Jump to content

Thorfinn

Vintarian
  • Posts

    4212
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. No problem. Guide: Multiple Parallel Installations of Vintage Story [EDIT] Here is the command line from this computer: E:\games\Vintagestory\1.19.8\Vintagestory.exe --dataPath e:\games\Vintagestory\1.19.8 --addModPath E:\Downloads\vs119 I wish there were an --addMacroPath switch so I wouldn't have to copy my macros into each new install, but I don't think that's needed for what you are asking. [/EDIT]
  2. Can't tell from the angle, but is that one log block protected? From this angle, it looks like you should be able to cut that and make a lot of leaf blocks go bye-bye. [EDIT] Oh, my bad. I thought that was just a weird tree that spawned two horizontal blocks, but when I zoomed in, I can see it's actually two trees butted up to each other. Yeah, shears should do it. [/EDIT]
  3. Cool idea for a mod. It would be fun to see how well received it is. I am a little concerned about increasing the yield of grains etc. from where they are to "massive". How many tiles of crops are you expecting to need? Currently you can get by with a few dozen, possibly less, excluding flax, of course, which is it's own issue...
  4. There is no downside to a large world, and no upside to a small. Only the blocks you have personally seen (view distance) are generated, so you decide how big your save file is by how much you explore. So far as I know, only blocks within your view distance are loaded, so performance also something you decide. On my typical settings, I can see a nerdpole or equivalent at around 400 voxels. As I don't play with map, using those as guides (and permanent landmarks), I usually find most stuff I need within a 2,000 voxel radius, more or less. But, yes, some people use micro-sized worlds as challenge maps. Your only source of some materials, including tin and clay, might well be panning.
  5. When I last checked, small world did not help. It does not shrink the size of the surface rock layers. Granite is a deal-breaker, yeah, but remember that sedimentary (sandstone, conglomerate, etc.) can have other sedimentary layers (like chalk or limestone) underneath them. As can basalt.
  6. In-game stability seems to be hard enough to get a handle on. I agree that it would be best implemented as a mod, so it's not nearly as overwhelming for a n00b. That said, please don't use that NSFW stability graphic. Never even heard of anyone using two rings.
  7. How much have you explored? Good places are reasonably common, though maybe not where you think, "Hey, this is the perfect spot! Oh, shoot!" I usually forget to notice how temporal stability is. I don't spend enough time at home to make any difference.
  8. Haven't looked at the coding, but I suspect junk on the ground is a linked list or some other implementation of a FIFO stack for each block, and a field for when that block was last unloaded. If so, when it increments through the list and comes time to despawn that piece of garbage, there would be one check to see if it's a seed, and if so, plant it. (And I'd propose not another existing seedling within, say, a 10 block radius.) At least in a multiplayer setting, it would take a conscious effort to denude the forests so there was nothing left for new players, collecting all the seeds and tossing them down a cave or throwing them onto rock. I don't know why Wildcraft dragged things so badly. Always meant to look at the code and see what it was doing differently, but the mod just seemed to be an Easy mode for VS. It needed to replace existing resources in mapgen, not add to them. But that is evidently not easy to do, as most mods seem to not affect the base game's allotment of similar resources.
  9. Might want to limit it to just 1 or 2 per tree. But I love it!
  10. The first question is do you see rifts anywhere in your game? Unless it is Calm, there should be at least 1 in your view distance.
  11. This. Carry Capacity/CarryOn are popular enough that it seems unlikely that reduction of inventory slots is something many people will choose. And those who do wish that can already do it. This implementation of the travois doesn't even need a mod to test. Fill the remainder of your slots with something you don't use so you don't accidentally pick things up. This makes it possible to do what you could in this proposal, take 3 items with you; just keep throwing whatever is in your main hand in time to pick up what you last threw. Juggling. Just leave things in your two hands and pretend they are in a firepit on your travois. Throw them away if you encounter a wolf. If this becomes popular, maybe someone will code a mod to do it. This!!! It just needs to be good enough that one chooses to use it on its own merits. The raft as implemented requires the sacrifice of a slot, two when not in use, but you still have at least 9 slots hotbar slots left, not including items in backpacks. And early game, even that's often too much of a sacrifice. Again, CarryOn might be a good guide. I disagree, but the consensus seems to be that an 8-item backpack boost should be at no penalty other than being a little time consuming. (I'd have even that slow movement and add to hunger rate.) A radical like me would think the travois should be treated as a combination raft/oar. As long as you have that in your main hand, you are pulling it. But I'd impose a hunger and movement penalty. So for my playstyle, I'd probably rarely use it. But the capacity must be larger to make it worthwhile, particularly cold weather. 4/8/12 for medium/large/huge hides, respectively?
  12. Incidentally, it would be really easy to see how much fun that would be. Gather no resources apart from flint and what you find in ruins, plus wood and sticks. Limit yourself to just 2 slots, and no food except what you find in ruins plus rabbits, wolves, bears and foxes. You can spot yourself all the glacier ice you like, because you must build a greenhouse before you can plant anything, and you must limit yourself to low fertility soil. No crop gathering, only seeds from ruins. Every time you eat something, throw away another of the same thing to emulate the extra hunger from the cold. Or easier yet, do a polar start, but limit yourself to just the 2 slots. Should be really easy to see how practical this is.
  13. Don't take this the wrong way, but you have not played a lot of polar starts, have you? Finding enough cracked vessels (forage?) with reeds is hard enough to get a single handbasket. You are proposing to use 6 rope = 18 reeds, plus 24 reeds for the basket, = 42 reeds, just to be able to take less than the current hotbar slots with you? (Oh, wait. Put a firepit on the one freebie and you get 2 slots, so break even, although don't get surprised by wolves or you will have to leave everything behind. So that's just 16 reeds. You could have built a handbasket and had 5 slots, including 2 convenient ones, instead of 2 awkward slots.) If you need that many reeds to make a usable travois, why not just create the four handbaskets and have 14 slots in lieu of your proposed 8? And, of course, the reason is you can't. There are not that many reeds available for the first couple months. By the time you populate all 4, usually it's 2 handbasket and 2 linen sacks. Maybe 3 and 1. But I've never filled all 4 before finding a linen sack. And maybe that's the answer. We just disable cold starts, as with that it would be unplayable without at least one lucky early drop of a linen sack. Or this could simply be a mod. Should be relatively easy once multi-block wagons and the like arrive on he scene. Don't know about how hard it would be to nerf the hotbar. I've never wanted to do that, so never looked into it.
  14. There is a mod that shuts off food spoilage when you are not playing. Read through that code.
  15. Right. A second year is out, but an extra 50% for maybe triple or quadruple seed output might be ok. Its already way down on soil nutrition so without fertilizer... Can't see myself choosing that option over the status quo.
  16. What happens if you turn the repeat slower? Does it work as expected with a 1 sec repeat? There are some occasional weirdnesses when the game can't resolve what you are trying to do. It happens occasionally with cutting reeds, and you have to select something else on the hotbar to stop what is apparently just an animation. Might be the autoclicker will only work if it's set to at or slightly slower than autoswing.
  17. Welcome, @PickleinThahouse! I am pretty sure bread is a part of Expanded Foods. I like this idea. But to make things just a bit more convenient, use leavening at 0.1 l. That way, 10 flour, 1 bucket of water and 1 bowl of leavening makes 10 dough.
  18. Sure, ideally VS would have every feature, and you just choose which you want to use. The question is which features are priorities. I'd place these as lower priority simply because there are alternatives already implemented in-game. Mushrooms are inferior to farmable sources of vegetable nutrition. And we already have compost, which is not only slower than what is being proposed, it's also slower than real life. IRL, you can make a batch of compost in about 2/3 of a month, as opposed to the 3-ish months in game. I'm guessing the slower process in the game was a design choice, probably to incentivize exploration for better soil. [EDIT] I like the idea. Don't love it, or I would play more modded than I do. It's just not as big a wish as other things, like the rideable animals they are releasing in 1.20/ [/EDIT]
  19. Why move from unrealistic to even more unrealistic? Carrots, parsnips, cabbages and turnips are all biennials in nature, that is, they produce seeds the second year. I could see allowing them to grow longer for seeds, but shorter?
  20. On, and as to your question, that I don't think anyone has answered explicitly, @thatmarlerguy since your apparent goal is to be able to leave the 3 machines attached and at ground level you will have to replace the top angled gear with a large gear. That will match torque. What you have would spin the lower axle at 5x that of the windmill rotor, but at 1/5th the torque. That's probably enough for a high-speed quern, but not nearly enough for a helve.
  21. Good points. I noticed he was only at 126, which is (probably) only 16 above sea level. That can work. It's plenty for your early (and, really, forever) quern. Hmmm. So 3 sails is enough to get full speed on your helve, or is it only when wind is strong or better? I'm finding I need two full sets just to be reasonably sure it's going to work when I need it. And that's in the winter. But if that kind of simplification is sufficient with just a single full set, I could use the other to always have the pulverizer running. Though what's the point? I only lose 3 to maybe 6 Tier 1 per batch of steel. Though I could see the utility of running 2 helve hammers. And if it saves about a stack of fat... [EDIT] That is a more elegant solution, @Michael Gates (Did you realize you have to type in up to at least the "G" to get to your handle?) It hadn't occurred to me that axles that were not in pillow blocks would also have friction, but I bet they do. The 50-ish axle resistances bringing power clear to the ground might be why I need so many sails. I hate how long it takes to climb up and down ladders. Might be faster to build a path. Have to time that out, how much time it takes to run a path up to 170 vs. climb a ladder, and figure out how many trips it takes to break even. [/EDIT] [EDIT2] Answer is probably on the order of 1000 trips. Took me about 2 days to build the stupid path from ground to 170, and that's not including the time it took to get the materials. I just had those sitting in a chest. I had forgotten why I so loathe making paths on anything but level ground. Where its hard enough to justify. And since I fell to my death once while building, ladders it is. Wonder if I can't figure out a way to drop into a waterfall so I don't have to spend all that time climbing back down... [/EDIT2]
  22. Please post back what you got to work.
  23. Wonder why it doesn't do game October rather than IRL October. I get it with Terraria, where there are not seasons, but...
  24. Welcome, @thatmarlerguy! Like the famous rapper Maelstro M said, you are way short on torque. I don't know what ratio the large gear gives, but it's probably at least 3:1, and if so, that setup is trying to run a helve hammer at 1/3 of what that one sail produces. It would probably work with just an angled gear at the bottom and a couple more sets of sails, depending on the wind speed, but a single set of sails is not much power. I generally find I need at least 2 rotors at least mostly filled with sails to get sufficient speed so it finishes plates before they cool off. And I usually put a large gear on top so I have the option to add up to 4 rotors. Try it on creative, like @Bumber suggested.
  25. Interesting idea. Would tend to unbalance basalt. It's already far and away the best spawn point. If you are not worried about that, sure, why not, but I would make it more like tin in terms of frequency.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.