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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Until the pulverizer leakage bug gets fixed, I sure as heck wouldn't touch it for a measly 10%. If I happen to be in the area, so thechunk does not unload and the bug does not manifest, why not? But me being me, I'll get distracted by something shiny and run off into the hinterlands, and lose any benefit I might have accrued this entire playthrough.
  2. Pretty sure ore blasting bombs work, too. I rarely find nickel, and I'm pretty sure the one time I remember finding it, I collected it before I had steel.
  3. True, but jumping up at a tad under 45 degrees is even faster.
  4. Does this give you a good variety of salt and fresh water? Largish (100x100, at least) inland lakes in particular? Continental or large island masses separated by oceans? I'll have to look at what I used this time, but it's close. Lakes are usually 100% fresh, oceans are mostly salty, though they have these bizarre patches of fresh that can extend quite far out to sea.
  5. Probably StepUp. For a long time, that made every modlist I played, until I learned that jumping is faster than stepping up, and lets you evade even faster creatures that instead step up.
  6. You get to cache up to 8 spears for free. Which is probably sufficient for restocking. But, sure, if you are absolutely rolling in sticks, why not?
  7. I suspect it's from a mod. That text does not appear in any of the language files or other assets. If you want more information on it, you need to go to Setting, Interface then enable Developer Tools, then switch to the Dev tab and enable Extended Debug Info. Then you can see what the block is and where it comes from. At a guess, it's an index block for generation of some type of ruins that didn't get deleted because the ruins itself did not generate.
  8. You are something of a special case, @Maethius, as most of us have only had a few game minutes elapse as we were phasing into the world. While there is (or at least was) a minimum spawn distance that is beyond detection range, nothing stops the animals from wandering around and entering detection range. According to patch notes and others' comments, they fixed the issue where you could be mauled while in the character generation screen. Don't know whether or not that's true, because I never define character appearance or class. I just hit escape whenever I'm ready to strike the earth. I've never been killed wile awaiting that.. [EDIT] Don't get me wrong. I don't think the server should be ticking until you are past the chargen screen. But I think that's probably the case for what you want changed, so long as you escape out of that screen. It may not be in terms of burning daylight, reducing what you can get done that first day..
  9. Cool idea. Definitely should be a mod, not base game. The lore itself talks about animals becoming more aggressive as history unfolded, though I have not seen anything that reaches the level of causality. It was not to make the coding easier -- they already have those various behaviors coded. Rabbits, foxes, sheep sun/panda bears, wolves and other bears already form largely your continuum of aggressive behavior. They could have "randomly" assigned behavior tendencies mapped to those those characteristics as easily as they did fur color. Yet they did not. Whether it's true or not Ockham argues that was just not the game experience Tyron wanted to create. But, again, fairly easily moddable. Just as a rabbit's fur color is stored in the data structure and does not change, so could his behavior.
  10. Now I'm in a dilemma. I can play my old game, or I could continue the one I had started. "Nice landmark, kind of a pillow butte, shale, slate, granite, limestone, claystone, I think." "What are those pink spots doing in my limestone?" "Wait, is that sylvite in halite? And there's limestone right next to it?" Followed up in the first couple days with 4 deposits of HFS, just over 2 stacks of flax seeds, just over a stack of copper nuggets, just under a stack of parsnip seeds... Plus black coal, brown coal, lead and borax. I even found bees early on day 2.
  11. Turns out it's easier to do than I thought it was. Since sand slides sideways, you can build a "hopper" that delivers to a space 1 above and one to the side of the solid block you target. Though it is not unusual that the sand block does not slide sideways, with enough of them lined up in your crosshairs, one of them will. And that's all it takes to create another avalanche. Not that it is a serious AFK exploit -- you will starve long before you run out of sand in a reasonably-sized "hopper".
  12. Ah, yes, very recent. 1.20.5. Guess it's a good thing I didn't try rendering a copper rod -- that was her crash. So it's evidently not just tin bronze. Any rod? Odd that it hasn't come up -- I would have figured someone would have made a lightning rod by now. Her solution was to uninstall 1.20.5 and reinstall 1.20.4. Must have been a lot more changes than I realized reading the release notes.
  13. I did manage to get it to work. I just changed stuff to render a tin bronze pick head instead because I knew that worked. Something weird about the tin bronze I guess. After I assembled the fruit press, I reverted, and made a note to self. Curious what her solution to it was. How long ago was that vid? Fairly recent or am I chasing something pretty old?
  14. Since I am currently pouting about not being able to load my world I was just wondering what y'all consider to be "enough" skeps. I get an early start on bees because I really want lanterns. And I want sealed crocks before my berries start going bad. Why? I don't know. Probably because compost takes way too long to bother with. So for a long time, I stabilized on a 6x6 skep apiary. Then I found out that crops are also considered flowers, and started covering my irrigation tiles with skeps. At first, I was able to control it, but, as with all addictions, soon I am placing skeps on every damn spot I can. I went from 36 skeps to, in the last game, I kid you not, 98 skeps, one for every water spot in my 7x14 (8-around-1) farm. Yes, that's right. I'm also growing around 800 crops by mid June. A trivial fraction of which I'm ever going to eat, and, though I won't admit it, even converting them to dough is not going to end up with an appreciable number of compost by the time I'm on to the next game, even if I do stack barrels to worldHeight. Addiction is a terrible thing. So what kinds of levels do y'all stop at? When is enough enough? Do you find yourself replanting turnips because, though you already have a couple storage vessels of them, you have seeds, and it's just a compulsion? How many storage vessels of grain do you accumulate before you can tell yourself to stop?
  15. Fire pits are storage. I usually use a dozen or more even on a default world.
  16. I decided to make a fruit press because I'd left the door to my cellar open, and stuff was hours from rotting. I did not have any copper ingots, but I did have tin-bronze. So after checking the recipe, I thought, what the hey. Finished up the rod, it popped into an open slot, and because I didn't have the rest of the stuff for the press in inventory, decided to quench the rod so I could put away tongs. But when I mouse-wheeled up to the rod, crash! Here's the important bit: at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 322 I can no longer load the world, because when it goes to render the rod that I'm holding, it crashes. Same error message. I was only running a couple mods, I've disabled them, no joy. Repair mode does the same thing. Did I just hose my save? I get that there's no point to ever using bronze, so maybe it's never been tested. Anyone else had this happen? Is there any way to empty my hand or change to a different hotslot outside the game?
  17. It's still there. You just need to be a little creative about it. I noticed something weird when I was hoeing my farm, and thought, "Hey, that's probably exploitable".
  18. And if you take the time to make a marker a few blocks tall to lean the spears against, it makes it easy to restock in the field. Until you get really good at brown bears, littering your area with 4-high pillars with ladders on the third block up gives you a place to take refuge. Now in 1.20, that's not cheese, because if he can't path to you, (like if you are on that pillar) he flees the area. You can throw falxes, too. I do it all the time before I remember to bind "throw" to "T". Who thought fatfinger "Q" was a good idea? Or "E" for inventory, at which point you can no longer sprint?
  19. The quickest answer is to put a ladder at the end. If you put it 2 tiles high, drifters can't climb out, either. Or, alternatively, line the third high block all the way around the pit with ladders. Bears can't reach that, but can climb one that's on the second tile.
  20. Yeah, I thought the same thing. The easiest way to make it play nicely with game progression would be to simply write a patch mod so it requires bronze stuff, just like iron does. If you wanted to keep faithful to the idea behind the mod, maybe you make it massively damaging to copper tools. Kind of like recovering an anvil gives you back 800 of the 900, true, but it completely consumes a 100 chisel. If it cost, say, 10x the durability of pick and hammer, that might be enough, even though it does let you skip bronze. I don't know. Every time I get to the point where I'm ready to do try balancing existing mods, a new game release drops, and it goes on the back burner again.
  21. Are you saying you want a map editor rather than a random generator? That's WorldEdit. https://wiki.vintagestory.at/How_to_use_WorldEdit
  22. Isn't that how passive works? Granted, I've never tried it, though I have watched over someone's shoulder as he played on passive*, and that's what it looked like. [EDIT] * I might be mixing up non-hostile and passive.
  23. Welcome to the forums, @Jacob Stewart It's my understanding that all systems like UPnP and NAT-PMP do is use an internal server to set your port forwarding, not that PF is no longer used.. Steam does a similar thing through their client software. That's the upside. The downside is you are utterly reliant on that internal server. You lose the ability to lock down your onw server. Steam's version of this is that only those logged in to accounts you have designated as a Friend can connect. VS does it by setting things up so that you maintain your Friends list via whitelist. VS doesn't determine who can access your machine, it lust ensures that a given user presented the right credentials to the authentication server. Personally, I prefer that level of security over what connections are allowed in. YMMV. I could be all wet. The guy who told me all this might not have known what he was talking about, or I may have misunderstood. I'm happy to be corrected by someone who has a better understanding than I.
  24. If you luck out and start in a desert, you never have to worry about starvation because of all the sand which is there...
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