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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. You can accomplish much the same with a 2 deep 3x3 pit with a pit kiln in the center. If you think it through, you can design a 2 deep 1x1 that lets you stand below and just out of their reach but close enough that the shred each other. Personally I don't see the point, other than to know you could if you wanted to. I guess if you wanted to do some extensive spelunking it would be nice to have a stack of gears but there is not really a good reason to do that, either.
  2. More of a wish, but now that I am figuring out the power of the command line switches, it would sure be handy to be able to specify a directory that contains shared macros rather than copying that directory over into each new "instance". [EDIT] Of course, the "instance's" macros should override the --addMacroPath macros if there is a conflict. Load the current "instance" last, as it were. Not a huge deal. It takes very little effort to copy a single directory when I want to create a new "instance". I have no idea how difficult it would be to do, but it might be just one of those where you wake up in the middle of the night with a brilliant idea of how it can be easily done. [/EDIT]
  3. @Parmindyou should give it a shot. While it has been discontinued, they supported Win 7 right up until the day they dropped support, so the current version should still work for you, for sure until the next .Net7 release. No, future updates probably won't install on your machine, or they might, but would crash when the program calls functions not in the current version, but you might get by with that version until your machine bites the dust. If the current pre-release works on your machine, you might want to stash a copy of the current .Net7 install somewhere safe, BTW, just in case your hard drive goes, but the box does not.
  4. Where do I read up on this? I had been working on a mod in 1.17, and while parts of it sort of work in 1.18, other parts throw a message something like no name or privilege has been set. Or, heck, if anyone just wants to answer what it means and how to fix it, that would be great!
  5. I've trapped several, sometimes for grins, usually because they are too dangerous to chase. There's no telling when they will have healed enough to turn around and chase you. But enclosed, you can finish them off without running over hill and dale. Just make sure you account for their extra reach through fences.
  6. Bears can be dodged, but you have to be running backwards to see when to jink. Obviously doesn't work in trees, but it's a bit easier there, so long as it's not thick forest. Instead of dodging, you can flat out outrun him. Just keep making 30 degree turns right past trees. If he's too close, he lunges past you and buys some time. If he's a bit further behind, he'll smack into the tree, buying you some time. [EDIT] Oh, in case it wasn't obvious, you want to keep turning in the same direction if at all possible. Otherwise, you have canceled out your advantage of maneuverability, and improved his speed relative to you. Also, if there are 1-wide gaps in trees, bears have a terrible time getting through. They may not be able to at all. I don't know. But if you have enough spears, and his only path is a 1-wide, you can bring him down to the point he runs away, then chase him for the kill. [/EDIT]
  7. @l33tmaan I know this isn't really the right place for this much discussion about troubleshooting. If you want me to delete my end of it, let me know.
  8. Thorfinn

    Reinstall?

    Indeed. That is how we had been managing multiple instances with various game and mod settings, just renaming directories. It's not until last night that I realized that @Tyronalready gave us the ability to do that without mucking around. Copy/paste the shortcut, rename it so you can remember what it does, edit the target field, and you have only to restart the game to have created the new instance. Select whatever mods and settings you like there. They don't affect your other instances. [EDIT] For example, if @Rhyagelledecided she wanted to try a new game with bunch of different settings in Primitive Survival, and didn't want to have to remember what to change them back to for her old game, all she would have to do is copy/paste the shortcut on the desktop, and change her target field to: restart the game, and it will create the PrimitiveTest1 directory in the executable directory, parallel with the her Data directory. By telling this instance to pull mods from her other standard instance, she doesn't even have to copy all those mods over. She doesn't have to remember to keep them in sync. @Tyronjust loads them into the Mod Manager for her to choose from. All that remains is to edit the values of Primitive Survival in modConfig, create a new world, and play. Since he's put that much forethought into it, I'd also guess that the mods in this new instance's mods directory load order is later, to serve as a means of overriding the default. [/EDIT] Cool. I look forward to it. Are you going to show the advanced usage, too, or do you figure that's sufficiently unusual desire that anyone who knows he wants that can intuit it out? [EDIT] Just noticed that autocorrect replaced the double dash before "addModPath" with a single dash. I've corrected autocorrect. [/EDIT]
  9. Thorfinn

    Reinstall?

    ??? The first one you posted was That's missing a double quote right after the space after --dataPath and right before the pathname. Indeed, it's actually missing 3 double quotes. What you want is Or at least that's what works in Windows 10. [EDIT] If you really had another path you want to pull mods from, you would use Note there are quotes around each pathname. I do agree that it would have been easier for an end user if there had been a gameConfig.json in the executable directory. But then you could not have multiple sets of modConfigs and clientSettings.json and serverConfig.json for the various gamestyles you might like to play without maintaining separate installs. This way, all you have to do is copy/paste the shortcut, change the target, and you can create a new modlist/config without changing the settings on all your other games in progress. The more I think on the options that gives, the more impressed I am with the choice @Tyron made. [/EDIT]
  10. Great! Know what's strange? I just tried ACA 1.0.12 RC, which is for 1.18, and it worked fine in 1.17.11. Or at least it loaded fine. I didn't take long enough to cook anything, obviously, but it loaded. Curiouser and curiouser. But as long as you have something running, that's good, right?
  11. Yeah, that's the one I'm running now. So what's server-main sayng now? [EDIT] Make sure to delete Cache. And your new Mod Manager shows just 6 entries, Acorns 0.51, ACA 1.0.11, EF 1.6.5 plus the three game files, 1.17.11? All are selected? [/EDIT]
  12. Are you using 1.18? The new release candidate? Sorry. I thought you were on 1.17.11. The version of ACA you are using is ONLY for 1.18.
  13. Yeah, there's something weird going on. That modlist takes around a second from the time the dots show up on my machine, but I'm on a top-of-the-line i7 with 32 GB RAM, running on a mostly empty high end SSD, but if you are loading almost immediately without EF, and never loading with it, that's just weird. Does server-main.txt at least complete? The last lines before a single-player join would be something like If not, where does it stop?
  14. No, that's what my modinfo.json says, too. What do you mean by "the issue"? You can't select the box for the mod, or it's sitting on the dots for a long time (like more than a couple minutes)? It's typical for it to look like it's doing nothing. Depending on your machine and modlist, you might have more than a couple minutes between trying to start the game and the world opening, sometimes with those dots just sitting there doing nothing.
  15. Oh, sorry. Open the game and on the main menu, click on Mod Manager. If they are showing up in Cache, they are almost certainly in Mod Manager. [EDIT] I take it that's the case? If not, Click on Reload Mods. Make sure the checkboxes are filled in, then click on Singleplayer --> Create New World --> Create World. [/EDIT]
  16. Are they not showing up in Mod Manager? Are they at least in the Cache folder?
  17. Marvelous. Delete the Cache directory in your VintagestoryData directory, then restart VS. I'm guessing Mod Manager will not show ACA or EF. If that's the case, and you trust that you have the correct version of them in your downloads folder, then click on Open Mods Folder and copy them in. If you are not sure, download them again, then copy them in. Then click on Reload Mods
  18. What is in Mods?
  19. By default, AppsData\Roaming\Vintagestory
  20. Oh, then you probably somehow got them in in Roaming\Vintagestory\Mods instead of Roaming\VintagestoryData\Mods. If so, make sure those are the correct ones for the version you are using, move them to VintagestoryData\Mods (or just redownload them -- they are pretty tiny unless you are using an acoustic modem) and re-delete the Cache directory. [EDIT] Make sure you don't leave them in the executable's directory. I'm pretty sure the Mod Manager can figure out what to do with different versions in different locations, as I made that exact mistake back in 1.14 or 1.15, but I really don't have any idea what it does with similar versions. [/EDIT] They should be fine zipped or unzipped. Moving them from Cache will probably just copy them back and leave them in Mods as well. But I'd prefer to go with the known quantity. I'd just delete the cache folder, re-download them, then open the game, go to Mod Manager, click on Open Mods Folder, then copy from downloads to the Mods directory that VS opened for you. Click on Reload Mods and see what happens. I just verified that process works for my install. Good luck! [EDIT2] I don't think deleting Cache will ever cause a problem. When the game loads the mods, it unzips everything in Mods into Cache. Deleting Cache would have just let you know you were missing the two mods without having to go hunting for them. I probably overdo deleting cache -- I do it every time I change my modlist. [/EDIT2] [EDIT3] A thought. Delete the Cache folder, restart the game, open the Cache folder and see if ACA and EF are there. If so, you need to find where those copies are and get rid of them. Most likely they are in the Mods folder in the executable directory. [/EDIT3]
  21. Thorfinn

    Reinstall?

    Was able to duplicate your problem in Windows 10, @Rhyagelle Problem is you have a space in your executable path, so that needs to be enclosed in quotes, and you have a space in your data path, so that also has to be enclosed. So here's what works on mine, albeit the space is in a different part of the path. "C:\Users\Lothar\AppData\Roaming\Vintagestory 117\Vintagestory.exe" --dataPath "C:\Users\Lothar\AppData\Roaming\Vintagestory 117\Data" [EDIT] Just like that. Four double quotes, and you don't need --addModPath -- that's just for if you have mods not only in your data directory, but also somewhere else. For example, if this was on my machine I'm testing the .Net7 version on, I'd leave the mods where they are in whatever I called 1.17, and include that with the --addModPath switch. Quite smart, on reflection. It looks like you need to only update mods for any version in one place, but by changing the --dataPath switch, you can support different instances of the game with different settings. One of the reasons I don't use spaces for anything in the directory structure, since space is a delimiter, and you have to figure out how each thing you use escapes that. [/EDIT]
  22. Thorfinn

    Reinstall?

    When I installed the .Net7 release, I decided to try out your suggested path, @Rhyagelle, because I am the only one who is going to be using that machine. Works really well. With one proviso -- I think you have to tell the installer NOT to launch. Just exit, edit the shortcut as @Streetwindexplains above ( --dataPath ) and things come up fine, i.e., you place the mods in the D:\Games\VS117\Data\Mods directory that it helpfully creates for you when you first run it. If you launch from the installer, it seems to have problems figuring out your edited paths. The downside is it might be a bit confusing -- there is both a .\Mods directory with the game files and a .\Data\Mods directory where you place user mods. I don't think it's critical which they reside in, but probably should not be both, and if user mods are always in the .\Data\Mods it is easier to tell at a glance if you have an old version that needs to be deleted.
  23. Same. I used to just burn off territory, and would find wolf carcasses in the burned out area, and never encountered wolves there later. Though I rarely play more than a little into spring 2, so maybe their spawn percentage had not yet come up?
  24. Hadn't been paying too much attention to changes in 1.18 and as a result, by the time I got back from an all-day foraging mission, I had burned down everything around my homestead.
  25. Thorfinn

    Reinstall?

    Hey, forgot to get back to you. Thanks for the heads up, @Streetwind. Thanks, too, @Rhyagelle. I had to use the modpath switch, too. Probably end up having to use the logs switch, too, but we will see. I also found that at least in Win10 Pro, apparently you cannot use the double quotes unless you actually need them. Leave them out if your path has no spaces, or possibly special characters. Don't know.
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