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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Pretty sure it holds a stack, but only of the materials allowed in a barrel. So you can put 64 lime in, too, but it doesn't turn to limewater unless you remove 14.
  2. pregnancyDays: 20, multiplyCooldownDaysMin: 4, multiplyCooldownDaysMax: 11, portionsEatenForMultiply: 10 I understand (but have not confirmed) that those things adjust to changing the days per month. So pregnacyDays in your case would be 20*20/9=44 days. But the due date is stored as an analog of the Julian calendar, the days since beginning of the year. If you used the server command to change days per month, and the previous due date was the 9th day of next year, that gets adjustted to be the 9*20/9=20th day of next year, which may still be months off. If you set days per month initially, at world creation, something goofy is going on.
  3. And equally obviously, now bows and spears and slings also have to be rebalanced. And we are back to a major rework for the sake of,... what, exactly? Those who prefer a more advanced combat system can easily add one. The problem with interrelated systems is that they are interrelated. The more complex the system, the less ability there is to make a "simple" change. [EDIT] What I'm getting at is that I suspect that as the game evolves into its final form, we will get more archetype reskins, mostly cosmetic, in the name of diversity. If a major rework were in the plans, and the current weapons and enemies and systems merely placeholders, I'd expect "Rework Combat" on the roadmap. So a halberd is just a spear that might possibly be a different tier, which would only come into effect in PvP. There may be special attacks, like a bola's chance to entangle or any of several weapon's disarm chance, which would be tied into the status effects system in the works.
  4. I take it "mod template" is a concept from a different game? Templates are a thing, but in most cases, is the hard way to go about it. I saw a mod that offered templates a few days back, but I did not check it out. Take a look. It might let you do what you want. [EDIT] https://mods.vintagestory.at/dotnetmodtmplts [/EDIT] Not exactly sure what you are trying to do, but maybe you mean a simple retexture? For the first iteration, all you need to do is replace the graphics until it has the look you want and then run ModMaker 3000. It will figure out all your changes and package it all up into a "template". Here's the introduction to the Wiki section on modding. https://wiki.vintagestory.at/Special:MyLanguage/Modding:Using_The_Modding_Wiki
  5. Thorfinn

    Shellfish!

    Welcome to the forums, @SJK Good ideas. Yeah, sea life was supposed to be in the sailboat release, 1.20, but was not ready for prime time.
  6. Must not be too terribly difficult to do. If I accidentally leave one of my Audio Interfaces enabled on the task bar, it does this for me. Granted, it's so that whatever DAW or player I'm focused on at the moment doesn't have to compete with everything and its dog, but still. If I switch to a spreadsheet, I really don't want or need the audio to switch away from VS. I have no idea if you can install the driver without the device, but knockoff FocusRites are available for north of $30, and I've seen knockoff Behringers for under $20, and even a basic audio interface is vastly better sound than onboard sound.
  7. Fair enough, @Broccoli Clock. I'd just point out that was not the decision that was made in the game. I used to think lots of these kinds of things would be improvements, until someone points out that he is visually impaired and does things like that in near dark conditions to make it possible for him. Granted, my thoughts were more on the sound effect side, and the people with hearing impairments, but still. If I think it's important enough that I want to be able to see (and I do) I just make sure to place a few torches. I don't need the game to force me to do it.
  8. Thorfinn

    Sticks

    It's game logic. Drops are based on what makes the progression rate Tyron imagines. If it helps, just think of it as id:1792. You need 1 of them, plus 2 of id:1068 to produce 1 of id:12732. To get the first two, you need to instruct the interface to execute a code block. What it takes to instruct the interface is intended to be the fun and engaging part of the experience. It's not about the sticks. It's about the Skinner box. From the interface POV, the same logic as when you chop a tree down, you may get no sticks at all. Realism would require you to fell the tree, limb it, and chop it into sections (I'd imagine turning every other log section into wood chips, but later you can use the saw to section the log), then go through the limbs and chop out the pieces that can become sticks, as in tool handles and fence components. A lesser grade of stick (call it "kindling") could be used in pit kilns.
  9. Presumably the drop rate for creatures was intentional, by which I mean intentionally low. Let's say a sweep mechanic were implemented that made things 8 times easier. Would you really be OK dropping things from 1 fiber every 5 drifters to 1 in 40 to keep that balance? Bears dropping 2 bushmeat and less than half of a huge hide?
  10. I don't know. I remember something being said a couple years back, with the upshot being that it is possible that in future versions, you will want to build with mostly local resources, much like all the ruins did. This was in a discussion about wagons and horse drawn carts, IIRC, so it wouldn't happen until at least some manner of dealing with freight is developed. We have boats and rafts, so it might not be too far off. Then on the other hand, I could easily have misunderstood the intent, or it was abandoned. I've never seen it on the roadmap, so there's that.
  11. Best way to figure it out is to go to ModDB and go through it looking for one that does something similar. Download it, and learn from it. I would caution that what you seek to do is not the easiest mod in the world. You have at least gone through the modding section of the Wiki, right?
  12. I'd add that if you are going into combat with the idea of giving yourself every tactical edge, you can often get by with no armor at all. (Not necessarily true in story locations.) Bells and saws are not great ideas to just try to tank. Not even the mid-tiers, for that matter. But if you control the direction they can approach you from, you get to decide what tactics they will be able to employ against you. Like King Arthur said, "That rabbit's dynamite." And it's true that fighting doesn't get much loot. Combat is largely a dead loss. I mean, if you are good at it, you can come out ahead on the deal, but particularly now in 1.20, the new enemies mean you have to be quite good indeed to come out in the black. You are almost always better off figuring out how you could avoid the battle. And, let's face it, until your friends get some understanding how tedious it all is to keep repairing all their stuff, they have no reason to do anything differently. How to Lose All Your Gear
  13. It's a little more involved. It's a question of where that particular bit of code is run. Client-side will run on each individual's machine. An example is the old standby, StepUp, because the client determines how large a step the player can make. Each could have his own step height, though even StepUp is pretty obvious to someone watching. Depending on the administrator's vision, this might be viewed as cheating. The only real hard and fast rule is if it says "Server", it must be installed on the server. If it says, "Both", it must be installed on the server, but strictly speaking, if the player never does the action that runs the client part of the code, it may not have to be there, depending on whether the server requires it to be. If it is "Client", it need not be on the server at all, and the server may not even know it's running on the client. Sorry, but the technical answer to your question really requires you to know where particular types of code resolve. But never fear, because you can just cookie cutter it knowing nothing about the internal goings-on. ModMaker 3000 does a great job of making the decision for you, so just follow its advice and you will be fine.
  14. It would pretty much have to be a toggle, because I have the exact opposite issue -- I want to know if something is trying to gack me, or if a temporal storm rolled in while I was alt-tabbed. Sometimes I find myself waiting for a hive to swarm, so I go stand next to the currently empty hive, alt-tab, and do something else while waiting for the sound to get louder when the skep populates.
  15. Most of it is for convenience, not reality. You need so many sticks that they have to stack to 64. And that only does 8 pit kilns. Sticks would be a good candidate for a 128 stack size. You get so many rocks mining that they have to stack to 64. If you thought ahead, you can stack those rocks up as cobble and really save the space. Otherwise you would have to make so many trips just to get another course or two laid on your house. But as mentioned in another thread, Tyron mentioned something about adding a mass restriction to inventory. Personally, I'm not that broken up about it, but all those people who wanted to make a dressed limestone tower? Better build it right next to the limestone. If that stuff goes to stack size 1, it's going to get really tedious really fast.
  16. The ones I think are weird are that most of it is obviously base 2, but then there's base 10 mixed in just to make things difficult. Why should a barrel be 50 liters, and a bucket 10? Particularly with a bucket stack of 4. Make a barrel 64 l., and a bucket 16. Then, for example, making limewater, you dump one stack of buckets into the barrel, then add 1 stack of ground lime. Instead you split a stack of ground lime in half, split one of the halves, add it to the first half for 48, then add another 2 from somewhere. For the water, 1 stack of buckets plus a second bucket. Honey was done correctly, 1.6 l. per stack of comb. But whether you are squeezing into a bowl or a bucket, you never end up with even numbers of stacks. It would also eliminate the goofiness with the fruit press if 1 unit of berries juiced to exactly 1/2 l. Or even 1/4 l. If the bucket were 16 l. and the barrel were 64, and the juice rate were 1/4, a stack of berries makes a bucket of juice, 4 stacks of berries fills a barrel. Or if you wanted about the current balance, go with a juice rate of 1/2, so 2 stacks makes a full barrel, rather than the 2.5 it takes now. Now you get all kinds of weird fractions if you don't juice intelligently. Do it all with binary and everything is simple -- everything ends with 0, .25, .5, or .75, which is easy to add and doesn't have you trying to figure out what you are going to do with 19.997 l. of something. Yes, I've considered changing all that, but then we get the goofiness that partial portions of most stuff is measured in decimal, too. With an output that maps into 1.5 crocks. The only quirk for pie is dough, again because of the silly base 10 bucket.
  17. True. I read it as, "How can I take this thing I built in a creative world and turn it into a survival map?" I don't think he's quite asking how to make it into a mod like Better Ruins. I think, rather, he's probably got some introductory area he would like to have at the origin of his server. I'm just guessing, of course. It's the reason I might want to do something like what he seems to be asking.
  18. I think the closest you can get to that is to create a survival map, then use worldedit to transfer your structures into appropriate locations, then clean up the transitions manually.
  19. I'll give 'er a whirl tonight. Got to August 7 in this playthrough, then, while jumping across the same territory I've traversed dozens of times to get around the lake to my deposits of clay and my forest, evidently landed on the only grass-free tile, it gave way, and I fell 40, 50 blocks to my death.
  20. Combat has been improving piecemeal for a while. 1.17 brought bears and, I think, 1.18, drifters with inerrant rock throwing. 1.20 both shivers and bowtorn. As you note, archetypes. Until this very version, running around buck naked with spears was a perfectly viable strategy to deal with even late game temporal storms. The same is true of other systems still with just archetypes, like crops. But some look pretty well fleshed out, like clay and smithing. Oh, and goats. I have a similar background to @Broccoli Clock, at least in my early career, and concur with what he said. Archetypes are common at certain stages of development, which makes me believe that, though the word "combat" has disappeared from the roadmap, there might still be some modest changes in the works, but probably nothing on the scale you seem to want. In particular, I'd doubt "critical hit boxes" are in the pipe, because hitting those are mostly luck, not skill anyway, because of your accuracy variability. That would not improve the game, just make it more of a crap shoot that can only make that part easier. What I would expect at this stage is not a plethora of variants, but rather a blending of the existing ones, with the intent of coming up with a good mix that achieves complexity of combined arms. Figuring out ratios of the three existing archetypes such that they cancel out the tactics that work perfectly well when facing just one type at a time.
  21. Thorfinn

    Sticks

    Sticking can get a tad dull, so I do it at night when I can be easily surprised by wildlife or worse "hiding" in the brush, to keep my attention focused. Pretty easy to get 2 or 3 stacks of sticks in a night. It also clears out all the brush, and quite often, that's how I get my initial stake of copper, plus find resources like coal, borax, or, once in a blue moon, sulfur. I also find all the caves, which I'll mark with a 3 or so tall stack of rammed earth, because otherwise, I will someday fall into it, guaranteed. If you are short on inventory space, you can always convert them to layers of sticks. They are reasonably easy to break back into the individual sticks as needed.
  22. A bit on the dull side. There's nothing to do but set a large ball bearing on the W key and move over to a game on my other computer. Glance at the monitor every now and again. Still sailing? OK... Part of the problem is I haven't figured out settings that make sense. It's either not worth building a sailboat because you can see across the water, and a raft is plenty, or there's no point in making a sailboat because I will never find land again.
  23. It also lets you carry it on your back. Up through chests, maybe crates, too. Ctrl-RClick when you aren't pointing at any block, IIRC. I don't mind it for rearranging, though as @LadyWYT says, it's a little much if you use it as extra inventory. Last I read on it, it was always just lower priority than everything else. Though it's not like it takes all that long to completely empty all your backpacks, "break" the vessel and let it and all the contents fall on the ground, put it where you want it, walk over it and pick up all the things, and Shift-Click everything back into it. When I'm playing games where it's enabled, I almost always forget I can just move stuff.
  24. That's very impressive. 50 hours, you say? I usually only have the very beginning of something permanent started by then. Too busy getting all the necessaries and some of the nice to haves done. I try to have more than just the two buildings I see at the base of the keep done by November. 'Specially tight if I'm fiddling around with any mods. Things like From Golden Combs are fun, but holy cow, do they slow the gameplay down.
  25. I make steel just because it's a very common self-imposed "victory" condition. Steel armor on an armor stand, full set of steel tools (generally never used) , meteoric iron armor on an armor stand, two helves with at least 4 rotors between them, RA, in less than a year. I always add some other goofy stuff. All temperate mushrooms or flowers. One Jonas device. A dozen storage vessels full of grain. One shelf, table or other display of each of the types of sea shells, no repeated colors. But steel really serves no practical purpose. 'Course, neither do any of the others.
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