Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Quite often, I find enough with just surface nuggets, as @Never Jhonsen says but if you pay attention to your peridotite outcrops in more rugged terrain, olivine is rather common. Get to some high point, put your LOS slider as far as you can get away with, and slowly look around. I won't say its always somewhere in your view distance, but if you find a good rugged spot with lots of outcrops, I'd say its more than half. Install the spyglass mod or zoom mod to help you learn what those deposits look like. It can be a little subtle if it's a little ways away.
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Sure. Until then, though...? I'm not sure I see it as a solution, though. It's easy to amass resin and fat enough for automation, yet a not uncommon complaint is that automation requires too much farming of scarce resources. It's too hard to have quern locked behind anvil. Prospecting is too hard. It should point magically, unerringly to the deposit. If you want some "immersive" maintenance, like @LadyWYT suggested, or broken handles, like @Broccoli Clock suggests, fine. There are mods for the first, and if there are not for the second, it should not be too terribly difficult to add a handle breaking thing. But practically speaking, what does it mean? Put the head in the crafting grid with another stick? Why not just turn up the spawn rates to something that doesn't make you feel you are having to grind so much? After playing the game a while, you will probably find yourself nudging that number back towards or beyond defaults, just as you did the starting HP, the enemy damage multiplier, the hunger rate, the spoilage rate, etc.
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Vanilla, with absolutely nothing else running, I can usually get away with 1024. Sometimes I have to drop it a notch or two depending on terrain. Gallows on hilltops would probably work fine for anyone who isn't a chicken like me. I'll hear something, it could be a rabbit for all I know, or maybe a carrot, and I take off, and don't always pay enough attention to where I'm going. Means instead of going from point to point, like I used to try to do, I need some means of picking up the trail after I've lost it doing my Brave Sir Robin impression. Something else I used to use, but got out of the habit, is a distinctive flower. Catmint or heather or woad, or something else visible at a decent distance that is not a local flower makes a very good set of breadcrumbs. You need to have a selection of a couple three in inventory. If you place it on a block of cob, you know for sure it wasn't mapgen.
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Gallows works, but only if it's relatively flat. I use floaty-islands fairly heavily. Climb up a 50+ stack of ladders, place a 4-direction gallows in the air, maybe leave a lantern or oil lamp, so it's painfully obvious at night. This is absolutely essential above your base if you didn't have the sense to find a massive landmark to build next to. Since there are floaty-islands that generate "naturally", I don't think of that as cheating. Come up with some standard that gives you a visual on the direction home, and you are good to go. If you are playing with movable source blocks, place one of those at the top and it is unmistakable. Don't know if it's true for all graphics settings, but single-block resolution on my primary rig is around 400 blocks. If you make your air gallows with some 1-wide and some 2-wide features, this is very helpful for estimating range. Take along fenceposts. Start with a ladder put a fencepost at whatever height makes sense to clear terrain, and put a firepit on top of that. Yes, the glow of an empty firepit is only 3, but you would be amazed how far you can see that at night from a ladder. Get used to that distance and you can make a decent grid over a vast area in relatively short order, at next to no cost . Remember to place some kind of directional sign on the ground to point you in the direction of home. Oh, you do have to be viewing it at or above the y of the firepit to see the glow, so don't go crazy for height.
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On its face, Dimensions should be capable of 4 billion alternate worlds. But it seems to be a rather limited set of block and attribute swaps. At least at present. Assuming that's the intent behind it, limited timeswitch or maybe limited rust world interaction in story events, it won't be full-featured enough to make a playable dimension of any magnitude. Pocket planes, maybe. But like @Diff said, learn C#. You could add your own methods to butch the Dimensions class. Good luck and welcome to the forums, @ElZers
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You've just described the Smithing Plus mod. Try it out and see if you don't agree that the default game has too much metal if you allow tool repair. Setting global spawn rate to the lowest setting, surface copper to extremely rare, and surface tin to never, I was still awash in metal. As a side effect, prospecting became much more hit or miss, and prospecting is already a frequent complaint here. It's easy to spitball answers and miss the second and third order effects of those suggestions.
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Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
I still get caught by it. Not that I really care, as I spend no time at home, anyway, but, still... First off, they can use it, just not necessarily spend much time there. It's still a perfectly good place to drop off stuff, and forging and cooking and the like, because if they really spent that much time building there, it's not negative, it's just not positive. They have to go somewhere else to recover stability. Now, granted, I've been there, and when I should have known better. I thought it was weird my world was going sepia while I was doing some clay work waiting for a wild hive to swarm, and it did not occur to me that I was in an unstable region. But that's really the point. Had I been trying to build there, things would have gone sepia before I got much more than a shanty constructed. Definitely not the 40 hours someone was talking about upthread. -
I agree it seems a bit weird to not have anything left to show for your broken tool. It just goes *Poof*. But the problem is that metal is so common, even on some of the hardest settings, that if metal does not go *Poof* that whole gameplay loop collapses. Reforge your chisel, maybe you have to add a fresh nugget or two, and you are good to go for another thousand blocks. But why? What's the point, for those of us who don't feel inspired to build Notre Dame? Unless tool maintenance becomes a substantial outlay, something akin to repairing armor, and tools become vastly more expensive in the first place, most of that whole game experience vanishes. But if tools get more expensive, where does that leave the players who are having difficulty finding their first 40 copper nuggets?
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Exactly. VS is not a simulation, it's a game. Trying to get too much verisimilitude in the name of "immersion" does not work. Same way a full grown moose has only a dozen times more meat than a rabbit. If they balanced it more towards realistic salt extraction from sea water, no one would ever bother with looking for salt, other than maybe for the sylvite. To use @Echo Weaver's example, imagine panning gave you 1-4 nuggets every time. What would be the point of mining, or even looking for surface ore?
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
I don't use OneDrive (or any cloud, for that matter) so you have to substitute in the correct syntax, but it would look something like, c:\games\vs121\vintagestory.exe --dataPath OneDrive:\gamesaves\vs\121\vanillaPlusPrimitiveSurvival -
Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
Why should they know? How much of the lore do they know? Just like most other games, this comes down to player skill/knowledge, not handwaving things that you learn in-game. -
Now repeat the calculations for halite. SG probably over 2, so a m^3 is more than a couple metric tons. Which is enough to cure one meat. Or at least that's how they decided it should be balanced. The point is not one of easy/hard, but rather that it is consistent.
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Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
I agree it's kind of like radon in a modern home. Invisible, colorless, odorless, and, yet, not a good location. The game gives you the means to check for stability. You don't have to go to the store to get the kit, or wait for results to come back. If you choose not to avail yourself of them it's not really the game's fault. -
That's kind of what I was getting at. Is that another intended use of cracked rock? Some places IRL, that is the aquifer. But then is that going to be seeping into the caves, and filling the lower reaches? That is a very different game, one that needs a different approach to water mechanics.
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Is it? Or has it just not been listed as compatible? I can't think of any API changes that would have affected it.
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Wells are also one of those oddball things. One could easily produce a mod that allowed construction and/or excavation of some kind cistern. But you know that lots of someones are going to complain that yes, sandstone is an aquifer, but only if it's sitting on top of some relatively impervious layer of rock. Or clay, if you are doing ground water in dirt or sand. Irrigation is probably going to have to wait for whatever they plan to do with flowing water. You could put a pump or Archimedes screw into your cistern, and define what block becomes the output block. But as water exists in the game now, it would only flow 4 tiles from there. A grid of wells and windmills every 8 blocks is not very practical.
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It's kind of a niche thing. I can see myself trying it, but not using it beyond that trial period. That was my opinion of Anvil Metal Recovery and Smithing Plus, or whatever that was called, that let you haul around the broken tool head and patch it up at home. Problem being that tool head was around 18-19 nuggets, or less than 5 pieces of high-grade ore. Am I going to carry home the broken pick that will have lower durability with each forging, or am I going to carry enough ore to make almost 13 picks? To ask the question is to answer it. It probably has a lot of appeal to people who want more "realism" in the game, and to those who don't yet appreciate how plentiful metal is. If you used something that cuts metal use by 33%, you should probably reduce ore spawn rates by 33% to compensate.
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That's not quite what it does. It just removes any blocks that don't have x number of player modifications from the default mapgen. This change allows you to exempt certain blocks. What specifically are you trying to accomplish? [EDIT] You don't have to say. If you just want to remove a certain version's changes, just follow the instructions. Any admin of your server (you, if singleplayer) just types that string in from the running game. You hit "/" and it opens the chat box, and the / begins the server command. [EDIT2] Personally, I'm not going to use it yet. I can live with some discontinuities. I can't very well get by if it somehow corrupts the world or does something I don't expect, and I don't notice it for a week or two. I'm going to let more impatient admins find the problems.
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There are at least two thirst mods. Hydrate or Diedrate is the more popular, I think. It probably will eventually be worked in. Wouldn't surprise me if that was the point of the fruit press. My guess is it's probably waiting for the status effects to get close.
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Another of those things I've modded into my server. Bone handles. They aren't as large an increase as they give for stone, but then again, how long a blade holds an edge has very little to do with what the handle is made of. They just don't have their own artwork. For a while, I had hardwood handles, too, but the only good wood for it is ash and hickory, neither of which are in the game, and neither of which I care enough about to create models for. It's just not a big deal, particularly when durability starts reaching 4 digits. A bonus 50 durability is kind of in the same vein as "You won a free oven mitt!"
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Check out Quick Stack. No idea if it's been updated, but it works basically like Terraria. You can favorite items and slots, and it leaves them alone, but one button deposits everything in inventory into chests that have at least one of those items.
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I don't know of any reason they are opposed to it. I think it's probably more of a, "This would be nice to have, but this other feature on the roadmap is more important." It's possible there might be something they have in mind for the UI that would interfere. There's always the talk about getting rid of the crafting grid. Does that mean they have something different in mind for how they deal with backpacks and long-term storage? Without knowing what's in someone else's head... [EDIT] Incidentally, when I use mods, I prefer Sortable Storage. Xandu's is nice, but too full-featured for me. I'd prefer what exists in Planet Crafter, TBH. Ctrl-L-Click transfers all like materials from storage to inventory or vice versa, and has sort.