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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Dopey me. I looked at that like 100 times and didn't see the closing bracket to the pie attribute, so I went to the next closing bracket.. You need only the first line inPieProperties: { texture: "block/food/pie/fill-mushroomred", partType: 'Filling' }, It goes in .\assets\survival\blocketypes\plant\mushroom.json and mushroom-side.json. It wasn't until I went to paste it in and Notepad++ noticed the mismatched braces. Small concern. There must be some reason they had all the assets prepared and took it back out.
  2. Good thought, @Echo Weaver. As @Krougal suggests, go with no news is good news. Still don't know what to do if there is a break. If you know it is off, but start looking in the center of the run, is it rendered on or off at that point? That is how you are going to decide whether to look upstream or down for the break. I can't think of an example where it does. Maybe gravity and falling blocks? Yeah, I've been pondering how he plans to add rivers, as that's something he's going to have to answer. At least he will if waterpower is still on the roadmap. Medieval Expansion did a good job, but with movable source, it's kind of trivial to get things going.
  3. If you feel like it, you can go ahead and add the fugazy, or whatever that suggestions was a couple weeks ago. Grain, egg, milk, fruit, I think?
  4. Right, @Krougal. And flowing water has been seriously nerfed. Standard practice is 1/8" drop per foot, but if it's not critical, or it's filtered water, 1/16" is not uncommon. VS does 3" per foot. And I think for a workable aqueduct, you would have to pretty much build it as perfectly horizontal, or at most maybe one step every 100 blocks or so. Otherwise it simply wouldn't look like an aqueduct, nor would it reach very far. That's going to probably require a new water block that does not flow, That isn't ice, I mean. At one point, I thought maybe you could just use an aqueduct ID number, and do spooky action at a distance, since any changes would by definition happen within a loaded chunk, then I realized you could split an aqueduct, so you could potentially have multiple IDs for any section. There's got to be a cleaner way to do it. I just have not yet come up with it. Or maybe that's just not a problem. Maybe irrigation systems are few enough that an indexed list would be sufficient. I just don't know.
  5. True, dat. If I get a chance this evening, I'll look at it, but all you should have to do is add to the attributes for the red wine cap: inPieProperties: { texture: "block/food/pie/fill-mushroomTextureRed", partType: 'Filling' }, groundStorageTransform: { translation: { x: -0.3, y: -0.45, z: 0.2 }, rotation: { x: 0, y: 33, z: 90 } BTW, I have no idea what the texture for red wine caps is called. I just made up something. Might have to diddle with the translation and rotation a bit. Depends on what those textures look like. If they were intended for pies, I'd guess they will work as is.
  6. I agree that might be a nice thing to have. Any idea how it could be done, apart from magic?
  7. I still have not come up with a good way of dealing with unloaded chunks. And that might be what's holding up flowing water in vanilla. What happens if you have a water source in one chunk and a thousand chunks away is the destination. It's possible that both ends might be loaded at the same time, but almost certainly not the entire watercourse. And if one player was exploring and loaded some chunks in the middle, and, let's say, dammed the stream, how would that get communicated to the end? That at some point it should stop flowing? Wouldn't it be kind of like the existing problem with snow sticking around to the middle of summer just because the chunk hasn't been loaded long enough for it to melt? Or the pulverizer output that sometimes disappears if you travel too far? How can it be handled without being dependent on view distance?
  8. It would be easy enough if there is an existing pie texture that works, true. Is there one? Or would you have to make one? (Note: I did not ask if I would have to make one.)
  9. Are we talking about the same thing, @Mark W? Start a game, switch to creative, maybe stop time, type /wgen pregen 40000 or something else huge, then walk away. It will generate your worldmap without you having to do anything. Once it's done, you could fly around and check it out. Or what you might possibly be asking for is much harder than it is for the other game, because here, the biome is determined by what the mapgen gets, which is necessarily chunk-based, rather than the other way around. You could probably redo the mapgen so that it generates regions, but does not do the chunks, then use filler as stand-in for what that region would generate, but that would not tell you the climates involved. It kind of needs to go through that whole thing of generating elevations and rainfall and decoration before it can tell you the climate. You could have it skip the ruins and caverns steps, I suppose, but that is not usually much of the mapgen.
  10. I think I would do all of %AppData%\Roaming\VintagestoryData\ so you also transfer your savegames and macros.
  11. Wonder if how much gets removed by cavern generation is the difference. Not the ore itself, as I think it's supposed to look at what the rock is, and not actually count the ore nodes, but a large cave system might get rid of enough of the high-probability rock? Just spitballing here. If you dig to the mantle, you don't find ore discs at the same locations, do you, @Zane Mordien? I'm absolutely certain you did not back whenever I tested. And that meshed with what @Streetwind said about ores, too. Not just the surface ores, but also the deep ores. Or at least that's what I understood him to say. When I started playing, I don't remember the seed being nearly that determinative. It was the change in the /wgen regen 0 behavior that made me start wondering whether it might not be worthwhile to save a "last access" field in the database so it could prune anything that had not changed and hadn't been loaded recently.
  12. Mostly I love massive farms. I don't know why, but I almost always have 1000+ block farms by sometime in July.
  13. The only part of that which is at all tricky, @LexicalAnomaly, is the artwork. Some you could probably get by without. Juice instead of fruit, or booze as optional ingredient, you just don't use a texture for that ingredient. I don't know, but I'd guess that's not a fatal error. Might throw a warning, though. But things like mushroom pie, you need to create artwork for what the various mushrooms look like as pie filling.
  14. I bought this key Nov 1, 2021. I'd been playing for at least a year before that on a key I never registered a forum login, but instead lurked. The hard drive on that machine died a couple years ago, so I have no idea when that was. Before pit kilns, anyway. Oh, and you could cast swords.
  15. It's a new treasure hunter, in addition to whatever else is on the board, but yes.
  16. I did it without either. I was in a world without oceans, so the sailboat was not an option, and I was so underwhelmed by the elk I left him home. It took longer to get him through the terrain than it was worth. Plus, it seriously reduced the ability to forage for food along the way. Had I known then what I know now, I think I would have bought the elk at the first trader I found after finishing chapter 2 so I would only have to get him through once. Still wouldn't have been a lot of storage for how much you can pick up on such a long journey, but it would have been something.
  17. That was an example I was going to use, but my post got too long. My nieces and nephews like to choose the pieces they can do sound effects to. One niece always takes the dog so she can do yipping terrier barks, and a nephew loves the racecar complete with "Vroom!" and "Screech!" noises as appropriate.
  18. That's subjective. IMO, the problem with it was not the distance, since it's only a few days of sprinting, but rather that you can't do anything on your journey but gain memories. Your inventory is too limited to bring back anything. But, yeah, I read in the notes that they had nerfed the distance, and you can further reduce it to trivial. On my last 1.21 world, on defaults, I found the new treasure hunter, the RA, both unassisted, and saw the chapter 2 locale in the distance by mid-June. Personally, I think that's a little close, but I understand that's subjective.
  19. Wow! I thought I was doing pretty well with about half that.
  20. Agreed. So is making any house other than packed/rammed earth. But I build something attractive anyway, albeit without anything more than utilitarian chiseling. It's just one of the personal goals I set for a playthrough.
  21. This disagreement has been going on since at least the late '70s. Those who wanted to use the rules as written were constantly belittled as "roll players" (due to all the dice involved in RAW) by the more evolved of the players who insisted on adopting goofy voices and annoying, time-wasting mannerisms, insisting their style was true roleplaying.
  22. If you are talking about me, I make steel. I just don't use it. Usually I don't bother with anything after improvised. Of course, as a result of not being slowed, it's just not all that far. I imagine the elk is intended to offset the armor movement penalty.
  23. I think it would have gone better had I not tried to do it with only 4 spears. Too much time spent re-equipping, not enough doing damage. Wilderness adds a bit more excitement, because I attempted it with only 14.25 HP, and he hits for 12 with either of the ranged attacks, so I had to heal successfully at least 5 times between the first and second hit, and 6 times between all the rest. By comparison, the 3 from his melee attack was like a reprieve. Still burned through a lot of stacks of poultices, but since I had about 5 stacks left over, I could have gone into it with at least 4 and maybe 8 more spears. It's nice to know that going in properly prepared isn't much different.
  24. I can see the windup, but not in time to make the decision to get far enough out of the way if it is ground pound. Whatever the timing is, and I don't think it's a couple seconds, it's inside my OODA. Darting in to retrieve spears and draw the melee turned out to be the most effective for getting the heal to go through. Which means before too long the IE battle is going to need yet more love. There will be plenty of 'tubes showing how easy he is to defeat.
  25. That's always been my critique of bosses, clear back to Doom in '93. You have to cultivate a whole different set set of skills, or at least apply them in a vastly different way, compared to anything you have done in the rest of the game. For whatever reason, they couldn't make the game interesting and challenging, so said, "OK, we'll make a cyberdemon who does 10x the damage and has 200x the hp of anything else you have encountered." In comparison, the rest of the game became mundane, even trite. To keep things interesting, you made self-challenges like "fists and chainsaw only" runs. Or "flint spear only" runs.
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