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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Either or both might be true. Pretty sure swamps and forests are essentially barren, other than maybe at the borders. I'm talking lightly rolling hills, nothing higher than a 1y step anywhere. Some of those have nothing, yet a set of very similar hills 100 blocks away do. Nothing in "C" distinguishes between them. Makes me wonder if all the landforms in the landform.json have been properly accounted for in the decoration algorithm (I forget what it's called), or if there are some of the newer ones that slipped through the cracks.
  2. Then prune is not the command for you. Maybe something like /wgen regen? [EDIT] One of the things I really like about prune is if I get tired of the view from my homestead, I don't have to pick up and build elsewhere. I just prune and regenerate the world until I get the kind of scenery around me that I like.
  3. I think it also reduces the number of places ruins can spawn. Cathedrals need a pretty large, relatively flat location, villages, even moreso. Increasing the upheaval or reducing the landform size will decrease the number of potential places they can spawn. Re: seeds, yes, rainfall, but there is something else, too, and I want to figure out what it is before I go code-diving to confirm it. There are places that look almost the same as the places you find seeds, with similar rain, but no seeds. I think there's a different mix of plants, too, but nothing I've been able to put my finger on apart from, "Huh, this looks like another of those places I'm not going to find seeds." It might be that some types of landforms do not spawn seeds. Dunno. It's just that if my spidey-sense is tingling, I'll rarely find seeds there.
  4. Welcome to the forums, @Aislen Can't you already do that one better? Have both the crafting grid and the handbook open at the same time? Just move them out of the way of each other? Don't do it often -- usually just for automation, and most of the time, not even then. Or has that part of the UI changed?
  5. Dunno. I never had any problems understanding it. The problem with most guides and videos and mods I've seen is they are all wrong. Close enough, arguably, but still wrong. As one of the team pointed out, the reading is not chunk based. At all. Anything you see that draws boxes on the map is wrong. Close enough that you can use @Guimoute's suggestion of finding nearby caves, I guess, but sinking a mine shaft is hit or miss. @Streetwind does a great job in explaining how you use the system to play Hotter, Colder. But at core, it's only the chance that the type of rock within a given radius is the right kind of rock to have minerals. And made a bit more confusing because in order to compensate for the massive size of iron deposits, they had to write the ore generator to roll a chance to see whether they should roll a chance for ore. And as @Zane Mordien and others point out, you have to know what rock layers a given mineral spawns in. You don't have to be a geologist, just look it up in the handbook. It's not so much hard to understand, as there is a lot of misleading information out there. It's kind of like so much else in life. Just seeing a corn field does not guarantee there are pheasants there. It's just more likely that they are there than on some grassy plains, so the smart money is checking out the corn field first. If you don't find one there, look for another corn field before you start looking where they probably are not. That's prospecting in a nutshell. There's no guarantee the guys flocking to the gold rush would find gold. They just went where there was the most probability of finding gold and took their chances.
  6. So modify a block there. Put down a dirt block somewhere that it will not stick out once it grows grass on it. Then prune works fine. Just use a parameter that matches the number of blocks you decided should "claim" a chunk. [EDIT] If you care about the traders you found, make sure you "claim" that chunk. Otherwise, they will be replaced with a different trader. Or, depending on what changed in mapgen, they might disappear entirely.
  7. Yeah. If you copy the updater to the directory you want updated, sometimes it selects the right one, sometimes not. No idea why the difference.
  8. Alternatively, if you still have a full installer from 1.18 on in your downloads, you can install that (in a new directory called vs1.21 or something, then simply apply the update. That's what I generally do. You can even just copy your old version to a new directory and run the updater on that.
  9. Well, first off, welcome to the forums. Second, update ProspectingTogether. You are using an old version.
  10. I think of Terraria. Where the 2-point increase in power making flaming arrows is really significant, but your endgame sword can be reforged to, in some circumstances, 70k dps.
  11. Oh, I won't. I just never notice unless it's spinning like it does when you walk into a rift. It always comes as a surprise when my stability is lower after doing some smithing than before.
  12. Well, there's your answer, then. You don't need to disable instability to get good building spots. You just need to install Xskills.
  13. Does that still insist on suevite as the pan material?
  14. Prune deletes any blocks that have fewer than a specified number of changes to them. /prune, but I don't recall the parameters. Like most stuff, it's too easy to look up when I need it, and I need it so seldom that I'll probably get it wrong anyway. When you re-explore the chunk, it will use the new worldgen parameters. Huh. Nothing under /wc, either? I'm not near any of my gaming machines, so I can't look it up right at the moment, but if this topic doesn't get updated, I'll check it out this evening.
  15. Also check out the prune command. You may find that you want to regenerate large sections of your already explored map that you have not built on. Make a backup first, obviously, but I had very good luck with it. Got a nice ocean not too far away from base camp. Used to be plains, I think. [EDIT] Oh, and remember that you can use .chb in-game to get the most up to date info on commands, both client and server. Command HandBook, I'm guessing.
  16. This is the biggest piece of evidence to suggest they were not setting out to create just another "me, too" combat game. The rewards for combat could have been set higher, but were not. Why not? Look at all the effort that has gone into flowers and reef fish and butterflies and mushrooms. The diversity of deer-like species. The detail they put into just plain old grass. Or even automation. Combat Overhaul exists to fill the niche of those who want a "me, too". Various loot drops to turn VS into a rogue-like. Salty's and lots of other movement mods for those who don't want the disadvantages cooked into the system. Oh, and crude damage is not a good way to look at how combat works. First, because what's important is how many times it takes to put the foe down, because that affects how much damage you take. You need to do something a little more detailed -- how many attacks does the foe do in the time it takes to put him down. Hit boxes for melee tend to be a lot easier than missiles. You start not counting a third or more spears because they missed, and the numbers start changing. Second, because things like bowtorn love it when you stand at a distance. Maybe not the best of tactics. Unless you have some other weapon to switch to, pointed sticks do much less. And third, as a mostly flint spear chucking commoner, even late game, there are lots of instances where your spears are not recoverable in combat, at least not conveniently. The falx never has that problem, except for those of us who fat-finger "Q" before remembering to remap the controls again.
  17. This is a strong statement, and, unfortunately, nowhere do you back it up. To assess whether or not something is a good design, you have to know what it was designed to do. It would be silly to say a wine glass is poorly designed because it does not make a good tool for hammering nails into boards. Rather than say it is poorly designed, it is more correct to say that's not how you would have designed it.
  18. Sure. Easy enough. Just type "git anego survival" into your browser. Somewhere in the top few hits is the repo. Go there. Now, you have to know a little about how the game is structured. The difference between items, entities and blocks is essential, at a bare minimum. Anyway, go into whatever seems the most appropriate to what you want to look into. There's no way I know of to do this apart from a little intuition and the assumption that the codebase is reasonably well structured. You can't very well read all the C# out of context and hope to understand the whole. Depending on what you are looking for, you might have to go up a level to Anego's home git and select the essentials repo. Or the API repo. Again, depending on what you want to know.
  19. The only way I would do it is to run it from within a virtual machine. In fact, that's what I do even having reviewed or written most of the mods I use. But, again, how many full-time people do you want to pay to do that? Seems we recently had a big kerfuffle about people concerned that having a few people working on Adventure Mode was pulling people away from the core mission.
  20. Not at all. It's just that instead of the mod being compiled dlls, where you will have to count it being in the virus scan database, or fail a heuristics, mods would be simply source code, and the game itself would compile them. It's just that like all other open source projects, there are lots of people who can read code who cannot make sense of a decompiled output. Do you have any idea how much anti-virus companies spend and how many people they dedicate to doing basically the same thing?
  21. https://mods.vintagestory.at/configureeverything
  22. It would not surprise me if .dll mods get discontinued, and all such get compiled at runtime, so more eyes can look to see if there are things embedded that should not be. Slows down load time, to be sure, and also put more strain on the server, since you can't really offload that onto the client, at least easily, but only for those using mods.
  23. When I looked into it several versions ago, I did not see anything other than random placement. Take that with a grain of salt. Not only might there have been changes in response to complaints, the whole "absence of evidence" thing applies. The code is pretty well structured, and I looked where it probably would have been if it were there, but it's always possible to fiddle with another module's namespace, protected or not. Maybe not in C#, but C itself, sure, it's way too common to use the pointers to pointers trick.
  24. Extending a bit on @CastIronFabric, it also gives the team immediate and direct access to crash logs. Particularly in EA, it's critical to get that right away, and not have to fiddle around with disabling mods until they find the offender.
  25. No, it does not. Thus how VS's approach deviates from the genre. Something different you haven't seen before. Like it or not, it's not the same old, same old. Well, you can, but you pay a price. You lose stability when you are home. Which is not a deal-breaker for me. I'm pretty much only home when planting, harvesting and smithing. But my point was, again, VS is different than the herd in this respect, too. Whether you like the idea or not, it's different.
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