Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I don't know of anywhere they are explained. It's just common lingo to the kinds of people who run servers. "root", for example, comes from Unix. Root has access to, well, root, which in Windows would be C:\ and because of the way inheritance works, has access to all subdirectories from C:\, or root. In this context, root has complete privilege control. Some others are based on very similar inheritances in object oriented languages, where one privilege has all inherited privileges under it unless specifically revoked. Not trying to be elitist. People conversant with the jargon often don't even think of it as jargon, but it also serves a purpose -- if you have to ask, you are getting into areas you could cause serious damage. You could do like most of us did and in this context, set up a single-player server and play around with it until you internalize what the various concepts mean, or you could ask specific questions. Like "root", it's easy to forget that is specialized knowledge.
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Are drifters supposed to be able to spawn in lit rooms?
Thorfinn replied to Vexxvididu's topic in Questions
Lamps don't provide much light. 11 in the tile the lamp is, 10 in the next, 9 one further, etc. At light level 7, drifters can spawn. It looks well lit. It is not. -
Settings option to change default gui elements movable behaviour
Thorfinn replied to KnewOne's topic in Suggestions
Thanks, @Travic DeLeon! Missed this the first time around. July was a really busy time for me. Not an excuse, just an explanation. I'll give it a look-see. -
Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
That does not mean the base is bad, just that it's not good, at least for some things. What in life is not like that? You have no idea that a CVT transmission is going to crap out every 40k.. OK, but now what? Make the best of it? Trade it off? A common theme of most of these kinds of complaints is a failure to prioritize on the game's terms. If you are spending giga-hours building your dream home before you have a solid grasp of the basic mechanics of the game, whose fault is that? -
Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
IMO, this is a mountains out of molehills issue. You cannot spend hours and hours building in an unstable location without the world going sepia. Maybe an hour at a time, tops. Those who are finding the location unstable are likely in a location of spotty stability, some positive, some negative, so the world never acted up until later when they were spending lots of time using the location they wanted for a smithy, instead of roaming around doing lots of tasks. Seeing how the building looks, how the homestead as a whole is coming together, etc. There's good stability in the vicinity, but just not where the bedroom ended up. (Or whatever room.) So just leave that as the guest bedroom or distillery or storage or something else you don't need to be in very long, and move the bee in your bonnet 20 blocks SE and you are good to go. -
Need assistance with setting up mechanical power.
Thorfinn replied to Valsalan's topic in Discussion
Either use a large gear top and bottom, or angled gear top and bottom but leave space to replace them with large gears eventually so you can scale up. I never use a clutch -- I just remove an axle for everything I don't want running at the moment. Stick it to the wall nearby so it's handy, or, better yet, design things such that the one piece is all you have to use to connect any specific piece of equipment. The easiest piece to do that with is usually the bottom angled gear. -
Quite often, I find enough with just surface nuggets, as @Never Jhonsen says but if you pay attention to your peridotite outcrops in more rugged terrain, olivine is rather common. Get to some high point, put your LOS slider as far as you can get away with, and slowly look around. I won't say its always somewhere in your view distance, but if you find a good rugged spot with lots of outcrops, I'd say its more than half. Install the spyglass mod or zoom mod to help you learn what those deposits look like. It can be a little subtle if it's a little ways away.
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Sure. Until then, though...? I'm not sure I see it as a solution, though. It's easy to amass resin and fat enough for automation, yet a not uncommon complaint is that automation requires too much farming of scarce resources. It's too hard to have quern locked behind anvil. Prospecting is too hard. It should point magically, unerringly to the deposit. If you want some "immersive" maintenance, like @LadyWYT suggested, or broken handles, like @Broccoli Clock suggests, fine. There are mods for the first, and if there are not for the second, it should not be too terribly difficult to add a handle breaking thing. But practically speaking, what does it mean? Put the head in the crafting grid with another stick? Why not just turn up the spawn rates to something that doesn't make you feel you are having to grind so much? After playing the game a while, you will probably find yourself nudging that number back towards or beyond defaults, just as you did the starting HP, the enemy damage multiplier, the hunger rate, the spoilage rate, etc.
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Vanilla, with absolutely nothing else running, I can usually get away with 1024. Sometimes I have to drop it a notch or two depending on terrain. Gallows on hilltops would probably work fine for anyone who isn't a chicken like me. I'll hear something, it could be a rabbit for all I know, or maybe a carrot, and I take off, and don't always pay enough attention to where I'm going. Means instead of going from point to point, like I used to try to do, I need some means of picking up the trail after I've lost it doing my Brave Sir Robin impression. Something else I used to use, but got out of the habit, is a distinctive flower. Catmint or heather or woad, or something else visible at a decent distance that is not a local flower makes a very good set of breadcrumbs. You need to have a selection of a couple three in inventory. If you place it on a block of cob, you know for sure it wasn't mapgen.
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Gallows works, but only if it's relatively flat. I use floaty-islands fairly heavily. Climb up a 50+ stack of ladders, place a 4-direction gallows in the air, maybe leave a lantern or oil lamp, so it's painfully obvious at night. This is absolutely essential above your base if you didn't have the sense to find a massive landmark to build next to. Since there are floaty-islands that generate "naturally", I don't think of that as cheating. Come up with some standard that gives you a visual on the direction home, and you are good to go. If you are playing with movable source blocks, place one of those at the top and it is unmistakable. Don't know if it's true for all graphics settings, but single-block resolution on my primary rig is around 400 blocks. If you make your air gallows with some 1-wide and some 2-wide features, this is very helpful for estimating range. Take along fenceposts. Start with a ladder put a fencepost at whatever height makes sense to clear terrain, and put a firepit on top of that. Yes, the glow of an empty firepit is only 3, but you would be amazed how far you can see that at night from a ladder. Get used to that distance and you can make a decent grid over a vast area in relatively short order, at next to no cost . Remember to place some kind of directional sign on the ground to point you in the direction of home. Oh, you do have to be viewing it at or above the y of the firepit to see the glow, so don't go crazy for height.
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On its face, Dimensions should be capable of 4 billion alternate worlds. But it seems to be a rather limited set of block and attribute swaps. At least at present. Assuming that's the intent behind it, limited timeswitch or maybe limited rust world interaction in story events, it won't be full-featured enough to make a playable dimension of any magnitude. Pocket planes, maybe. But like @Diff said, learn C#. You could add your own methods to butch the Dimensions class. Good luck and welcome to the forums, @ElZers
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You've just described the Smithing Plus mod. Try it out and see if you don't agree that the default game has too much metal if you allow tool repair. Setting global spawn rate to the lowest setting, surface copper to extremely rare, and surface tin to never, I was still awash in metal. As a side effect, prospecting became much more hit or miss, and prospecting is already a frequent complaint here. It's easy to spitball answers and miss the second and third order effects of those suggestions.
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Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
I still get caught by it. Not that I really care, as I spend no time at home, anyway, but, still... First off, they can use it, just not necessarily spend much time there. It's still a perfectly good place to drop off stuff, and forging and cooking and the like, because if they really spent that much time building there, it's not negative, it's just not positive. They have to go somewhere else to recover stability. Now, granted, I've been there, and when I should have known better. I thought it was weird my world was going sepia while I was doing some clay work waiting for a wild hive to swarm, and it did not occur to me that I was in an unstable region. But that's really the point. Had I been trying to build there, things would have gone sepia before I got much more than a shanty constructed. Definitely not the 40 hours someone was talking about upthread. -
I agree it seems a bit weird to not have anything left to show for your broken tool. It just goes *Poof*. But the problem is that metal is so common, even on some of the hardest settings, that if metal does not go *Poof* that whole gameplay loop collapses. Reforge your chisel, maybe you have to add a fresh nugget or two, and you are good to go for another thousand blocks. But why? What's the point, for those of us who don't feel inspired to build Notre Dame? Unless tool maintenance becomes a substantial outlay, something akin to repairing armor, and tools become vastly more expensive in the first place, most of that whole game experience vanishes. But if tools get more expensive, where does that leave the players who are having difficulty finding their first 40 copper nuggets?
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Exactly. VS is not a simulation, it's a game. Trying to get too much verisimilitude in the name of "immersion" does not work. Same way a full grown moose has only a dozen times more meat than a rabbit. If they balanced it more towards realistic salt extraction from sea water, no one would ever bother with looking for salt, other than maybe for the sylvite. To use @Echo Weaver's example, imagine panning gave you 1-4 nuggets every time. What would be the point of mining, or even looking for surface ore?
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
I don't use OneDrive (or any cloud, for that matter) so you have to substitute in the correct syntax, but it would look something like, c:\games\vs121\vintagestory.exe --dataPath OneDrive:\gamesaves\vs\121\vanillaPlusPrimitiveSurvival -
Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
Why should they know? How much of the lore do they know? Just like most other games, this comes down to player skill/knowledge, not handwaving things that you learn in-game. -
Now repeat the calculations for halite. SG probably over 2, so a m^3 is more than a couple metric tons. Which is enough to cure one meat. Or at least that's how they decided it should be balanced. The point is not one of easy/hard, but rather that it is consistent.
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Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
I agree it's kind of like radon in a modern home. Invisible, colorless, odorless, and, yet, not a good location. The game gives you the means to check for stability. You don't have to go to the store to get the kit, or wait for results to come back. If you choose not to avail yourself of them it's not really the game's fault. -
That's kind of what I was getting at. Is that another intended use of cracked rock? Some places IRL, that is the aquifer. But then is that going to be seeping into the caves, and filling the lower reaches? That is a very different game, one that needs a different approach to water mechanics.
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Is it? Or has it just not been listed as compatible? I can't think of any API changes that would have affected it.
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Wells are also one of those oddball things. One could easily produce a mod that allowed construction and/or excavation of some kind cistern. But you know that lots of someones are going to complain that yes, sandstone is an aquifer, but only if it's sitting on top of some relatively impervious layer of rock. Or clay, if you are doing ground water in dirt or sand. Irrigation is probably going to have to wait for whatever they plan to do with flowing water. You could put a pump or Archimedes screw into your cistern, and define what block becomes the output block. But as water exists in the game now, it would only flow 4 tiles from there. A grid of wells and windmills every 8 blocks is not very practical.
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It's kind of a niche thing. I can see myself trying it, but not using it beyond that trial period. That was my opinion of Anvil Metal Recovery and Smithing Plus, or whatever that was called, that let you haul around the broken tool head and patch it up at home. Problem being that tool head was around 18-19 nuggets, or less than 5 pieces of high-grade ore. Am I going to carry home the broken pick that will have lower durability with each forging, or am I going to carry enough ore to make almost 13 picks? To ask the question is to answer it. It probably has a lot of appeal to people who want more "realism" in the game, and to those who don't yet appreciate how plentiful metal is. If you used something that cuts metal use by 33%, you should probably reduce ore spawn rates by 33% to compensate.