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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Welcome to the forums, @AlexPalex! @Khornet is probably right, but in my game, it took longer to swarm. In 1.19, it would be ready by the time I put together a small charcoal pit, but my one-and-only 1.20 game took several days, with several pits smoking and 4 full stacks of charcoal in inventory. 'Course, fire clay has me rethinking what a lifetime supply of charcoal means.
  2. Speaking of which, has flax been seriously reduced? As recently as 1.19, I could usually fill all backpack slots in the first couple days. I only have one game in 1.20 to compare it to, but it was well into June before I replaced all the handbaskets, and I wouldn't have made that without the temporal storms. Veggies seem to be going bad quicker, too. Or maybe it's cellars that changed? Bring a couple stacks of turnips straight from the field, put them in a storage vessel in the cellar, and it's going bad in under 40 days?
  3. OK, so chiseled blocks are not the problem. What is, then? [EDIT] I say this because in 1.19, I was able to make a greenhouse, and now, evidently, I cannot. So what's the deal?
  4. No, I was talking about how driving music like that was kind of appropriate for where there might be a brown bear behind the next bush...
  5. Dunno. There's always a brown bear RIGHT FRIGGIN' THERE! Black bears, yeah, whatevs, dude, but brown bears are a cut above. Or were in 1.19, anyway. I don't hang around in 1.20 to see if they are still able to outrun me on level ground. I want every advantage I can get.
  6. Pretty sure that's how it works. I've seen clothing die after going into combat, though, to be fair, I don't recall a situation where it died until after my armor did, too. [EDIT] I don't actually hang around to take damage from ore-blasting bombs, but I suppose it is possible.
  7. Chiseled blocks do not count as solid blocks. Occasionally, in some circumstances they do, but I've seen way too many instances where they do not. So, even though chiseled blocks are one of the major features of VS, I avoid them in any critical use.
  8. Now I feel cheated. I'm into August, and I still have yet to meet one. Though possibly I've heard one. There are several new sounds out there...
  9. It's more than that, @Feycat. The same exact seed, same exact settings result in different locations of ore discs. That's a good thing, IMO. Otherwise we would have streamers who do the same damned thing that happens with Stardew Valley, where they have exact knowledge of which garbage cans to loot, and when in the day, and where the clay deposits are. The surface landforms may be determined by the seed and the game settings, but IME, that's about it. Which is a good thing. BTW, Welcome to the forums, @Aztec40k
  10. Geyser Guy? Hot Stuff? Palm Springs Outfitters? Left at Alba-koy-kee?
  11. No, that's what goes in your serverconfig.json. If you don't want to do any file editing, you simply rename your world to "default.vcdbs" I'd recommend using the serverconfig.json method, though. It makes it so much easier to change your server options as you decide which parameters you like. [EDIT] Just open "serverconfig.json" in your favorite text editor, and find "SaveFileLocation". Edit, save, restart your server.
  12. Welcome to the forums, @kevinC! Go back to the page you linked, skip down to "Customize World". Did you fill in whatever your file save name was?
  13. Understood. I, too, generally choose my words with care. My mention of the mod was 2-fold -- you don't have to wait to get that feature, and, more importantly, the devs can spend time doing things like multi-block entities and story areas like the RA, instead of spending time writing functionality that will most likely need to be rewritten as the game code progresses. Otherwise the core team is trying to decide if some new core functionality is going to break too many ancillary functions, so not worth messing with. Think about something simple like wind direction. While it would have been pretty easy to generate a random number, even a weighted one so you have prevailing winds, it would have made implementation of sailing that much more difficult. The choice would have been to back out the wind direction code, ignore it, or put a lot more effort into this new multi-block entity when at this point, it's more of a proof of concept.
  14. I don't know. Until you can start hiring men-at-arms or building automata (IYKYK) I don't see how tower defense would be any more exciting. Stand atop the ramparts and "Pew, pew, pew" until they break through, make your escape, return after the siege is over to repair the damage and maybe replace what was looted. Since the fallen will despawn before you get back, even the "Pew, pew, pew" was pointless, other than to give you an excuse to forge more arrowheads. If defensive structures worked, where are all the blockhouses? Keeps? Motte-and-baileys? Your seraph is the first to have imagined such a thing?
  15. Welcome to the forums, @Ketoth! You are correct that defensive structures don't serve much of a purpose. Since the lore of the game is that the world is basically deserted (the exception being traders who haul their wagons all over the world just for your convenience, no matter how inconvenient those places might be for you), I don't see that the game intends for defensive structures to serve much of a purpose in storms. What you suggest would have been easy to implement. Tyron chose to do it differently, for whatever reason. Maybe that there are a great plenty of tower defense games out there already, so I'll try something different? [EDIT] If storms bother you that much, you can always shut them off. A tower defense mod should not be that hard to write. There are plenty of mods that add creatures to use as a model. I don't know that there are any that do block destruction, but there are several items that do. You could give one variant of zomb invader the abilities of picks, another of axes, another of shovels, others that are combinations, and even ones with the properties of ore blasting bombs.
  16. Because it's code that will take time to write and debug, and which gives the exact same result as "keep everything on death", throw a bunch of stuff into a hole and let it despawn (5 basic poultices, a temporal gear and a slice of pie if playing wilderness) and give yourself a "time out" for however long it would take to restore from low stability. It's a death penalty that you don't even have to code into a mod. It if that's what you want the penalty to be, just do it.
  17. I know you specified base game, and that may be implemented someday once they get the more important bits done. Maybe it's in the vision. Dunno. But the vision is to have a game easily moddable to your tastes. And since https://mods.vintagestory.at/wildfarmingrevival does that and a whole lot more, and is configurable to taste, I think that's probably more in line with the design vision.
  18. Is there a need for one? It's pretty hard to get killed in late game unless you do something really foolish.
  19. You would have to extend the loot container size for it to work on a body because it only has 4 slots. There's a mod that does something with a similar result called Player Corpse (or something like that -- look for "Corpse" and you will find it). Another interesting take would be if the death location were converted to a Better Ruins-style grave with headstone "inscribed" with the death message. I might even switch from permadeath a few games just to see it. Like you say, that's just the default. The core complaint is already covered in-game. That's a pretty good idea. No point in limiting it like that, though. Bag management, making sure that the most important stacks are in the right bags does not seem to be a fun part of the game. I think to keep it easy, it would be best to just have all such bags and their contents appear at spawn rather than death location, but the bags are no longer enchanted, just regular old bags. One TG per bag seems a little lean. Maybe one per inventorySlotsAdded/2. So 2 for linen sacks, 3 for backpacks, 4 (or is it 5) for mining bags. Wouldn't be too friendly with bag mods though.
  20. Loving it! Depending on the extent you intend, could be a huge challenge. A very simplified version is offered in the game Going Medieval. But that model would have to be altered drastically to prevent all the caverns from instantly collapsing pits all over the place. Something like arches or coffered ceilings would have to be implemented to restore stability due to lateral forces. And now you are talking a lot of CPU because of how many caverns there are. I suspect beams are intended to eventually be serious structural elements. A simple model with moments and reactions and loading would work fine for the typical medieval applications, but the current implementation of beams might require a more robust finite element analysis. Maybe with a toned down beam implementation? The big problem comes from things like flying buttresses. Those effects are not simply weight-based. A huge downside is that the fantastic floating sky islands are no more. Lots of interesting terrain collapses. Maybe a compromise -- player constructions (including excavations) have to comply with FEA, but not "natural" formations? [EDIT] All that said, great mod material, since as you imply, not everyone is going to like that. I'd prefer if the mods spent time on things more attuned to their vision for the game, and, secondarily, to what most players want, and leave the more niche to the mod community.
  21. You get the same kind of thing if you try to spawn the RA into an old world. Or respawn it, to see what changed.
  22. Agreed. I said so in the very first reply. I just think that particular customization is already in the game. If it's not, I have no idea what it is he's talking about. Evidently no one else does,, either.
  23. Wow. Bad luck. Dunno. Looks like if ewes show up, the only reason they stay is the ram. Since they are not showing up, it's not the trap that's the problem. If it's been several days since you lured the ram, my guess is that ram has no herd, Might as well turn him into stew and try to lure in another.
  24. Welcome to the forums, @Szczwany! Hadn't opened this thread until now and noticed both your replies are in this thread. For my part, I hope for peace on earth to men of good will. Mind you, I don't expect that to be in the realm of possible for a game update. But we were talking hope, not realistic expectations, right?
  25. Rope ladders are actually worse. You either need 6 vines or 12 reeds, plus 3 sticks to make 3 rope ladders, vs. 7 sticks to make 3 regular ladders. Unless you have an unusual start, I don't think rope ladders are worth the effort. Don't know if there was a reason to make them that much worse, but what is, is.
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