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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. In my case, I've heard coons, so I'm pretty sure they are out there somewhere, but I've not seen one, and I've been paying attention since my last post. Rabbits are no longer clustering around my farm, for whatever reason. Possibly to nerf the standard rabbit trap? More than one anywhere nearby is odd. Foxes are about normal, bears are way down, wolves might be a tad high, domestic animals maybe a little low? On the other hand, there are a whole lot more moose in 1.19...
  2. I don't know that the reason to limit it to 8 was lag. Doubtful. How long could it possibly take to check only, um, only 4094(?) blocks? I think its more likely that you end up with useless information if you expand the radius too large. It's probably set to no more than allows you to distinguish between one disc of ore and another. In your specific case, it's probably just potential magnetite. Those deposits are huge enough that you sink a single mineshaft at the highest density reading, you should hit it if it is there. Wow. That's a lot of itty-bitty words in a row. "...hit it if it is.." That's probably a personal best. [EDIT] If this were not a family friendly site, I could have added to it by saying, "...hit on...", though that's a completely different meaning. [/EDIT]
  3. There used to be an actual pole fishing mod, too. No idea if it's been updated. I last tried it in 1.14, maybe 1.15, I think? Cooking perks would be nice, I guess. I ignore class (press Esc every time I load the game), but for those who like classes, it's probably a good idea.
  4. Incidentally, when I was talking about smelting the sample, I was thinking something on the order of smelting a nugget, so would be finished in a few game minutes with a single piece of charcoal. It's really only confirming the results of your main propick are "correct" and not just "on average, correct". [EDIT] Maybe the output of the crucible is a block that has the assay results written on it? Or maybe it's an approximate (or exact) count of the number of nodes of each ore within, say, 7-blocks? [/EDIT]
  5. I don't want it to become even less useful or intuitive than it is, though. I'd never build a core drill if it took even 2 hours to get an answer back, let alone the hours of game time to get a windmill going. Within a few game hours, I've narrowed it down enough via the main propick mode, and probably am already mining the actual ore. Unless it somehow marked the ore nodes (which is much more difficult without map), just telling you there's something within 60 nodes is useless. Barring that, the only reason I can think of that I would consider it is if it actually mined those nodes, kind of like the autominers in The Planet Crafter, but even at, say, 6 nodes per hour, it's just not worth the investment. Kinda like the glider or the Jonas devices. Maybe if you have absolutely nothing left to do but slit your wrists, it might be worth the effort.
  6. This isn't fleshed out to the point that it's worth putting in Suggestions. More something to brainstorm some ideas after a recent post got me thinking about how confusing it is to those new to the game. And, heck, those of us who haven't put as much effort into figuring it out as @Streetwind One reasonably plausible (and only coincidentally realistic) idea is to actually perform an assay. Maybe the third prospect dig returns a sample in addition to the current information it gives you. Maybe you select a different mode on the ProPick. Anyway, you put that sample into a crucible, smelt it, and it spits out the actual concentration of the ore, weighted in whatever distance formula the current prospecting does? Instead of just what the worldgen says might be there, it's based on what blocks really generated, and did not get destroyed by caves? If it says there is trace, it means there is at least one (or whatever) block of that ore within whatever weighted radius? It would get rid of the odd results you can sometimes get with iron. And having to wait for the smelting means it doesn't worsen possible lag, because it has all the time it takes to melt the sample to figure out what's actually there.
  7. Unless you told it to, no. There was a pretty big update graphically speaking between 1.18 and 1.19. At a guess, I'd say you are using new textures in the old version. Did you follow the procedure shown here? Guide: Multiple Parallel Installations of Vintage Story [EDIT] You do have your 1.19 mods in a different directory than your 1.18 mods, right? And your game files in different directories? Because there is a cache folder in .\Vintagestory that might have to be cleared if you are trying to share the same directory. [/EDIT]
  8. Right, but that's true of killing them at all. Too little reward for too much effort. The double-headed might be worth killing, but you don't dare get within reach of them.
  9. Sorry about your bad experience. Mine was not much better, but I got through it. Like you, I wanted a saw, and it took me probably a dozen ingots. (After figuring it out, I think I could have saved it with just the one original, but I hadn't figured out how to pull voxels? voxettes? back onto the plane you can move them around on.) It wasn't intuitive what the colors of the cubes meant. Not to me, anyway. And unlike knapping, which you cannot mess up, and clay, which not only can you losslessly fix, you can't go on until you get it right, smithing doesn't allow much margin for error, a lot of it really difficult to figure out how to undo. The top of the anvil (iron) allows no screw-ups at all without costing you another ingot. What would really help is if you could cancel the job and get the ingot back so you can try again. Have you considered setting up a creative world (or even just entering creative mode and replacing the ingot) to learn on? I wish I had done so early on rather than getting as frustrated as I did. It wasn't anywhere near as complicated as I was making it once I understood what I was looking at, and what I was trying to make it look like. If that feels too much like cheating, just throw the saw into a cavern when you are done and it will despawn, and all you are out is a few game hours, and maybe a half hour of real time. Prospecting isn't as hard as people make it, either. What makes it complicated is insisting on understanding what's going on under the hood. Keep it simple. Don't worry about numbers or chunks or rock strata or anything like that. Sure, you are not going to find anything in bauxite, but your prospecting will tell you that if you don't remember it, and it only cost you 3 durability to find out. Do some prospecting, drop vertical shafts at the highest readings you find that are at least "decent", and if that hole comes up dry, try another one a dozen or so blocks away. Node search mode is unnecessary. I even forget it's an option when playing Survival. It's not really a cozy farming game or anything like that, nor is it hardcore survival, but somewhere in between, with the opportunity for a lot of creativity. Maybe not everyone's cup of tea, no. But there's no such thing as an unrecoverable error, either, unless one is a min-max perfectionist or insists on playing Permadeath.
  10. I wasn't all that impressed by its drifter-slaying. I tend to stick with flint or obsidian spears the entire game, and have an axe in case I absolutely have to melee. But drifters hit so hard I'd rather just run away, even if I probably won't get back before I lose a half-dozen flint spears to despawn. [EDIT] Oh, or do you mean harvesting flax from them instead of melee? The leaf-cutting speed is used as drifter-dissection speed? That could be useful. If you could shave 20-30% off loot time during a storm, that would make quite a difference. [/EDIT]
  11. So not a reskinned axe, a reskinned sword? I never did think to check how good it is at harvesting branchy leaves. Seemed to me it was taking up durability way too fast to be worth the copper. I take it that it still does that? Is it that much better than a stone (obsidian) axe?
  12. Huh. I thought falx was new as of a couple versions ago. Didn't it replace the longblade?
  13. My guess is reusing code blocks, and change just the parts that need to be changed. That's probably one of the bronze axes that had roughly the animation speed they were looking for.
  14. I don't care either way. It is so trivial to have vastly more charcoal than you will ever use that it's not a big deal to me. I often find myself using charcoal for pit kilns and cooking because I don't want to allocate inventory space for hauling peat or firewood.
  15. Huh. I thought that was the case, too, @Streetwind. Hay for sheep, veggies for pigs, grain for chickens. Wonder if it was just that was the first thing I tried, or that it made sense, or I had way too many turnips, or maybe one of the earlier releases was that way. Mandela effect. That's my story and I'm sticking to it.
  16. That's not why it was changed. Near as I can tell, that misunderstanding was people riffing off something I said, which was 20% slower is not exactly game breaking. If mining speed were that before, I doubt it would be a major complaint now. I'm hardly a fan of making things more grindy. There's already so much in the game that I think has too low ROI that I skip over as much as possible. But I think it makes a solid case that I was right that if the game had initially erred by making rafts or gliders too good, there would be no end of complaining when they were nerfed in a later release...
  17. Depends on what you mean by a small rate. In the games I play, there aren't all that many. There are probably 4-5 wolf packs for every group of domesticable animals. Even rabbits and coons seem way down. In fact, I'm not sure I've run into any berries dropped by coons, and that used to happen all the time. I wouldn't swear I've seen any chickens at all in the latest version. Nor have I come across many (any?) animals killed, other than by apparent landslides and falls. Come to think of it, in my current single player world (near the end of June at the moment), I think I've only encountered a couple bears, maybe a dozen wolves, 3-4 pigs, a few foxes, probably 200 drifters, and a handful of locusts. It seems to be much harder to get your protein bar up than in the past. Don't know if that's just bad luck, or rebalancing spawn rates, or maybe redoing biomes? I don't think you are doing anything wrong. I wonder if maybe it wasn't a reaction to all those who were complaining about the number of bears and wolves?
  18. I don't really mind, but I also don't spend a lot of time chiseling. Well, none, other than the crafting grid. I can certainly see why it might be desired by someone who spends days on end doing something more than "form follows function".
  19. My best ever was the 4th of May. But since I generally have the pick on the 2nd or 3rd, point taken.
  20. It occurs to me that maybe I'm making this too hard on myself. If I dig down far enough that all space within spawn range is solid except for my bolt hole, they'd let me know right quick. Seems to me storm spawn range is 25-30 blocks at the outside?
  21. Yeah, there's all kinds of stuff that argues against reality. Every 1m in height is 0.6C? So my loft should be about 2.5C cooler than my basement? Or my house a good 8C (oops, 13C-- divide by .6, not multiply by .6) cooler than the main road? Or the distance from temperate to tropics is less than the distance from my home to the nearest town? I'm not that far in the boonies. I'm just saying it's not exactly game breaking. What used to take 5h of game time now takes 6h. And ore blasting bombs are as quick as they were before.
  22. There was something else I was noticing the other day where the animation seemed just weird. Oh, yeah, using shears. It's like I'm just brandishing them, shouting, "Fear the power of my shears!" I don't particularly mind the slower mining. It is what it is, and, realistically, it's insanely quick considering you are digging out a 1m cube of solid stone. I can't do a 1m cube of dirt that fast. One advantage is that it further incentivizes seeking out black coal and charcoal saltpeter, and growing at least a few flax after you have your gambeson and sails.
  23. I've heard the same thing, and wasted hours of computer time trying to duplicate it with /nexttempstorm now So far, it seems secure. Granted all it would take is once to refute it, but I have not encountered that "once" yet. If it does, I'd wonder whether a ladder attached to the walls would keep it from happening, though I'd guess you are putting a torch on the upper wall?
  24. Doesn't it autosave now? Even with the pre-releases, I don't believe I've ever lost much time, because the last commit that flushed the buffers wasn't that long ago. If that's the case, can't one just open the handbook to pause the game, alt-tab to the saves directory, and make a copy whenever a you are at a position where you might want to do a savegame rollback? There have been people suggesting something that sounds very like that to make sure your first cracked tool vessel drops a pick, or the translocator takes you to somewhere with the resources you want, instead of somewhere worse than where you started.
  25. Few suggestions. Eating Cooper's reed roots is more or less admitting you are going to starve to death this game. They take way too long to cut and to cook. Time is better spent foraging for berries and crops. Don't know if it still works this way in 1.19, since I don't use it because it feels like cheese (and it slows down hunger, which reduces your ability to accrue bonus HP), but wait until you take hunger damage, then eat one food. Berries, veggies, fish, grain, whatever. Don't eat any more until you start taking damage again, then eat one. Mushrooms are not really worth it unless you see a massive group of field mushrooms or something, because different mushroom types do not stack. Don't spend a whole lot of time on building an early base. You are almost certainly going to want to relocate anyway, and the time spent could be better utilized. If you have to have a base in the first few days, a 2-high dirt wall is plenty for anything but bears, so long as you light it up so nothing spawns on the top of your "fort". If you worry about bears, a 4x4 "fort" only takes 4 blocks to roof over, a 5x5, 9 blocks. Building this "base" on top of a clay deposit might be best, so you can spend the night clayforming. Remember you can carry more unfired storage vessels than either fired vessels or raw clay. Alternatively, you can build on as little as a single tile of water surrounded by sand or gravel and pan the night away, but you will need to leave a lot of stuff behind. Some can ground-stack, some you will have to create a firepit, each of which gives you 2 storage slots at the cost of 1 dry grass. Speaking of firepits, while exploring, you can use them to cache stuff you think you might want someday, but don't have room to carry. Again, mark the map, and, ideally, put them on the top of some obvious terrain feature like a hill. If you care to, you can use a description like "Spelt/Rye Seeds" or "Borax/Quartz" so you return in the order you want to retrieve them when you have more inventory space. If you have calm or low rift activity, even as a novice player, you can generally spend the night collecting grass or sticks. You can collect sticks holding a torch, for grass, you have to put it in your off-hand. You will want to have somewhere you can escape to you find the drifters too bad, or if it changes to Apocalyptic at midnight or something. Early game, make use of the layer of sticks. Yes, you have to place and break it to get the sticks back rather than the crafting grid, like works with hay, but it lets you carry 9x as many sticks at once, which you will appreciate when you start making a dozen pit kilns. Plant seeds every evening/night, so long as you can find medium fertility soil. Do the 8 soil around 1 water, filling in small ponds as necessary, surround it with a fence, and, since you are playing survival, mark it on your map. Leave the hoe behind, leaning it against some nearby block just in case. Elevation is your friend. In the first day or so, you may have to rely on terrain to get you high enough to see copper or crops or bears, but try to get a dozen or more ladders as soon as possible. Dirt is quicker and easier to nerdpole, sure, but it will cost you the time you saved having to dig your nerdpoles back down to the ground. Ladders, take out the bottom ladder and the whole thing comes crashing down. Check ruins for cracked vessels and storage items, but don't waste any time digging. Not yet. In 1.19, the loot table for ruins is much better, so you are closer to breaking even with ROI, but most of the finds still have no early-game use apart from filling your inventory. Don't mess with gathering cobblestone. It's quicker and easier to craft if you decide you want some in your build, and you will be trying to figure out what to do with all that stone anyway. There's no shame in a dirt home, at least to start. You can always build a large, better home around it, then tear it out after your new home is safe. Probably lots of people disagree with me. That's just what I found to be useful. YMMV.
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