand how that is possible. Please explain how time can skip forward for one player but not for another on a shared world. The only way I can imagine it might work is if you lie down for your nap and go take a potty break for however long you want to sleep. Either that or you can sit at your keyboard for 7 IRL minutes while 7 in-game hours pass. But will people put up with the boredom of complete inactivity? I just don't see it. Or maybe that's what you are getting at? Time does not skip forward for the sleeper? You think people would be fine with watching their seraph sleep? If the benefit (temporal stability, healing, whatever) is sufficient, you will choose to just read a book while you wait for your seraph to wake up? [EDIT] If you are right. that should be easy enough to test. Should be pretty easy to make a mod that accrues whatever benefit sleep gives, and only skips time if everyone on the server is sleeping.
  15. But you have disincentivized the builder. You have taken from him roughly a third of his potential build hours. Why wouldn't he just say, "Thanks, but no thanks. I'm just going to finish this up." [EDIT] There's no reason you couldn't do it that way. In my experience, it just does not work very well in multi. And if you implement the Sleep Vote mod, it's really easy for hard feelings to build up. Fine for single player or a close group of friends, though. Which makes it a better fit to a mod than built-in feature that takes up code-space but will likely never be called in multi, where packet passing and throughput is even more time-critical. [EDIT2] Or do you have an idea for sleep that does not require all the players to sleep? Where those who want to continue can do so? That's one of the best design choices of Xskills, IMO. It is to everyone's advantage to sleep to get the bonus to XP. It's just that the skills themselves are somewhat OP for a class-based game.
  16. I understand why you started it, and it's a good thing to consider. I'm not even opposed to the "go unconscious at 2AM", though I would hope there is an exception made for if you are in a temporal storm or even just combat. Or going through the RA. Even if you went with the fatigue mechanic of Stardew Valley, there would be an advantage to going to bed at midnight, even if no one else did. At one minute=one hour, worst case, you only have to sit idle at your keyboard for 2 minutes. But the question is, without the brute force "Go to bed now!", how many people will be happy with waiting idle at the keyboard for 8 or 10 minutes? There are all kinds of complaints about how long it takes to chop a tree or dig a stack of clay or dress a goat. I'm most sympathetic to your point #2. Seems like there could be something. But you are right smack back to the question of what, exactly. The guy whose job is chiseling and building does not care about healing or temporal stability -- neither affect him in the slightest. He cares little about hunger -- a quick trip to the cellar or kitchen and he's good to go. Running speed doesn't matter, nor do hallucinations or garbled sound. Indeed, there was quite the sound and fury about the change to swimming, or to the change in map, or the change in fireclay or even things as relatively benign as the introduction of pit kilns. So I'd suspect it would not be long until mods removed that kind of thing anyway, if only as a nod to accessibility. Faster chiseling and block placement isn't really a thing you could offer the builder. So how do you incentivize him to get a good night's sleep?
  17. I'm pretty sure I did that with a plate once, but I don't flub very often. I do splits slowly and carefully precisely because I thought it was permanent. The plate thing was on a lark, as that is the only other thing helve hammers can do. It's always possible that was a mod, though.
  18. Don't be a jerk. You obviously have no time in on a multiplayer server. Whatever it is that sleep does, if it does not fast forward time, there is little point if you can't herd all the cats to bed at the same time. The whole idea is to fast forward through the boring part. And you sidestepped the question: Why RIGHT NOW? Wouldn't it be a tad better to work out the kinks in mods, and have the "toggle" be a selector of the most popular 3 or 4 versions of handling sleep? From the comments, I've seen very little evidence that anyone has given any thought to the fact that unless sleep is handled like My Time at Portia or Stardew Valley, where everyone conks out at 2AM without exception, it's very difficult to do. Everyone here is falling over himself to make it into a bonus instead of a penalty, which is fine, but skips the fine point of how you get the guy who hasn't been fighting and exploring to think it's worth enough to join the rest of the seraphs in slumberland. What kind of bonus/penalty would be enough to convince your farmer player to not do his harvesting and planting and beekeeping? Or baking or cooking and crocking prepared foods? Or getting another charcoal pit going? If sleep is 8 hours, you need a 50% productivity bonus to make up for the hours "lost", and that's assuming that a well-rested cook could prepare foods 50% faster or that crops recognize a well-rested harvester and yield 50% more. Or a smith to pound out an extra item for every 2 he makes. Make 2 things, select another that you get for free.
  19. But it does, unless you want to watch your seraph sleep for 10 minutes IRL. The 7 hours your seraph spends sleeping are 7 hours someone else is planting seeds.
  20. It's not the toggle. Its more how and why. Play on an open multiplayer server for a while and you will see why it's not as simple as just adding a toggle. So HOW do you make a sleep system that works in MP? And then WHY is it worth spending dev time on right now? There exist mods that let you tailor the experience to your tastes, and the game is specifically designed (see the Roadmap) to be extremely modder-friendly. Try out some of the Sleep mods and see if any really work to your preferences in an open MP setting. I think you will find it's kind of like herding cats. Whether you phrase it as benefits or penalties, those same things accrue to you if there is just one player who refuses to go sleepy-bye. And then the only answer becomes peer pressure or cancel culture, neither of which make for a fun pastime.
  21. There were at least 3 or 4 more of them, but only 1 had managed to swim all the way across the pond before I noticed I was taking damage. So I ran away, into something that kind of reminded me of an evil tree, but it was hard to tell after dark, and I didn't hang around to do a taxonomic analysis. He evidently has missile weapons of some sort. Found somewhere safe(ish) to make charcoal pits the rest of the night.
  22. Hey, finally saw a couple new guys today. My pre-4 must have had a glitched install or something. Either that or they were only spawning in caves, which I seal off so I can't fall in when fleeing pell-mell in the dark. This time I missed one of the caves. One of 'em is right quick! Had to make for the bushes to give him the slip. Don't think he's quite as fast as a brown bear, but he's close.
  23. You can. It's just not obvious. Click on the Modify button on the My Worlds page for the world with the settings you want to copy, then click on the "Copy to Clipboard" button across from the Playstyle.
  24. It may well be that sleep will serve more of a purpose than it currently does. Or it may be that sleep is for humans, not seraphs. I'm kind of indifferent however it comes out. But it does complicate multiplayer to a great degree, so if implemented in multiplayer, there should be a good gameplay benefit and/or lore rationale. But that's why I mentioned the Xskills mod. Try it and see if that's something you are interested in. I think it's just faster XP for being properly rested, but it has been quite a while since I tried it. It's always one of the last I add to a game because even something as seemingly minor as adding skills changes the game dramatically. Bonuses or penalties to resource collection rates would be no less significant.
  25. I believe the mod Xskills gives a bonus of some sort to sleeping. In what way would sleep add to the game? N00bs already complain about getting hungry while sleeping, and starving as a result. Seems this would be just kicking them when they are down. Another way to ask the same question is why is it bad if people want to play without sleeping? Why should their preferred game style be punished?
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