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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. 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]
  6. 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]
  7. 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]
  8. 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.
  9. 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]
  10. 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.
  11. 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]
  12. @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.
  13. 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!
  14. 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.
  15. 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]
  16. @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.
  17. 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]
  18. 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]
  19. 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?
  20. 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]
  21. 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.
  22. 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?
  23. 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.
  24. 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]
  25. Are they not showing up in Mod Manager? Are they at least in the Cache folder?
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