Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Ah, OK. I always place one stick top center, drop the rest of the sticks center row left, and put the top right the stack of grass. Now click to get a firestarter, then click until I get enough torches. Never really noticed it was subtracting 2 grass.
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Awesome news! You now get to start a new game, go through all the fun bits again, and this time build your home to your new specifications! I hope that's what I get for Christmas, too.
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Try an unlit torch or some meat. You can put things in the slots that won't cook. BTW, a torch is now a grass above a stick. The handbook is right, many of the tutorials have not been updated.
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Oh, sorry. I didn't recognize the directory structure. Are you are compiling the source code? Is this a case of instantiation error with vanilla? Was this the beginning of the error log, or did you edit out warnings above this, and this is just where you got the fatal? A little more context, please.
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Is that the Winter Wonderland event?
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At default settings, the pole-equator distance is 100,000 blocks. You can run 6,000 blocks or so in a day. Count on a good solid couple weeks sprinting to get very far into the southern hemisphere.
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Also, don't forget the premier early game cache -- firepits. Lowest cost storage per slot by far. So far you can put anything in the slots. I think so, anyway. I don't recall anything I've tried to put in that wouldn't take. Firepits also serve other purposes. First, marking locations. At the low, low price of 1 grass that are already carrying around, you can mark all those copper nuggets. Second, breadcrumbs. Particularly for those of us playing without minimap, that is really powerful for negligible cost.
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The policy specifically says the refund should happen within a week or so. Maybe give it a bit?
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Not thought out very well at present, so feel free to chip in. I'd like some global settings where you could change the frequency of spawns like wild crops, berries, trees, ruins, etc. Probably one for each type of spawn. (Called a "decoration" in another game I mod; don't know what it is called in this game.) That way, if you add a mod like Wildcraft, you can turn down global settings so it adds the variety without making the game absurdly easy. Add new trees without making forests impassable and scrubland non-existent. Add ruins variety without being able to jump from one to the next. Yes, I know each individual mod would have to be updated to apply the multiplier to it's mapgen routine, but then we can ask the mod maker to adhere to best practices.
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Most times there's been weirdness, I've found that simply deleting: C:\Users\username\AppData\Roaming\VintagestoryData\Cache and letting it regenerate fixes problems. Also, make sure you remove older versions of the mod. Both the older and newer version generally show up in the list, but switching to the non-default (usually, maybe always the newer one) does not consistently work. [EDIT] Are you sure that's the default, @Hells Razer? My installs open in VintagestoryData\Mods, not in simply Vintagestory\Mods. Both have a Mods directory, but I've had problems using the other one. Incidentally, @MilkTheCow_VR, you might make sure only the game files are in Vintagestory\Mods. That is, both a .dll and .pbd of Essentials, Creative and Survival. [/EDIT]
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Really? Is that a change or did I screw up the testing? I sealed myself in my lit cellar and looked at crocks whilst replacing the "door" with various blocks. Been a long time, but IIRC, the various soils, stone, cobble, and a few others were best, hay and sand were significantly worse. I just ended up reimagining "cellars" so I never had to bother with drifters spawning there. Yes, they still end up spawning, but I can access all my storage vessels without getting pelted with rocks.
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Fair enough. For those who like the look of hams and sausage hanging from the rafters, I guess it's nice decor. And I suppose if you play with longer months, and have no access to soybeans yet, and didn't set up a bunch of warming huts around your region so you can go hunting, maybe the protein sags enough to lose a couple Max HP. I just can't see me ever bothering with it. If I'm not going to cook up the meat, I'm not going to be killing critters for food, so no wasted resources. That said, check out some of the mods. Primitive Survival gives jerky, and adds an amazing depth, though I don't remember smoking being included. Expanded Foods has sausage and several forms of charred meat, kinda sorta what you are looking for, I think. Those who just want salt have the option of making it in Expanded Foods or spelunking for it in Evaporite.
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It's not just erosion. Frost pushes rocks up to the surface, too. Re: wild crops, I think a better solution would be to, on occasion, pick some chunk and if that chunk has no crops on it, spawn one in. Just use more or less whatever code spawns critters to spawn crops.
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What @BigBadBeefis talking about requires no salt and very little game time. If you find clay (either) and peat near your spawn, you can be sealing a crock of a cooked meal by dawn of day 2 that, if you just dig a 2-deep hole to put the sealed crock in, then put one of the dirt back on top to make a mini-cellar/cache, will still be good until well after winter is over. I don't really know how much longer it will last, as I usually lose interest when the game gets easy and routine so just start a new game. I've got caches of crocks of food all over the world by the time I quit. Generally I don't even bother sealing it -- food is so easy to come and lasts so long, there's no point.
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Is there updated tutorial on how to get and run a server for VS?
Thorfinn replied to Anthony frailey's topic in Questions
There's a page on the wiki under Multiplayer. Check out VS Team's server service. On that page is also a link to a little more info on setting up your own if you wish, -
I find the same, but kind of in a roundabout way. If I'm in a high iron area, I can often find caverns in the most unstable areas nearby, and these caverns often expose the vein.
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Multiplayer for someone with not a lot of time on their hands...
Thorfinn replied to BigBadBeef's topic in Discussion
It's not a competition, @dakkoalthough a lot of people play that way. (Yes, me too. Not PvP, but "Holy cow, he's got iron already!!!??") Just don't obsess and you will be fine. And if you all agree to only play the same 4 hours each weekend (or whatever) anyway, no big deal. Yes, @BigBadBeefone problem is that the clock advances as long as at least one player is logged in, and even if you tweak things like food storage times, you can't get around crops wilting. Not by any reasonable way I can think of. Because so much of the advancement is tied to flax, and thus farming, I don't know how you would deal with that. Well, apart from one of the players deciding he's going to give away linen to anyone who needs it. The player who can't find time to play simply has nothing to trade for it. -
Multiplayer for someone with not a lot of time on their hands...
Thorfinn replied to BigBadBeef's topic in Discussion
I can usually play long enough at a sitting to bring in one harvest. Because everything else will have rotted or season-died long before I log in again, I'm limited to grain and honey. Honestly, sometimes I wonder why I bother because my time on multiplayer is spent on the tedious stuff like making jam instead of playing the more enjoyable parts of the game. Single player is just much better for my circumstances. Which bites because I vastly prefer multiplayer interactions, and was one of the key draws to the game. But that is an option. Grain and honey. Mmm, mmm, good! -
And those of us who play permadeath would just leave mushrooms alone. Might as well leave them out of the game entirely, save the clock cycles for something else.
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There are a lot of areas far from the deep places where you can recover stability quite quickly. Also, because of how the rift system works, I find its a good idea to make more than one "base" within running distance. Keep in mind where the bad stability areas are. No idea if it's coincidence, but I often find decent caverns there.
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True. I'm not really worried about wolves. They just aren't worth my time at that point in the game. I definitely don't need inventory filled with weapons and wolf guts, and don't want to take the hit for wearing improvised armor. That and I kind of suspect that if I've got several on my tail, it suppresses spawning new ones in front of me. No testing to confirm, just general impression. I'm headed south from spawn anyway. I'm shooting for a clay deposit around 4000 blocks south for the first night. I want most of my "base" far enough south that bees don't go dormant until dead of winter. Plus, all that running virtually guarantees I've covered enough territory to have found enough flax for one linen sack, and often enough copper for pick and hammer.
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Hey, got mauled by a bear on plains last night. Nearest log sections probably 200 tiles away, though there were lots of birch bushes. Not that I doubted y'all. Just that I had not yet experienced that. Pretty aggressive critters, eh?
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Open your Handbook (Press H) and read the Starter Guide. It gently steps you through without spoiling anything. If you didn't understand the bit about knapping, read the Crafting Mechanic: Knapping section. That night when you don't have anything better to do, if you feel like it, read the Progression Guide to get an idea where you are headed. As an example, when you try to knap your first knife blade, you will see all the other options you can do with flint (or whatever stone you found) and realize, "Hey, when I need firewood, that's where I go to make an axe." And so forth. [EDIT] Oh, and just so you know, running away is often the right answer. You are only slightly more powerful than rabbits, and less powerful than chickens. [/EDIT]
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Yeah, kind of what I do. But even at 200% hunger, if you cook two pots per day, that's more excess than you can eat. Oh? Guess I never tried that. All this time, I've just had one set of shelves for partially-filled crocks. Just equip the half-empty crock, right-click on the cooking pot and it will fill the crock to the brim, so long as it's the same ingredients? Probably averages out the shelf-life, like everything else does when you force stack it? 48, right? 24 in each of the two spots? Or are you suggesting changing that? Again, back to how much do you really need. I run at 200% hunger, and go through not quite a crock every day. There are only 27 days of winter, and I'm finding I'm often cooking porridges and soups with "fresh" ingredients until about the time the berries are ripe next spring anyway. Dipping into the prepared meals is mostly when I'm lazy or have some particular nutritional need. And if you, like the house martin or the plover, seek warmer climes in winter... Fair. Definitely check out Expanded Foods. Saucepans, rolling pins, cauldrons, skillets, baking sheets, meat racks, etc. Everything you need to make a really cool looking kitchen. Not that I'm objecting to adding a cauldron. Just that if it's important, you can have that now.
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Might want to look into the Expanded Foods mod. It has metal cauldrons and a mind-boggling variety of cooking. Interesting. I'd probably not use it, because my interest starts to wane by the time I have steel, but interesting. I could be wrong, but I thought you were better off cooking up everything as soon as you could, that very night preferably. That leaving fresh ingredients in your storage vessel another day subtracted more than a day of the meal's shelf life. So I end up cooking only a couple pots or so each evening -- whatever fresh meat I have. Between Right-Click and Shift-Click you get the next pot going in no time flat, so there's not even much in the way of wasted fuel, even if you use only 1 firepit (and multiple pots) And its not like you need all that much food stored up for standard winter. Over 3/4 of my food goes bad. Took me a while to just let go and not collect all the berries, or say, "This field is big enough," or, "What was I thinking putting up that much jam?" You put your finger on the irritating part. Make crocks hold 6 (preferably) or pots hold 4.