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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Seems like your water suggestion would be a pretty easy mod. Just add a "non-source water" and probably non-source seawater and hot water. It would mean we Wilderness players could again have fields where we want them, not just where the woldgen supplied water. What happens to that block if you place it on flat ground instead of in a hole? And what's the purpose of a source block? It's the only one that can create motive power?
  2. Thorfinn

    Refund

    https://www.vintagestory.at/refund.html/
  3. Thing is, though, the small numbers of people downloading rebalance mods is a pretty good indication that most are fine with it. There are a lot of decor-only mods with vastly more downloads. Immersive-type mods are also much more popular. Like 4-5x more popular, or even more. Some of the data from downloads surprises me, but a lot of it is right in-line with what I hear from people on my server. Voof. And I'm complaining about losing 10 game minutes or so loading what I think of as mod-heavy. It would be nice if the server didn't start ticking until you actually finish the load process.
  4. Welcome to the forums, @blushpinkpunch That's Homo Sapiens mode.
  5. Truth. You would only need surface layer, because that's the rock he would have seen on the surface. It's much more challenging to come up with a way of seeing outcrops of lower strata, though. Most of the time, I find the specific rocks I want in cliffs or caves or mineshafts in search of deep ore. And, of course, he's not mining or caving, and even pseudocode to tell whether he could have seen a given outcrop is non-trivial. It would basically require generating the chunk, then testing every node to see if it is touching an air block, and then verifying that block has an unobstructed view of at least one air block immediately above a surface block. But a Monte Carlo of, say, 100 blocks in a 5000 radius would probably be a fair way to do it.
  6. I've run into a few issues but they are irritatingly irreproducible, and the debug and crash logs are not helpful. Starting to consider the possibility it's a hardware issue.
  7. You can approach and possibly hit 50% efficient if you are just removing hills/mountains/plateaus/mesas..
  8. You do realize that's what VS is, too, right? Disable Essentials, Survival and Creative in the Mod Manager, enable the Galactic Story megamod, and you have a completely different voxel-based game.
  9. Solid advice. All I can add is practice strafing. If you can keep your cursor on a tree or a pillar while holding down A or D, you've got it covered. When you get to the point you can do that to a brown bear, the RA is easy. Practice healing while doing so, and spamming torches with "Q" or whatever you remapped "throw" to. If you can spam torches, you can spam spears or poultices. Above all, have fun!
  10. Have you opened up some RAM monitoring software on another monitor, even the basic Windows one, and check it out? I've been running into memory leaks in some mods such that I can watch the RAM get filled up, to the point 32g is not enough with all the virtual RAM swapping. Must have been something changed in the API. I can't imagine anything else explains why some really good modders all introduced memory leaks at the same time.
  11. Sorry. I'll still find it hilarious, but I'll try to keep it to myself.
  12. What am I seeing?
  13. On my current server, that one did get requested, as did the more challenging monsters, so I ended up taking @DejFidOFF's (?) mod (the one I think you are talking about) and making a standalone to buff the baddies. I did end up patching his mod to hand out a little more loot yet to make up for the fact that Deeps were now one-hits before armor and nutrition. (Except bowtorn -- I left them at 2-hit.) Though the drops were mostly goofy stuff.-- loose stones, various pottery, tool heads (mostly knapped, but a few metal, small clutter, etc. The idea was just something that reminded them of their previous life.)
  14. Agreed there is a gamer expectation that risk should be tied to reward. At least sometimes. Rarely does anyone insist that walking on a parapet he built demand that he be rewarded for the risk he took of certain death if he fell. But there is also the incentive structure to consider. Self-evidently, they do not want to incentivize monster farming, or they would have given more loot. It's hard to argue that Tyron does not understand that concept when everyone and his dog seems to understand it. The logical conclusion is that the standard carrots sticks model is not what he's going for, not that he's a moron. Some people agree with you, BTW, @Maethius, which is why there are mods out there that rebalance loot drops to incentivize fighting random encounters. They do not seem to be terribly popular. A couple thousand downloads. One of the more popular of them not only adds some more or less trivial drops, like up to iron bits, but also increases the difficulty of the encounters. It's great that we need go no further than ModDB to tweak the game closer to our preferences, is it not? As easy as it might be to make those tweaks ourselves, someone has taken that little extra effort of uploading his vision of rebalanced encounters.
  15. I personally find that hilarious. "We've added code to protect your server from attacks, and dramatically improved the RAM performance. Possibly resolved a mess of other stuff that people have been saying are deal breakers, like ice staying around until summer. Unfortunately, you have to disable shadows until the next release." "Forget that, dude! I'd much rather my server got hacked, and make people live with lag spikes! Shadows are that important!" [EDIT] BTW, this is exactly why I often question whether a given suggestion is worth breaking other stuff. I'm not sure what the tie-in with helve hammer and shadows would be if it does not also affect fruit press mash, for example.
  16. I don't see it that way. It's just that when this weirdness happens, there are a different set of rules. The most trivial of defenses, lighting, is no longer a defense I'm fine with that. But many are building they way they are specifically to have the beautiful facade. The ugly walls are not necessary under current game rules. Great! I'll be watching to see what you come up with.
  17. Oh, incidentally, I'm pretty sure that text box shutting down is something you control. You can set it so that you have to close it, instead of the default of it closing automatically. That said, I don't really like text box notification. My guess is they just haven't decided what they want to go with for storm warnings, and nothing suggested thus far is quite it. Thus, at the moment, I'd think HUD Clock is the best answer. You don't even have to include the stuff you think is cheaty, like time or wind or temperature, if you prefer hitting "C", but I'm pretty sure you can disable everything but the Storm warning.
  18. Not so much on the visual thing. There are lots of people who simply cannot tolerate any of that, and so beg and plead for ways to shut off things I had no idea would cause problems like happens when swimming, for instance. I'd think "glitches in the matrix" would also be problems for them. Could you do something like phasing in sepia tones? Sure. I wouldn't make it abrupt or you will have people whose epilepsy-type conditions are affected by that. Sounds? Maybe some of those garbled sounds you get during storms become more common. By far, my favorite solution to the matter is either something largely unobtrusive like @Rhonen's HUD Clock (or, currently its interim stand-in) or the temporal gear right in the center of your HUD slowly getting rusty streaks, and once it is no longer green, but fully sepia, the storm is on.
  19. How much free space do you have? The game itself defaults to closing if you have under 400m free. The message that @Brady_The pointed to is typical for the database having to shut down from write errors, by whatever means. Repair mode is the right answer; just make sure your machine is capable of repairing the error, I have encountered weirdnesses where I had to reboot my server, and by reboot, I mean cold-boot. I don't know how they happened, as it's pretty rare, and, frankly, I'm a little lazy about tracking down things like that.
  20. Welcome to the forums, @deathwolf54 Not a thing I've personally wanted to do, so I can't tell you which files need to change, but I can tell you an easy way to find out -- look at any of the mods that change player models and see which they changed.
  21. So take away their spawn anywhere rules and become a tower defense game? Sure, why not? Definitely should be a mod, though, because some people spend an insane amount of time chiseling, and, even if they were exempted from the despawn timer, would be a nightmare to figure out where they all went back before the next storm. For those of us who just use common stuff like regular old cobblestone, so it makes no difference how you put it back together, tower defense works out fine..
  22. Yes, but how? Those are things that under the current worldgen, are not knowable. The only sense in which he could tell you about bauxite is if you have already generated that terrain, but you just had not noticed it yet, whether because the new map doesn't make the color so obvious, or you don't use a map or whatever.. Otherwise, he can only "know" as much about the world as you do. Same with traders. They don't exist at all, in any sense, until you generate that chunk. And they are not seed dependent, meaning if you generate that chunk, then it gets pruned, he will most likely not come back as the same trader. With the traders, it's at least something the trader could pretend to have advance knowledge. He picks a random direction, the game sets a variable, and the next trader you find in vaguely that direction has to be that. Rock layers are not so simple because they are seed-based. The seed does not change just because you paid a few gears. And if it did, the transition in worldgen would stick out like a sore thumb.
  23. Welcome to the forums, @Josh the Just Thing is, those things are not known until they are generated by the player. One could create a mod whereby it would generate chunks around the trader and once it found bauxite, pruned all those chunks (maybe, anyway -- I'm not sure there's a way to avoid all that being added to your map), but it's not Old Jeff until you meet him. You can demonstrate that by regenning the chunk you are in. Speaking of which, that might be the easiest (though a bit cheesy) way to fix your situation -- talk to the merchant, and if its not a treasure hunter, regen the chunk until it is. [EDIT] DOH! Rather than make you look it up, the command is /wgen regen 1 You probably don't even have to leave the wagon. Just talk to the stupid artisan, type it in, talk to the new trader, and repeat until Old Jeff shows up. [EDIT2] Thinking about it a bit, maybe the most reasonable answer is just to add the dialog you are talking about to other traders. Either all of them, or a couple more, or maybe at gen, give each a chance of having such a map.
  24. Weird. Here's what mine has: "WorldConfig": { "Seed": "", "SaveFileLocation": ".\\data\\Saves\\spooky village story.vcdbs", "WorldName": "Spooky Village Story", "AllowCreativeMode": true, "PlayStyle": "surviveandbuild", "PlayStyleLangCode": "preset-surviveandbuild", "WorldType": "standard", "WorldConfiguration": { "gameMode": "survival", "playerlives": "-1", "startingClimate": "temperate", "spawnRadius": "50", "graceTimer": "0", "deathPunishment": "drop", "droppedItemsTimer": "600", "seasons": "enabled", "daysPerMonth": "9", "harshWinters": "true", "blockGravity": "sandgravel", "caveIns": "off", "lightningFires": false, "allowUndergroundFarming": false, "noLiquidSourceTransport": false, "playerHealthPoints": "15", "playerHealthRegenSpeed": "1", "playerHungerSpeed": "1", "lungCapacity": "40000", "bodyTemperatureResistance": "0", "playerMoveSpeed": "1.5", "creatureHostility": "aggressive", "creatureStrength": "1", "creatureSwimSpeed": "2", "foodSpoilSpeed": "1", "saplingGrowthRate": "1", "toolDurability": "1", "toolMiningSpeed": "1", "propickNodeSearchRadius": "6", "microblockChiseling": "stonewood", "allowCoordinateHud": true, "allowMap": true, "colorAccurateWorldmap": false, "loreContent": true, "clutterObtainable": "ifrepaired", "temporalStability": true, "temporalStorms": "sometimes", "tempstormDurationMul": "1", "temporalRifts": "visible", "temporalGearRespawnUses": "20", "temporalStormSleeping": "0", "worldClimate": "realistic", "landcover": "0.9", "oceanscale": "0.75", "upheavelCommonness": "0.3", "geologicActivity": "0.05", "landformScale": "1.0", "worldWidth": "1024000", "worldLength": "1024000", "worldEdge": "traversable", "polarEquatorDistance": "100000", "storyStructuresDistScaling": "1", "globalTemperature": "1", "globalPrecipitation": "1", "globalForestation": "0", "globalDepositSpawnRate": "1", "surfaceCopperDeposits": "0.12", "surfaceTinDeposits": "0.007", "snowAccum": "true", "allowLandClaiming": true, "classExclusiveRecipes": true, "auctionHouse": true }, I'm pretty sure that world was created using mostly defaults.
  25. Incidentally, why can't you create a serverconfig.json to your liking? If you go through and change every setting, it should give you one with all the possible settings names. You should be good to go with just deleting the lines you would rather have defaults on.
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