Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Stability. Sanity is Call of Cthuhlu. I've seen it glitch rarely. I think it's always been after a temporal storm when I've been highly selective on targets. Yes, I should have probably taken down something here and there to raise my stability, but I was running around keeping my eyes peeled for the big 'uns and couldn't be bothered.
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The Amityville Horror and several other movies warned of the dangers of building on Indian burial grounds. This is kind of the same thing. Except presumably the tenants of your on-line town didn't get killed for the negligence of the developer of the community. I get it, @Forks. You got the quick overview, thought, this would be a great game for an on-line community, and found what seemed to be a fantastic place for a town. But you've got to do the due diligence. Unstable regions are not that uncommon. You have to have encountered them if you've spent any time in the game. I do have a suggestion, though. Scope out your world and find a good place for your town. Then just move the buildings. It's pretty easy -- forummer @ArtGnat has a short youtube on it.
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16G is pretty barebones anymore. You sprung for the SSD. Why not the relative pittance for system RAM? MB won't allow it or something?
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It adds something. It's just a different something than you are used to in other survival/builder games. It's another thing to check before deciding whether this is a good place to settle. Kind of like IRL. Don't settle next to people who have a Harley or play polka music way too loudly at 2AM if it bothers you. Or move. There are a massive number of places very similar to the one you chose, for whatever reason you chose it. Find one.
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I like Wilderness settings pretty well. No surface tin, very rare surface copper, nerfed propick, among other things to increase the challenge. If anything, I'd prefer traders and cracked vessels to be lower frequency, and do set tool durability lower, pushing me to get off my duff and find better metals.
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quality of life Option to save world configuration settings
Thorfinn replied to DUCATISLO's topic in Suggestions
I'm a bit surprised it's not there. There had to be a reason to hardcode it, I just have not figured out what that reason is.- 4 replies
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I have a lot in common with @CastIronFabric -- I'm quite good at combat, I just don't enjoy it. If I wanted a combat game, I'd play a combat game. Most combat is a losing proposition -- at the very least, durability, and you rarely get anything in return. If the string drop were higher, I'd be tempted to never grow flax. I think I could probably fill my linen needs that way in a few high rift nights, and save the time I'd spend gardening. You can be out at night, it's just that you have to plan ahead. Look at where the rifts are, and plan out several potential options in case your preferred position gets overrun or a new rift spawns.
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This also happened to me in an MP server a month ago or so. What happened in that instance is that my existing inventory, including handbaskets and flint knife and flint and grass was causing a conflict with the dead pile. Rather than leaving it behind, the excess in the dead pile simply vanished. Instead of my 4 leather backpacks, I was left with two handbaskets and two leather backpacks and whatever would fill them. So, of course I had to play around with death for a while and see what's up. Best plan I figured out by far is to stand on a couple block elevation and throw everything in inventory, including baskets and off-hand where it doesn't get auto-picked-up Yes, even your flint, which should auto-stack because the sum of the two stacks is less than 64, but sometimes does, sometimes does not. Then go pick up your dead pile. Then go into your n00b pile and see what gets picked up. At least the stuff in this one remains intact, and you can choose between the items in your inventory, leaving behind the more damaged of tools, the least fresh of your food, etc.
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Use of /time commands to pause a server to set up a surprise...
Thorfinn replied to StCatharines's topic in Questions
Pretty sure it's because most people don't use the /time commands, so don't have any idea what the difference is. Personally, I've never used them. I've used /gm on occasion, and /prune a little more often, but not enough to be able to remember how to use it without looking it up. -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
They do telegraph their attacks. It's just that it's very fast -- usually about 1/2 of a second, some around 1/3 of a second. That's inside a lot of people's OODA, without a lot of practice. You have to learn to recognize the very beginning of the animation, and react then. -
Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
I have more of a "que será será" approach to VS. To the best of my knowledge, chromite is (currently) only used to make larger backpacks, which, frankly, I don't care enough about to bother with adding to the "to do" list. I've only gone consciously searching for chromite a couple times, and prospecting was pretty much pointless. The last game I remember finding it while caving was in a low reading. Though I'm usually done caving by June or July. By then I've found pretty much everything I need to finish the game content.- 143 replies
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IMO, if you are caving on a calm or low day, and you get chased out by critters, you need to pick up the pace. Dilly-dallying around will get you killed. There's no point to exploring every nook and cranny -- they are procedurally generated, so you might as well leave and roll your RNG in a cave that isn't filled with critters. This time, not dawdling. If you find ores you want to mine, sure, wall yourself off and go to town, but realize that most likely, you are also going to have to tunnel to the surface, because they will spawn right outside your walls. Don't bears roar? No, not all the time, at least I don't think they do, but often enough. I have not looked at the tutorial in ages. Doesn't it do copper nuggets? Or is that something you have to pick up in the handbook?
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Sage advice. Plus, if you bring in a full inventory of logs, and split it all right away, half of it ends up on the floor. (More can, if you think about it a bit.) Standing amidst your mess, it automagically refills the slot you are using to do your stacking. When you are out of wood, build all the walls of the kiln, and find a place to kindle the fire. No muss, no fuss.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Chromite doesn't really have veins. The discs they spawn in are positively tiny. IIRC, it's possible there are up to 3 "discs" between adjacent mineshafts. A chromite "vein" might be as small as one block. If you are playing with node search (?) enabled, and you are using it diligently, you still should have most of that space covered. Though because of the way it counts radius, I think you have to offset your mine shafts, i.e., when you go to put in the next row of shafts, offset them so that they are between those in the prior row. Diamond, not grid. At least that's how the game handles "radius" in other contexts. I've got nothing more to offer but suggest more spelunking. Then again, that's the only realistic way of encountering it at all without that propick mode.- 143 replies
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Add a way to combine mechanical power sources into one
Thorfinn replied to Adjective_Grape's topic in Suggestions
You would not believe how many games I played trying to combine the power of more than one set of rotors before this very idea occurred to me. Just build taller. Yeah, I know what you are thinking. What a maroon. -
At a guess, remove the pole below you. Alternatively you could pole up and build a walkway, then remove the walkway behind you as you build. Mostly, I don't bother. The cave beyond them is randomly generated. You might as well go somewhere else that is also randomly generated that's not going to consume durability from your stuff.
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Let’s think about players who like to play this game for a long time.
Thorfinn replied to kalifer's topic in Suggestions
Ooh, that's the kind of thing I'm good at, too. -
Oh, my takeaway from your first post on the matter, @Teh Pizza Lady, was, "In the PR I outlined exactly what the bug is and how it is being triggered and why it is severely game-breaking." It just had the feeling I got from the late great M. Emmet Walsh, "He's not carnival personnel!"
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
It's up to you. I don't use many mods, and those I do use don't throw the error. My in-house mods don't either, but, then again, I'm not trying to read all installed mods, like ConfigLib is doing. [EDIT] Oh, you know a solid possibility? That the API call to return whether a given package is installed isn't working right in some circumstances. I don't do much with it, because I'm not overly worried about being compatible with a bunch of mods. I know exactly which are there, so don't even waste processor time checking. But I could see Salty doing that, and, obviously, ConfigLib does. But I would think so does Primitive Survival and Expanded Foods. Granted, EF does it largely brute force (or at least did last I looked) not checking to see whether a given mod is installed, just letting load time throw a warning. I don't think PS does it that way, too, but, alas, it's been a long time since I played PS by itself, let alone with any other mods, so I don't really know. I didn't really know what I was looking for last time I went through PS code. -
Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
You might be right, @Echo Weaver. Since ConfigLib used to work in with --addModPath, and now it doesn't, the path stuff might have gotten hosed in the update. Seems weird it's just those two. On the other hand, @Maltiez is no slouch. I've gone through his code before, so I'm leaning towards it being a VS issue. Salty, I have no idea. I'm not sure I've ever seen source, other than in .jsons. It still would not hurt for those who know the code forwards and backwards to take a quick look and say, "Yeah, VS' API is no longer returning the correct path value." -
I'm not saying to keep it. Just that it isn't game breaking to anyone who chooses not to use the exploit. As for those who do? So what? We are talking about making food last longer, not giving a PvP player an Admin Sword.
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Wilderness is all I play. I just know of the existence of it, and consciously avoid it. On the occasion I forget before hunger pains, I simply eat two berries. The first brings you above zero, the next one undoes the extended hunger pause. [EDIT] It occurs to me that this would probably cease if they just implemented eating over time, similar to the way they did healing over time.
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The food thing after hunger damage has been there quite a while. It is really a big deal, though? People who are prone to abusing it are probably the same type who would just go into creative and give themselves a stack of bread or something. And it's not like food is at all hard to come by, apart from a polar start.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Unless that's something Salty did as a workaround to make things work the way he wanted. Until you do the leg work to investigate what specifically he did to make the mod not work within the game, it's premature to put that on the dev team. Maybe it's something reasonable, maybe not. Who knows until someone looks into the source code. For all you know, it could be selling off your stuff on the dark web. No sane person would hold the lawnmower company to account because some moron picked it up and tried to use it as a hedge trimmer.