Thorfinn
Vintarian-
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Everything posted by Thorfinn
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That might be useful. If the spots could be isolated, they could be fenced in and you can begin a new side hustle as a wolf rancher.
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No, yours would just set up a directory called "data" inside your install directory. I want to leave things nested inside users. I'm pretty sure @Streetwindhas the right answer. Leaving the quote is a very common error
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I don't know how you set things up, but vs defaults to VintagestoryData, not Vintagestory\Data. Personally, I think I'll shorten it to vs118 [Edit] Are you trying to keep the data inside your install directory? [/Edit]
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Oh, command line switches. Dopey me, I didn't think to look for that. Thanks!
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OK. Worldgen is always kind of a crapshoot. You can have the same modlist and it works 10 times in a row, then the 11th crashes. I think probably its just that some mapgen feature happened to be spawned in your starting location. If you have tried loading your world in repair mode and it didn't work, I fear you are probably not going to get it back, at least with EF included. It bothers me that as you read through, say, server-main.txt that there are all kinds of mods that have unresolved warning issues. For example, I kind of wonder if Culinary Artillery and Primitive Survival both neglected to define an optional dependency on Wildcraft Trees, because according to the load order, those tree types have not been defined before ACA and PS try to use them in recipes. Depending on what else is in a modlist, it might yank the mods into the right load order anyway and mask the problem. Thus what appears to be caused by one mod is really the product of some other unrelated shuffling in the background.
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Are you running on 1.17 or 1.18? How do you get out of that condition? Does it eventually say, "...it Sighs", or does it crash to desktop or what? And did I understand you correctly that when the only 5 mods you have loaded are Creative, Survival, Essentials, Culinary Artillery and Expanded Foods, it does that? Or is it that when you remove EF, you can now load? If the latter, I would suspect a circular dependency chain. EF has so many optional dependencies that problems can be not only inconsistent, but really bizarre. For example, Cuniculture causes problems with EF. No idea if it's just that some resource has been reused and overwritten or if there is a dependency issue (seems unlikely) but it is what it is. Leave Cuniculture out and things load fine. Sorry to have to be the bearer of bad news, but the only real way to tell is to start with the 5 mods, then add stuff that it has optional dependencies on, like Primitive Survival, Wildcraft, Acorns, Alchemy, More Animals, Ancient Tools, um... I'm sure I'm missing a few there, but I'm drawing a blank. You can read through these 83 pages and try to find them or just go on to the next phase -- adding in the rest of the mods a few at a time until you find whatever it is that causes issues. [EDIT] Dopey me, the very first post lists compatibility. I missed Wild Farming, but I don't think it works. And I'm sure he's got stuff in there from Alchemy and Ancient Tools. [/EDIT] [EDIT2] Oh, and don't do this with your old world. Create a new one each time. Delete the whole mess when you figure out which one (or more) is the problem. Then try to load the your old world with a modlist you know works, and if that crashes, try to load it in repair mode. But I know for a fact that 1.17.11 should work with ACA, EF, Primitive Survival and Wildcraft because I just tested it on my machine, just to make sure. [/EDIT2]
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What does "nothing happens" mean? What error message is it throwing? I can't really tell from your description. Are you starting a new world, and it gets up to the spot where the sets of dots appear repeatedly at the bottom of the loading display? And then the error handler pops up? Reason I'm asking all this is as near as I can tell, you are encountering a mapgen issue, but to the best of my knowledge, there's no mapgen in this mod.
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How do you use alternate directories, @Streetwind? I installed the executable in a different location, but it still wants to use the same data directory. My workaround so far has been renaming VintagestoryData as needed, but that seems a little more cumbersome than it needs be.
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This. Even a dirt block works to seal it up. You can place three storage vessels under the wall of your mud hut and access them all by removing a single block from the floor, which is plenty of food storage until you can make up a proper cobblestone cellar. With a little imagination, you can have up to 14 storage vessels accessible by removing a single block.
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From Golden Combs (1.16-Current) Apiculture Mod
Thorfinn replied to Vinter Nacht's topic in Mod Releases
I'll have to give the ceramics another shot, then. Particularly now that 1.18 appears to have seriously weakened standard beekeeping. It might actually be pretty close now. Do you run 1.18 yet? Do you find the vanilla skeps fill at about the same rate as ceramics? Do number of flowers make any difference at all, assuming you are at least 5+3/skep in range? Or is that different now, too? To be fair, the old system was almost cheese. If you had the patience, it was possible for a skep to see 1574 flowers, 1573 if you wanted to harvest it. Though practically speaking, I usually stopped between 300 and 400. Not a whole lot of difference going over 400 that I could tell. A good solid day's collecting flowers would shave maybe a second or two off the time to harvest. Hard to justify that when there's so much else to do. Thanks for the heads up on the context pop-up. I misread it as "ShowComboSomething" and didn't want to try figuring out what that did quite yet. Could be. Or just have the counter stop where it is, and continue from there when you put it back together rather than resetting to zero. I had made tearing the hive down way too much work. So long as you have space right there, it's not much different than filling a barrel with 50l of water using a bucket. It's just that I rarely do anything with backpack slots, other than carry the first skep and trade baskets for linen bags and better, so was unfamiliar with how those slots work. But if I have 6 nearby open ground spaces, one for whatever current backpack I have in slot 1, and 5 for the torn-down Langstroth, I can pretty easily go through it in short order. The big thing I learned so far is to make all your hive components on-site. Don't even try to haul them from your house four at a frickin' time.- 185 replies
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Holy cow, the wildlife in 1.18!
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From Golden Combs (1.16-Current) Apiculture Mod
Thorfinn replied to Vinter Nacht's topic in Mod Releases
Oh, my bad. I should have waited a bit longer. It took me about 3 full days just to figure out how to get 2 Langstroths set up. Yes, I just checked and you are correct. This looks really slow. Super slow. That was in 1.17.11, and it was late July before I had 80 linen. I wanted to set the broods within a minute or two of the same time with one hive having minimal flowers, the other the full 224, and see if there was a difference. But come to find out, checking in on things appears to reset timers to zero, so I don't know how to check. Wait until end of season and see how much each produced? But that means no jam for year 1? No lanterns or candles until fall? Unless I pan bony soil, I guess? In any event, I am a little concerned. If it takes 7 days to fill a frame, April to November will only be 9 frames. Realistic, maybe, but holy cow, quite a change from vanilla. But on the other hand, it looks as if 1.18.0 Pre-3 might cap skeps at 64 flowers. I don't know what that means for turn-around, but in the current vanilla game I got my first skep set out on the evening of day 2 with 64 flowers, added a bunch more flowers, I'm now about noon on day 5, large pop, still reading 64 flowers though I've placed 2 more full stacks of flowers within range, there's no message about swarming, and the empty skep next to it is still empty. Looks like serious nerfage. Unless maybe Dwarf Furze isn't a flower anymore... [EDIT] Upshot is that 1.18 might not be that much different in production rates from FGC. [/EDIT] [EDIT2] I definitely agree that it would be nice to have a step by step description, and that the items in the description be the same as the name of the thing you have to craft. So, for example, say you have to craft 1 base, then craft 1 super, then place the super on the ground, then craft the frame, then line the frame, then put the lined frame into the super, repeat until you use up all available materials or have installed 10 frames, then put the super onto the base, repeat for up to 3 more supers, the put the... ok, here's the step I don't really remember. Somehow you build a brood to put on top using a populated skep and a roof and something or other. It's not that complex. It's just complicated. [/EDIT2]- 185 replies
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- beekeeping
- bees
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From Golden Combs (1.16-Current) Apiculture Mod
Thorfinn replied to Vinter Nacht's topic in Mod Releases
I could be mistaken, but I think that you fill the entire (up to) 40 frames of the Langstroth in the same 7 days that it took to fill the ceramic pot. If that really is the equivalent of harvesting 40 ceramic pots, that's a big deal. It is still slower than a reasonably-sized vanilla apiary, but it absolutely dominates the ceramic pot. The only issue is the repair cost, which is probably a non-issue by the time they get worn in vanilla. It's pretty easy to end up with full gambeson plus 4 full sails by late summer/early fall, and be swimming in linen/twine the rest of the game. The initial opportunity cost is still, what, all of that? Gambeson and windpower, to put up a single Langstroth, that can be outdone by vanilla? [EDIT] The question remains: What is the vision here? Is it to make a technology that, with sufficient expenditure, surpasses vanilla, or is it to re-balance vanilla? [/EDIT]- 185 replies
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On vanilla, no. For whatever reason, there is something in the world that does not have a class or object definition in the game files, and I would think that any default spawns, mapgens and drops would not only be instantiated, but easily correctable by repair. The only issue would be that if there were mods involved, repair would have to use some ! filtering. I assume it does some, or it would not be useful to those who removed mods, but not having seen the repair code, I have no idea. A while back when 1.17 was in release candidates, someone reported a situation where two fruit trees spawned near enough together to cause a crash when they added leaf nodes, but I didn't pay much attention -- I figured with that detailed a description, it would have been handled. Since then I have seen two adjacent fruit trees, and no crash, so it must have, but maybe they weren't the wrong trees. *Shrug* If there's even a remote possibility that you might have enabled a mod that affected mapgen or drops, even if you have since removed it, I'm kind of a broken record -- delete the Cache directory in the player data directory, i.e., whatever\VintagestoryData\Cache and let it regenerate, then if that crashes, delete it again and try repair. I'm still curious, though. Are y'all in a temperate zone?
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It just loads the map in repair mode. That is supposed to automagically fix all the invalid objects in the world. I understand often it gets used when someone stops using a particular mod and the world is filled with white cubes. Personally, I never bother. If I'm discontinuing a mod, I restart a new world. I still don't know how some invalid fruit tree snuck past all the playtesting that's been going on, unless maybe you were starting tropical/subtropical? We always start temperate, and there are lots of games we never see things like hyenas or papyrus. Acacia only because we often play with Primitive Survival.
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Which is a good thing, because you can only remove and add pies about that fast anyway. Or at least that's the best I can do. Nine ovens is about right. Stand still in one spot and cycle through the 3x3 stack of ovens, and I rarely have either burned pies or much idle time. I've tried a 3x4 grid but when the ovens are hot, by the time I get back around to the first one, the pie is burned. I'm more like @Maelstrom-- light one torch then yeet the silly thing. I doubt I would waste an iron on that, though it might be a good use for some of that inexplicably useless rusty scrap...
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Were you chopping down a fruit tree? Did you see a white cube with red lettering and go check it out? Consider that to be a "Here be dragons" inscription. That said, I have not seen that in a while in unmodded 1.17. I thought most of those had been found. Regardless, it probably helped immensely to know exactly which tree had not been fixed. You can try opening it in repair mode. Click on the pencil icon (edit) to the right of the world name, and somewhere down near the bottom is a button that says something like that. [EDIT] Oh, if you care about that world, and hope to try something else later, be sure to click on the button somewhere down near the bottom that says "Make a backup" or something like that BEFORE you try repair mode. [/EDIT] Good luck!
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From Golden Combs (1.16-Current) Apiculture Mod
Thorfinn replied to Vinter Nacht's topic in Mod Releases
I'm not trying to be a downer. I just think the point of a seraph developing a new technology should be to make his life easier than it was before. To that end, here are a few suggestions that might do that. Restore old skep behavior. Or what I think was old skep behavior. I don't recall ever having to go back to the wild hive to start over. Or maybe that was pure bad luck this time. If components in backpack slots is required behavior, maybe they could stack? 4 supers, either with frames or without, no mixing? Otherwise, one brood plus 4 supers is more spaces than you have, meaning it can't be done in one go. Maybe treat each super or even the entire Langstroth in situ as a chest? 10 spaces per super. Move the filled frames to inventory, push empty ones back into the chest/hive? You could still have the knife and frame in crafting grid to put wear on the frame as desired, though that might complicate stacking. Just a lot less effort than taking the whole assembly apart and spreading it across the grass. Though after having practiced backpack space juggling, I think I'll give changing over a hive another go. Maybe it is not as much work as I was turning it into. Adjust harvest time by flower count, at least in some way. I don't know. Maybe your vision is not to make the seraph's life better, but rather that vanilla just made things too easy. If so, ignore all this. It's just that by the time I can field a complete Langstroth, I would already be filling my second barrel of honey in vanilla. [EDIT] Thinking about it, you must not have durability on the frames yet. Either that or so far I have not tried to stack a new one on a partially worn one. I'm assuming they would stack like berries, if there is more than x% wear (freshness) it does not stack? Or does it average, like if you force-stack food of different freshness level? [/EDIT]- 185 replies
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From Golden Combs (1.16-Current) Apiculture Mod
Thorfinn replied to Vinter Nacht's topic in Mod Releases
I'd really like to like this, as it adds some interesting detail, but... First, because of the UI it is incredibly cumbersome. Maybe I'd learn it well enough to not take all day to just do one Langstroth, but that's not me yet. Second material-wise, 40 linen is a whole lot for a single hive. And I have not played long enough to find out how much twine repair uses on an ongoing basis, if its been implemented. At the earliest, I don't have that kind of linen until mid to late June, which means maybe 3(?) honey harvests that first year. And doing that would mean delaying the mill. But more importantly, honey production seems to not be scaled by number of flowers. Looks like it's 7 days, whether we are talking 5 flowers or 200. Even with the standard apiary layout on the Wiki, by the time you get over 25 skeps the central ones can generally be harvested at least every other day. And if you go hard-core with a completely unrealistic apiary, a placed skep goes from poor population to harvestable within seconds. One of the advantages of FGC appears to be there is a minimal demand for flowers. If you place 4 Langstroths in an 8x8 square, and put a few flowers in the center that they can all share, I think you can get by with just 5 flowers and still get full production. There's plenty of space to tear down your Langstroth without moving. Indeed, the second prepared stack that someone mentioned where you just move the brood over would work great. And just sticking with ceramic hives really is not a good option, either, relative to vanilla. You are, again, roughly one harvest per month, so if you can get the first one placed by the 3rd or 4th of May, you might get, what, 5 harvests? Maybe 6? Even if you could find time to fire a couple sets per day, it's going to take well into summer to field a reasonably-sized apiary. And you still have to do the vanilla swarming to get the skeps anyway. I get that it's a more realistic production rate. But the game is expecting you to be able to make lanterns and candles and have some wax to seal your crocks with, and honey to make jam with. Though it probably works fine with the extended seasons, like if you are also playing your Fields of Gold mod. Which makes sense. That's probably what it is balanced for. It's a great concept. It comes at a huge cost, though, as you can't easily mix vanilla and FCG in early game. When you harvest a filled skep, the colony is gone. Destroyed. Harvesting reeds is so much quicker and easier and cheaper that it is really hard to get excited about it.- 185 replies
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You never get the massive trees in a woodlot, do you? Different strokes, I guess. I used to do woodlots, but have come to realize that if there's a bear out there, I want to see him at max visual range rather than behind the next tree. I don't care to be on heightened alert when I'm milking the chickens or mucking out the bee stall. Though one tile separation? Maybe that's a good idea. Yes, you can outrun bears in the wild by dodging around trees, so long as there are no straight lines for him to put his better speed to use, but bears don't seem to be able to get through 1 tile. Not quickly, anyway. How about other spawns? I assume that means trash pandas, but do wolves spawn in trees or on forest soil or near horsetails, or what? I just assume if there are horsetails or ferns or sticks, there are wolves. But I never put much thought into whether it was those things or just a certain forest density or whatever.
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I'm not speechless. More like clueless. What was I supposed to see?
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Oh, they don't? Did not know that. What is governed by the seed, then? Overall landform only? Biome? Strata? [EDIT] Is the relative frequency of ores at least seed dependent, and only the actual deposits generated otherwise? [/EDIT]
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1.17.11, Survival defaults. [EDIT] In retrospect, if something like this ever happens again, I'll stick with the idea to clayform hammer mold, maybe 4 ingot molds, and crucible and get them firing, then get a small probably 1x2 charcoal pit going before I do the mining. Better use of time. Of course, I never will find another copper pick on day 1... [/EDIT]
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Just did another first few days runs to work on honing skills. Spawn was in basalt, gravel everywhere, [EDIT] a crapton of obsidian everywhere you look,[/EDIT] a little snow in patches. I think it was 3C. Gravel is not my favorite, I'd much rather have plains to spot flax in early game, and, of course, berry bushes, but what is, is. Found a fairly impressive 1.8l of resin by 17:00, and had a stack of blue clay and enough reeds to do my baskets and have enough left over for two skeps if the situation arises, but had not found anything other than some berries here and there, and a single food cracked vessel with mostly flax and a couple rye, I think. Ah, well, might be restarting this one. Then I spotted some copper nuggets. A lot of them. 23 in all. Mark that spot, and change plans to do some forming and woodchopping, so I can possibly have a copper pick by late day 2. Climb to the top of that rise to make camp, and see a ruins in the distance. I decide to check it out while there's still some daylight. On the way, I stumble over another large spread of copper nuggets, bringing me up to 44! Great! I'll be able to make both pick and hammer! Get to the ruins. Cracked vessel is...tool! (Cross fingers.) Copper pickaxe! Cut to the chase, by around 3AM, I had found an additional 3 surface nuggets I missed, and had mined 33 poor grade, 35 medium grade and 1 medium crystallized. Plus because one of the deposits was situated on blue clay, I managed to make 64 cobblestone, as well as relieve 4 (well, 5 actually; I lost count) full blocks, so I'm ready to make a quern. (The cobblestone is important, because it is enough to build a comfortable-sized kitchen room that counts as a cellar.) All on day 1. Unbelievable. Now I'm out of food and taking damage, it's just barely starting to get light, and crossing my fingers that I can see well enough to find something to eat before I die. That would be a heck of a way to blow a start like that. If I can get out of all this gravel, I'll be fine, but... In case anyone wants to try their luck, the seed is 600991009.