Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I'm usually bronze in 3-5 days. Yes, that includes traversing several thousand blocks. There are roads, yes, but you have to build them. Look up "stone path". Personally, I only use them in my homestead, not speeding up travel cross country. Sprinting is quite quick enough for me. There is a rideable elk, but it will take a matter of months to get one. No carts yet. But a single stack of tin ore is way more than you will use in the entire game, so it's not like a cart would help there anyway.
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I got the better part of a bison in my freezer as we speak, and it isn't doing anything.
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Yes, but the seed doesn't do that. Check it out. Pick some seed you can remember, like your name, and generate a world. Type "/gm 2" and give yourself a prospecting pick and a steel pick. Type "/gm 1" and use the propick. Screenshot your numbers. Go back into creative and dig to the mantle, noting where you encounter ores. Exit out and create a new world with the same seed and repeat, using the exact same propick locations, and the same exact location for your mineshaft. The ores are generated at run time, and, at least last I checked, were not seed based. I don't remember offhand if the prospecting permilles were seed based, but I don't believe they were, either. In any event, a good seed does not give you the same ores. Seed is pretty much your basic landforms. It is not like that other game in that respect.
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To he best of my knowledge, the size of an ore bed is independent of the readings, as is the quality of that ore bed. You can find roughly the same size ore body of bountiful copper with both miniscule and ultra-high readings. It's just not worth putting a whole lot of effort into finding one in a miniscule region, because the odds are so very low. The probably apocryphal Willie Sutton answer. I'd have never looked for a second ultra-high, TBH.
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I don't know that it's necessary, but I do anyway. Depends on the rock strata you spawn in. And what you are asking for is not seed-based, anyway. But is having to travel a kilometer or two unrealistic? [EDIT] Oh, and I meant to ask. Pre-3?
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
If you are only using a couple instances, this is true. It becomes more of an issue when you have several for every minor release of the game. There is one mod for more casual gaming that we occasionally use that has not been updated since 1.13. There is exactly one copy of it on my machine, despite the fact there at least two instances of almost every minor game release since 1.18, and multiple games within each minor release. Sure, I doubt we will ever again play the game that I started with a few nephews who stopped by a couple years ago, but we could, and without any tweaks, if not for the odd (to my way of thinking) behavior that games store the mods disabled, rather than the mods enabled, which means I'd have to go back through and try to remember which are the newer mods I need to disable. I did not know that. Never run into it to the best of my knowledge. Got an example? Oh, that is a no-no now. Yes, it works, but there's a nastygram in the main directory that you are not supposed to do that anymore. I'm guessing that's where the game selection (VS, Adventure Mode, Secret Project, etc.) will be pulled from. That there is either a pointer to or a directory for assets for each game mode, and, as mods don't supply all the assets needed for gameplay, have to be handled differently. -
Lost with errors/warnings of mods during game loading
Thorfinn replied to Denis_Noob_On_Line's topic in Discussion
Some of the warnings are meaningless. If the mod still works, who cares whether the modinfo has the correct version info? But there are some that are a bit more worrisome. It looks to me as if, while the mod "works" and is just throwing warnings, the errors should not let you do that function. The mod may "work" except for that thing it's warning you about. Another of those, if you don't use that particular bit of he mod, who cares? When you encounter something it won't do that it supposed to, or it crashes the game, be sure to let the mod author know exactly what you did to get that result. -
Goats are the archetype of new creatures. I think it was mostly to highlight how easy it is to add creatures. Will they create a more appropriate archetype, whatever that is? Dunno. But open .\assets\survival\entities\land\hooved\goats.json in your favorite text editor. You could probably figure out a way to move them into moose.json if that makes more sense. Or between the various behaviors and aitasks, you could probably figure out something that is more temperamentally appropriate. Can't really help you out much. I have no idea how they are supposed to act.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Right. But the problem with that approach is then you have to update mods in every instance you have, any time one of the mods in that instance is updated. --addModPath lets all of them pull from a single repository, in, say, your Downloads\VSMods directory. -
Lost with errors/warnings of mods during game loading
Thorfinn replied to Denis_Noob_On_Line's topic in Discussion
That is a lot of large mods to try to get to play nicely together. And only a few I have much experience with in more than onesie-twosie. I recognize several as ones that do play nicely together. HOWEVER, wildcraft, expanded foods, and the workbench expansion are throwing enough warnings/errors that I'd try dropping them first. Is there a reason you are using both Apache's and egocarib's map markers? I have little personal knowledge of the pair, but it would hardly surprise me if there's an incompatibility there. [EDIT] Oh, and ThriftySmithing and SmithingPlus give weird results when used together. Enough to cause a problem, I don't know, but definitely infinite metal once you get a few ingots. -
There's a good reason there's lots of confusion about RPG. Filter for RPG on either GOG or Steam, and you will find no common factors other than "Playing Game" Torchlight and II had what I consider to be a good ARPG, but the "story" was just about defeating a number of bosses. Din's Curse and whatever the ones that followed, same. Almost Diablo with some different graphics and a more robust skill system. Oh, and you could improve equipment rather than just replacing it. ETA: Oh, and you can include the various iterations of Fate here. IMO, "Role" means more than you have to be the one to stab yourself in the forehead with a crystal in a cutscene.
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Personally, if it were worth the effort, I'd just mod it to be able to run them back through the kiln and burn the residue out of them.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Not that I'm aware of, but I'm getting really good at typing my PW. Maybe 2 seconds. If only I hadn't done the secure PW thing, but instead went with something simple like "fred" or "asdfjkl;" -
Not understanding the question. What is this "labeled" thing of which you speak? I, too, organize by function, toss excess that won't fit, and try to remember not to collect any more.
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Nah. Count Vlad is an excellent example of how little one might have to do to make their decrees stick. Assyrians knew how to impale people such that they could live for several days. Same with crucifixion. You do not need a compliant people if you kill off all the troublemakers in public in a grisly enough fashion. Not even remotely true. People are compliant out of fear. People pay taxes out of fear of having their stuff taken from them, plus the fear of "the process is the punishment", plus the threat of taking away years of your life in prison for non-compliance. Fear. It's why this whole scam works. But as applies to the game, there are vastly easier methods. Don't log in for a month? Your claim gets the "Traversable" priv, another month, "Lootable", another month, "Unclaimed". Should be easy enough for an admin to take care of. If you want to turn the game into some economic sim, mod away. Scaling the traders' goods for number of players does not do what you think it does anyway. It just makes more reason to farm gears to buy up everyone else's share of the stuff that's worth having. It may not have been worth it to take the chance to travel to see if you can buy a lantern, but if it's a dozen or more? Off to do more mob farming.
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This might be partly true under modern sensibilities, but historically, no. If the king says use pancakes for currency or be put to death on the rack, you will use pancakes for currency. Whatever he says goes, because his torturers are fine with exacting a pound of your flesh. Inflation is nonexistent in the game, at least at present, precisely because the traders have what they have and nothing more. Their prices have nothing to do with how many gears exist. They don't buy whatever you bring them, so mob faming can be a source of gears, but so what? Most stuff can be purchased for a dozen gears or less, and it doesn't matter how many thousand gears you farmed, they still have not one more item. And it's not like you need Acorns or Maple Seeds or Cranberries or yet another Shepherd's Pants or your 12th linen sack. Mob farming soon becomes a colossal waste of time. That is, UNLESS you start incorporating ideas like they will buy what you bring them, and they will take orders. At that point, Katie bar the door. The game morphs into another one-trick pony, where there is an optimal method for "success".
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You can definitely ask in the mods and mod development forum, as @Michaloid suggests. I wouldn't condemn my worst enemy to Discord, so I'll have to take him at his word that is an effective means, too. Depending on what it is you want to do, you might be amazed how easy some mods are to do, even with no coding ability. There's a lot you can do with nothing more than a little common sense and a 5th grade reading skill.
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I agree its a part of the game, but if you really must, I'd look at the file .\assets\survival\blocktypes\soil\farmland.json Right near the top is the block weedBlockCodes: [ { code: "tallgrass-veryshort-free", chance: 1 }, { code: "tallgrass-short-free", chance: 1 }, { code: "tallgrass-mediumshort-free", chance: 1 }, { code: "tallgrass-medium-free", chance: 1 }, { code: "flower-horsetail-free", chance: 0.2 }, Change the chance to 0, and they might go bye-bye. If you, like me, are a little leery of divide by zeros, just change it to 0.000001, close enough to zero for all practical purposes. But it may not work that way. It might be the best you can do is choose what the weed will be, by changing horsetail to 1 and the others to 0.01. Play around with it a bit and see. Once you are happy, bundle it up with ModMaker, or when you update, it will be overwritten.
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Oh, hey, thinking about it, what happens with Xandu's mod if you yeet 4 daub before applying? Does it refill the hotbar slot?
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Oh, I get that. Let's say you have a 10x10 house you are applying daub to. Not subtracting for windows and doors, that's a 36 block perimeter. You have 10 hotbar spaces, which is enough for 60 blocks, not stacking the dregs up. That's most of 2 courses before you have to refill the hotbar. Yeah, I agree that instead of 10/11/12, it might have been better to do 8/10/12. That would have given you 80 blocks, 2.5 courses, and completely emptied the hotbar. But this is all beside the point. Conceptually, does it make sense that you have instant access to whatever is on the bottom of your backpack? That's why I dropped Xandu's mod -- it broke immersion too much.
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Should leave a note on his ModDB. I don't use it anymore because I thought it was not a good idea. It should take a little effort to get things out of your backpack. Building farms is my biggie, so I fill every slot with either m. fert. or packed/rammed earth. Still feels almost cheaty being able to have access to 640 blocks just by scrolling. In the case of daub, I'd be tempted to increase the stack size to 128. Maybe 256, but I don't go through that much at a time anyway. One block on everything to get the room, then go back and add as needed for appearance.
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Why was I absolutely certain from the first couple paragraphs this was leading up to MMT? No, taxation is not a necessary element to a currency. Currencies pre-exist anything we would recognize as states by at least thousands of years. At least Neolithic. Pretty good argument for Paleolithic.
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Xandu's Inventory Tweaks does this for (I think) all things when you use up the stack.
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Don't be silly. Start dropping 500 and 1000 line snippets into your code and you can get there before noon. There's a reason to bash the heck out of your code, and make it generalized, precisely so you can do this with code you are confident has already been debugged. But really, I was speaking a bit hyperbolically. Making something from scratch is a different critter. And that's what's happening here. Take a look at the code sometime. It's on git.