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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Or get mods. The extremes on both sides of this should probably be using mods. If you can keep the middle 2/3 happy, that's about as good as you can do.
  2. The game starts May 1, year 0. You were right the first time.\ Your first game? Ten days is not too shabby. Congratulations.
  3. Shivers and bowtorn are the major changes, of course. Their contribution to things is you can no longer just sprint backwards throwing spears and be safe. I think drifters must have had a spawn-in cooldown; shivers do not, so far as I can tell. Though I have not checked.
  4. I'm surprised as many are updating as there are. I'd expect they are mostly all working on it, looking for issues, but I'm surprised more don't hold off on releases until stable drops. There are a whole lot that are already listed as compatible. Better Ruins and Tailor's Delight, to name two, have downloads specifically for 1.21. It looks like 1.21 is deprecating quite a bit of stuff, so there was a scramble over the last couple weeks to get things switched over. At least that appears to be the reason so many mod authors released new versions over that time.
  5. Fair. I doubt even someone with mad skilz can go into a storm cold and live. The spawn mechanic alone (tier 4 enemies pop in as few as 1.5 blocks behind you) gives you little time to respond. Damage occurs within tenths of a second, inside almost everyone's OODA. Like so much else, this comes down to training and practice. Until then, there are bunkers.
  6. A quick digression, as is my wont: time is not just the most important resource, it's the only resource that matters. Everything else in life, career, hobbies, leisure, even working on your relationship, you trade some amount of your irreplaceable and limited time on this planet for. Today I got about 2 cord stacked and seasoning, probably for late winter. I traded most of my day, but with frequent breaks because, of course, it's one of the hottest days of the year. When one wastes another's time, he's really wasting a fraction of his life. Back to your regularly scheduled program.
  7. I don't even mind if it wanders all over the place, though that does make it a bit hard to follow. But facts are categorically different than opinions, and, you know you have your hot-button issues, @Rudometkin? That mine.
  8. Likely only if you make the place tiny. Climate is a strong function of latitude and elevation. Maybe a max E-W world, min N-S. Leave the polar-equator distance alone. If you intend to do the quests, you probably need N-S at least 10k, I'm thinking. Anyone have a different number in mind? I've never wanted to do this before. You might see what happens if you go with a shorter worldheight. If the world is only 128, the mountains can't be as tall. The sea level would change to around 55, if I'm remembering the mapgen properly, so mountains to worldheight could only be 70-ish tall, rather than about 140 in default. And if you kick the scale up, it should flatten it even more. [EDIT] There will still be escarpments and mesas. Maybe your barrier mountains. You could get rid of them by editing worldgen, but unless you know what you are doing, I don't advise it. Some of those features might be explicitly named in story elements.
  9. That's not a problem (most likely) unless he's also changed emails. They will transfer it for you, but if your friend no longer uses that old email, and has forgotten his PW? Above my pay grade, for sure. Or possibly he never got it properly registered in the first place. Then it probably doesn't matter. I still have unused keys I give away from time to time, and they still work fine last I tried. But if it says it's an invalid key or something, it's definitely support ticket time. I've never seen a message like that.
  10. Unless maybe his key was found on the dark web or something, your buddy still owns it. Probably even then, assuming he can explain it. Most likely, though, you guys tried one evening when the authentication servers were having troubles, and he interpreted being unable to log is as he no longer owned a copy. Make sure he's installing properly. You have to have .NET7 in the stable release (1.20) , and .NET8 if you want to try the pre-release (1.21). Use the links from VS downloads page. Some people end up on the wrong landing page at MS now that it's been officially retired.
  11. If it doesn't have locusts swarming out of that overhang and falling in the water, it's a deal breaker. Seriously, I'm not getting why I run into SO many of those. At least one or two a game. "Hey, that's a cool overha... Oh, locusts. Never mind."
  12. Whatevs, dude. You should actually try out some of those mods that incorporate those things you want, rather than thinking in your mind how great they are. The crop diseases does not make it "uncompromising". It's actually rather tame. What it is, though, is boring. It takes way too much of your day doing nothing but weeding. Seriously, try it, instead of just imagining it.
  13. If only it had a safe harbor, it would be perfect.
  14. Yes. it is. You are a selfish narcissist. Seriously, dude, there are around 300 who were willing to try crop failure for every 10,000 who can't wait for the next cooking update. Do you really not understand? Are you really just that self-centered? Take temporal storms. I don't mind them too much. It's not like they are a great source of goodies or anything, and what you can construct with them is isn't worth doing, IMO. But I'm quite good at it. Sometimes with improvised armor if I'm feeling like a weenie, sometimes with bear armor because it looks cool, usually bare naked, which is real "uncompromising survival". Even if I thought rusties opening doors or phasing through walls would be for the good of the game, I don't give people a hard time for skipping the storms by going into a small room and bawling like a schoolgirl, if you know what I mean. Ever the narcissist. You are not remotely a good debater. Read your stuff sometime with fresh eyes. It's all "I've decided this" and "uncompromising survival." That's your entire argument. Why is this a good idea? A variant on one of those two. I am getting frustrated because I am having a very difficult time believing that ANYONE could so indifferent to others. You don't care what they would prefer to play. You don't care about what they think is the good of the game. You care only about you.
  15. Fair. And you are assuming no one minds taking a performance hit to have a vanilla "feature" they don't want just so you don't have to wait for an update. Do you see why some of us are so frustrated with you? It's like you can only see things that affect you, regardless of how they impact others. [EDIT] I mean, seriously, look at the kinds of mods people like. Expanded Foods. What does cooking have to do with "uncompromising wilderness survival"? Primitive Survival at least has survival in the name, but it's really too food-heavy. It gives you the primitive trapping and fishing, but while you get obese from all the food. Better Ruins has some challenges, but it is way too loot heavy, even if you eliminate all the loot boxes -- the placed items are just too much. CarryOn? ChiselTools? PetAI? Player Corpse? From Golden Combs? Do those strike you as the community preferring development go the same way you do? [EDIT2] CropsV2 was ok, but it was extremely niche, as are pretty much all challenges like this. Like 300 downloads is what it capped out at so far. I think Xandu had a disease mod of some sort. 150 some downloads IIRC. [EDIT3] But you know what Xandu would probably appreciate? Someone offering to help test and balance his diseases and cures mod. Want cutting edge updates? That would probably be the way to get them.
  16. Sorry. Missed this. I believe they are all -4% healing, -2% hunger, -3% walk speed, 300 durability, 50% damage reduction, Tier 1, and flat damage -0.5. Oh, and it gives you a degree of warmth. Let me know if I missed a stat there somewhere, but I think that's all of them. At least all I remember right at the moment. It's actually not a bad armor, considering the bear also gives you fat so you can prepare the pelts, and the bones for the armor. All you have to scrounge up are the ropes.
  17. That's true, but I don't think it's quite what he is getting at. Some of these answers have to come from someone other than the person making the suggestion. How does this tie into planned development, for instance, is not something we can answer. But it's actually pretty easy to see how people like to manage their time. Go to the ModDB and see how popular various ideas are. Even if one is not a coder or even a script kiddie, he can still extrapolate from those things that are popular, and those which are niche.
  18. OK, I never developed software under contract. It was either spec or cost-plus. It's really fun to see how the style has evolved over the last while. If you go back to the early days of the forum, there are frequent polls to see what should specific feature be added next. There's still some of that, but they are often multiple choice. Probably for good reason. Some of those resemble nothing so much as herding cats. Which is still with us...
  19. There is (or use to be) at least one mod that does that. And I think you can enable destruction with the Meteoric Expansion mod, too. But, see, it's even easier than "if!naturalDisasters" -- just install the mods you like and everyone is happy. That way there's no code sucking up memory on the machines of people who don't want it, or whose machines can't handle it. Those who like that can have that, others don't take the performance hit.
  20. Improvised armor is fine, and I haven't noticed anything about bear armor. Then again, I'm always trying to speed up the hunger rate in the early game to boost HP, so I'm carrying offhand, sprinting, jumping off short cliffs to get the damage counter running, getting soaking wet and cold, etc. No, you can't destroy them. Just light up the inside of your house and do some clayforming or something else to keep you busy. BTW, pull up the handbook to see what you can do with dirt.
  21. At a guess, https://mods.vintagestory.at/show/mod/22391. It has all the nice to have features, and is mostly up to date, but I don't use waypoints anyway, so can't comment much on how well it works. Used it a time or two is all. FWIW, I didn't find it to slow things too badly, but it is pretty heavy if you don't have a decent machine. Thing is, if you like a lot of mods, and are using kind of a mediocre system, it's going to cause problems any time you open the map. Look at your memory usage. If you are mostly capped out, it's not going to work well.
  22. Maybe. I would think the particles are a great permanent answer. They are persistent and become the "spawner" for a real fish entity.
  23. Yes, and bears and wolves do not flee until damaged to less than 30%. Might be new in 1.21, but now they stop their idle if they take damage. Or at least that's what it looks like they intend that code to do. I haven't cheesed them yet, so I have no idea if that works yet or not.
  24. I'm sure a part of it is lost in the translation. Though I have no idea what language would translate "saturation" reasonably closely to "satiation" or "satiety".
  25. True, but that is dynamic. It's changed many times since I started, and often without completing those items. A good example is Alchemy has been renamed Herbalism. Maybe it involves a little reading between the lines, but it's pretty plain that the game is moving away from magic. But even a design document would likely not include a "why". I know I never did. I just specified what features I wanted in the system and the programmers implemented it, albeit often with a lot of hand-holding. But that was an internal thing, decidedly not for customers or even the marketers or they would start promising it to the customers. Is there an example of a detailed design document targeting end users in any early access game? Or any software, for that matter?
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