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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I'm finding I have to change my standard start. I'm not complaining, just pointing out that bears make a big difference. Rather than just sprinting, stopping only for enough reeds for 3 hand baskets (I'm almost guaranteed to get at least one linen sack by end of day), berries to carry me through the night, a stack of clay, two torches and a dozen peat, I'm finding I have to slow down a lot to avoid running across bears. I don't think they are one-shotting me, but I am rarely at full health, having fallen a few times and maybe landed right on top of a wolf or two, so it doesn't really make that much difference. So what are you finding about changes in 1.18?
  2. Thorfinn

    Tinder Box

    Just pull Mrs. O'Leary's cow out of your backpack. Instant conflagration.
  3. No, unfamiliar with Valheim. Sounds similar to the various levels of worktables and machines works in My Time at Portia. Or Stardew Valley. You can't build the furnace until the smith (Cliff?) pays you a visit and unlocks it. There are several games out there that let you craft things your character doesn't know the recipes for, but if you personally do, you can build it. Like, again, in Portia you can "experiment" with cooking until you "happen upon" a good recipe. I'm guessing VS would be more like that -- if you put things in the right spaces in the grid, you can produce it without unlocking it first.
  4. Oh, a progressive mode? I think someone did something like that as a mod a while back, but was not very popular. There was another that listed recipes for only things that you had at least one of in your inventory, kind of like handing the Guide in Terraria your entire inventory, but, again, not popular. Progressive mode is a great idea in a playable tutorial. There will eventually be one of those, once the game's development gets a little further along. And it's fine if you are viewing the game as a single playthrough, and you are not interested in anything from the modding community. But in general? What is the benefit? If I encounter some new potential resource in the game, I'll traverse the handbook to see whether it will lead me to something I'm interested in producing, when in the progression of the game I'll want that resource, and how much of it I'll want to gather by then. Why would I want a handbook that steadily fills itself up with instructions for building stuff I don't want to build? I have one of those already completed.
  5. It is not intuitive, maybe, but that is already there, a couple of different ways. If you want to know what something does before you pick it up, point the crosshairs on it and press Shift-H. I don't know whether or not that can be re-mapped. If it's already collected, go into Inventory (E, by default), hover your mouse over whatever you want to know about, and open the Handbook (H by default)
  6. Oh, I think I found it. In issuing the api.registerCommand(), I've rarely bothered with specifying a privilege associated. I see in the Wiki that apparently since 1.15, I've supposed to been doing that. For example, public override void StartServerSide(ICoreServerAPI api) { base.StartServerSide(api); api.RegisterCommand("here", "spawns particles around the player", "", (IServerPlayer player, int groupId, CmdArgs args) => { }, Privilege.chat); } I've just been leaving it off unless I wanted to make it only accessible to moderators or those with other defined privileges. Since many existing mods did that and worked, I just assumed leaving it off meant Everyone. Which maybe it did until 1.18. I kept stripping it down until it got to two lines -- register a command, then send "Hello world" to the chat window, and it still gave the same message. I'll do a build later, as its dinner time, but I'm pretty confident that's probably it. That's the kind of error message I would expect if an explicit privilege level were now mandatory.
  7. So far, I've been good with a lightning rod on the top of a nearby tree. Ladder to get to the top, and that's it. No idea if there just have not been strikes lately, or that works, or what. I have never had the kind of poor luck you had. Then again... I generally try to site myself in places where there's at least two blocks of dirt, then dig a 2-deep pit to catch livestock. Eventually, when I get enough pigs, sheep and chickens, I'll build a 2-high fence all the way around it to keep bears out, split the critters into their respective pens (no idea whether that's necessary or not, but it does make milking easier), and that's it. The critters are all 2 below mapgen level, if that matters, plus I have lightning rods on the midpoints of the 4 sides of the enclosure. My guess is that 15 is the magic number. Stuff within 7 tiles of any block counts for quite a bit in the game, like easily discovered things like bees, so based on nothing at all other than it has not failed yet, I'm thinking a tower 7 away from each edge of the pit, no more than 14 from each other, is enough to cover things.
  8. Kill 'em before the storm starts.
  9. Interesting! It stays warm even though it's more than one room. I had never thought to try that. I've just always gone with the 7x7 and called that Ishmael.
  10. Thanks. Wondered if that wasn't the deal. Since then, I've seen the same (or at least a very similar) message from a few other mods that have not been specifically updated to 1.18. I'll just wait and see how others fix that problem. Imitation, flattery, etc.
  11. You explained putting a slot in the "C" window for weapons and another for tools, and assigning a hotkey to each of them, in your suggestion, "F" selects weapon, "R" selects tool. You can do that now. Put your weapon in slot 9, your tool in slot 0, bind "F" to 9, "R" to 0, and Bob's your uncle. Open inventory and bounce stuff around to your heart's content. So long as you don't move those last two items, you are good to go. If attacked, press Escape, "F", and click until either you or your foe is dead. Literally the only difference between what I'm understanding your idea to be, and the current game, is that now the slots you put things is on the hotbar instead of your paper doll.
  12. I'm not trying to be combative or argumentative. I genuinely want to hear what might be a better interface. So rather than generalization, let's go with a common example. I see a pond with 3 fish. Currently, I would press "2" to select weapon, kill the fish, press "1" to select the knife, gut them, and, in 1.18, press "5" (or something that doesn't have durability) to break the bones loose, then I'm on my way. Very similar with rabbits. Press "2" to get the spear, kill one rabbit, and the interface puts another spear into 2, kill the other rabbit, press "1", walk past my spears to get one put back into inventory spot 2, skin the bunnies, and I'm back on my way. How does your proposed interface improve on this? What game experience can we point to and say, "Yes. This is clearly more fun." [EDIT] Or if this interface would not help in this case, please post an example of a situation where it does. I'm just not seeing what improvement you are talking about. [/EDIT]
  13. I wondered about that @b0bb0 I looked at the 4th-6th screenshots and thought, "Very nice, but it's not a room. That's going to get cold in the winter." But not so much, eh? Is it area, then? Total volume? Or maybe something more complicated?
  14. This already exists. Whatever tool you put in slot 1 is mapped to "1" by default. If that's not convenient, you can change that. With macros, you can even switch from scythe to holding shield and using your sword with one key. I guess. It would be OK for hand baskets, but would quickly become much more cumbersome as you get the bigger packs. You would kind of need to know roughly where in your backpack it is in order to know how fast to spin the wheel. But, yes, I can see this might be useful during construction, for instance, or relatively early planting of seeds. Later, when you are planting the entire field with the same crop, I don't see any advantage over the current hotbar. This is the part you glossed over. Are you suggesting context-sensitive hotkeys? So if you press "C" when you have slot 1 selected, it does one thing, if you press "C" when you have slot 2 selected it does something else? In order to get whatever you currently assigned to just regular old "C" (say, mark copper on the map) you have to have none of the slots selected? [EDIT] Sorry if this sounds a little condescending, but it sounds as if you haven't really played the game very much. For example, "handing" something to another player is simply standing close to the player, and pressing Q. Ctrl-Q if you want to give him the entire stack. Remap that to whatever keys you like if that's not convenient. [/EDIT]
  15. Yeah, that's not going to work. I want to know how many reeds or sticks or grass or clay or... as I'm collecting. How could that not be important information to have real-time access to, if for no other reason to know when you are getting close to a full stack? For example, on Day 1, it is essential to know at a glance how many copper nuggets I have, as that will likely determine how I spend that first night. I choose which berry stack to eat depending on whether I can empty a stack. Resin, nah, it could be buried anywhere. Horsetails I need front and center. I want the right ratio of horsetail to reeds so I don't end up cluttering up inventory or throwing away horsetails. Etc. You don't really need to explain again. Explaining the first time would probably be enough. Are you saying that hitting some hotkey would cycle through your available tools? All of them? So if I hit A (or whatever) when I'm out gathering logs, I'm going to rotate through knife, club, spear, axe, spear, axe, axe, axe, spear, axe, etc., depending on where those tools are in my inventory? That seems suboptimal... Pretty slow and subject to problems when trying to get something else quickly, plus if you have an empty spot, it can cause issues where it picks up the item. I just remap slots [6-0] to Shift-[1-5]
  16. The other thing is you have a massive number of mods that make sweeping changes. I'd start with a more limited set, like, looking at your modlist, A Culinary Artillery and Expanded Foods. Once you are sure that's working, add Primitive Survival and Ancient Tools. Wildcraft and Wildcraft Trees at the same time if you feel daring. Keep in mind that Dappled Groves, Fields of Gold, and a few others are major reworks. Might want to add them to your modlist at the tail end. Also, I see 2 versions of ACA. Sometimes things like that can cause issues. Just delete the old one. The problems I've seen, though, are where the mod config file changed, which you will have to handle manually. Either that or delete the mod config associated with ACA and let it re-create it, albeit losing whatever you might have changed. I should have been looking at this on a larger screen. The ant-poop font size is hard to read on this small screen. And you are running the .Net7 version of CarryOn. Are you running the stable version of 1.17.11, the experimental Net7 version, 1.18 RC or what? Make sure you match the tags on Moddb to what version you are running. And there's an odd error I've never seen. Now granted, this isn't the log I usually look to, but I've never seen it before.
  17. If you did the default install, all those mods you downloaded should be in VintagestoryData\Mods, not Vintagestory\Mods. Thing is, I think it tries to put your mod configs relative to where the mod is installed, not in an absolute directory. Anyway, move all those zips over to VintagestoryData\Mods. Leave the game files, the ones that are not zips, right where they are. Then give it another whirl. In the future, the easiest way to make sure you are in the right directory is to open the game, go to Mod Manager, and click on Open Mod Folder.
  18. I would guess translation is not going to be very important aspect until it gets nearer to full release. Things are in a state of flux, there are changes in the text from version to version. I'd guess lore in particular has a ways to go and will go through many revisions. What I'm saying is that a translation for 1.17 might mostly work for 1.18, but would require someone to go over it again at least to make updates for the revisions, assuming you can filter on the text changes. And then, as someone said above, that translation has to be the cause of enough extra sales to make it worthwhile, not just for Tyron, but also for you. Depending on what language you are talking about, Tyron has no way of knowing how good your translation is. And, frankly, a translator who thinks the language he is translating is a killer does not inspire confidence.
  19. I agree the wheel is sub-optimal, especially since if you have open slots anywhere, rolling fast past it tends to pick up the item from the last filled space before it. But rather than an appeal to authority, (or mock others for what might be an appeal to authority, I can't really tell) what would you fill the 10 slots with? How do you see swapping tools off the paper doll without clunkiness? The prime hotbar numbers are 1-4, just above your movement keys, so those spots get the prime tools, or blocks if you are building. But I only carry things like scythe or shears or axe or shovel when I am on a mission for items that need those tools. Otherwise, they are on a toolrack on the outside of my house. Or even just leaning against the wall. Or as often happens, I leave a copper shovel at each type of clay deposit. That's where I'm using it next anyway. Axes stay out at my current lumber camp. I digress. My point is I'm generally using a good share of the hotbar for just inventory, and most tools are only there on special occasions, knife and weapon the prime exceptions. What kind of a loadout are you envisioning? Most importantly, how do you envision swapping between, say, club and knife when you are gutting a fish, or skinning a brace of coney?
  20. Yeah, I think so, too. I'm pretty sure it's in 1.17, though it may be unimplemented. I saw it as loot in one of the ruins mods. Jonas tube or something like that. Made the area darker, IIRC.
  21. Is giving you a cookie enough? Worth a shot, I figure. [EDIT] I give you permission to include the fact you got a cookie from me in your signature, if that brings it over the top. [/EDIT]
  22. Here's the only issue I've run into more than once, apart from some graphics artifacts: Happens when Quitting from the main menu. I'm pretty sure it doesn't always do it, but it's been that way six times in a row now. Whether I load the savegame and quit immediately, or play a few minutes. Same with creating a newgame. Doesn't matter how long I play it. Crash to, um, Main Menu, I guess. [EDIT] Incidentally, I can only access this popup by Ctrl-Alt-Del, start Task Manager. Alt-Tab does not cut it, even with an instance of Task Manager running. [/EDIT] And once it gets to that state, I cannot seem to close out without using Task Manager to End Task. Or maybe it just takes longer than a dozen tries clicking on "OK" in the above popup. [EDIT2] Hey, I just got it to crash same way with just opening the Main Menu and clicking "Quit". Might have always done that, though. I don't believe I have ever tried it. [/EDIT2] [EDIT3] I just figured out why I did not encounter that message all the time. I often Alt-Tab out of the Main Menu and just leave VS running. Or I convert it to windowed and minimize it. Sometimes my inability to grasp the obvious amazes even me. For the record, I'm the guy whose kids keep telling me, "Dad, your phone is running 37 apps in the background! You should close them instead of..." well, whatever it was that I did instead. One would think that someone who can type "G=C800:5" in his sleep could remember whether to push the circle or square, but NOOOO. [/EDIT]
  23. Weird. I'm getting quite respectable results with my ancient (in computer-speak) box I built in, I think '15. Overclocked i7 6700K, goosed 980 Ti, antique SSD, and still running Win7, runs this just fine. Granted, I'm not doing the whizbang graphics settings -- ultra high says it's getting 55, 51 or so min, but it just feels a little off. High graphics cruises along in the upper 70s, low 80s, only occasional spikes. Absolute maximum is somewhere in the 30s typically, but it drops to mid 20s or even the upper teens from time to time, frequent stutters, as in if sprinting, one every 10-15 seconds. Suffice it to say, not an enjoyable experience. It is a marked improvement over 1.17.11, at least on my box. [EDIT] Oh, and I have Brave open with 33 tabs, most of them Amazon, NotePad++ with 8 tabs, and a program called Simple Sudoku. There are also 6 file manager windows if those count. [/EDIT] [EDIT2] Just gave it another whirl. I'm not seeing any difference in terms of responsiveness between Absolute Minimum and Medium. Sprinting for a minute or two makes High just a tad less responsive, but looks like that's probably mapgen. Stopping sprinting and doing things like harvesting reeds or digging clay for 10-15 seconds it gets back to where I can't see any difference between High and Absolute Minimum. [/EDIT2]
  24. Those of us who have been playing for a while have no hotkeys left. We have macros for all the one-handed Ctrl-, Alt- and Shift- combinations and are working our way through the Ctrl-Alt- and Ctrl-Shift combinations. I haven't yet done any Shift-Alt; that's just too clunky. About all you could use are Shift-Alt-[zasx, maybe d]. Reaching beyond that is going to ge Shift-Alt-z or x in the mix most of the time anyway. I find realism to be a pretty weak justification. Just a single1m block of wood comes in around a quarter of a ton, dirt over a half ton, stone 3/4 or a ton or more, yet I have not yet seen anyone suggesting we should not be able carry any of those at all, let alone that the stack size should be reduced from 64 to a more realistic 1/4. Now if you could put all your tools in one "slot", and it selects the one appropriate for what you are doing, sort of like Terraria's Smart Cursor, OK, I guess, so long as you could override that by specifically putting one of your tools into a hotbar slot and select that.
  25. I don't use trapdoors at all. Or water, or a pick, or anything else you might have difficulty sourcing on day 1. At most I use 1-way fences to force drifters towards me, or at least never retreat far. As for design you have likely seen the rabbit/coon/both trap. Same thing except you remove the bottom block from the pillar, and the block below that, and that's where the pit kiln lives. You assume the role of the carrots or berries luring in your prey. Keep in mind your prey shoots back. The 1x1 I'll leave as an exercise for the reader for the nonce. Just watch their behavior and you will spot their weakness. [EDIT] Oh, and figure out the pathing of drifter rocks vs. their line of sight. In particular, the difference between them when you are sitting and when you are standing. Good stuff, Maynard. [/EDIT]
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