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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. What was your payment method? Here or Humble or itch?
  2. I don't have a machine that does not have VS on it, so I don't know how that operates. What I would suggest is going to the Client Area (on the taskbar above), and right below the Download the game links is a download .NET7 link. Click in it and save it somewhere. Then double-click on that file to go through the .NET7 install. After that finishes, without errors, try the VS install again.
  3. Creepy music is a good sign you have at least the basics of a cellar. One of those contextual cues that @LadyWYT mentioned in a similar thread.
  4. Welcome to the forums, @Lucio Magno The point of having lossy processes is the same as the rest of the things in the game -- to encourage you to go out and find more. I'd think bloomeries made with refractory brick might better fit the leitmotif of the game. Rather than 50% loss of firebrick, you have the same loss you see in cementation furnaces -- 10% for Tier 1, 5% for Tier 2, 1% for Tier 3. It's a good idea for a mod, so if one chooses to, he can reduce his need to explore, but I don't think it's a good fit for base game.
  5. The best part of it is that you have both horizontal and vertical axles. Opens up a lot of options that before required angled gears.
  6. You are running it after you download it, right? I'd try installing it on its own. The link to it is the same place you downloaded VS.
  7. You really need to see it delivered. Should be viewable pretty much any video platform. Look for "tears in the rain." ..................... I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time. Like tears in rain. Time to die. [EDIT] That's the way it's often rendered, but not how it was delivered. He added lots of pauses, which would make more sense to display as ellipses.
  8. Oh, does it load everything in the folder, regardless of whether it's enabled? I guess it might, for Mod Manager, but I'd think it should only need the modinfo.json for that, not the actual mod. Yeah, that directory has all the versions of 1.20 PS, EF, Bricklayers (don't know if that's well enough known to call it BL), etc., plus about 100 other mods I downloaded just to see how the mod was written. If I have to break that out, I will, but I'm not thrilled. Yes, you are right. It should be unloading the mods properly.
  9. Oh, I know it is. Pretty sure it's 5/4. I'm just like that horse who grabbed the bit in his teeth. Once I had latched onto the idea he was talking about crushing ore, not mining it, I couldn't think past it.
  10. It's a bit of a learned skill. Kind of like spotting meteorites. Until you grok what a dried up lakebed looks like, everything out there looks like a dried-up lakebed.
  11. More fields and crop rotation, my good man. Lots and lots of crop rotation. Your second flax crop goes everywhere first crops of all your other plants were. By mid-July, I often have at least 120 standard 8-around-1 plots. It's quite a bit harder to do in WS, without movable source, but still can be done if you are a little careful about where you settle. But in any event, it's a heck of a lot quicker than the very hit-or-miss halite deposit, and the paltry sylvite you usually get anyway.
  12. Oh, is that what's causing it? I'm not using anything close to 2g of mods in my Vanilla+, but there's no reason I need anything. I don't use CarryOn for anything other than rearranging things in my homestead, for example. I could easily go back to just breaking them. And I started using HUD Clock again just for the kerfuffle about storm announcements. I will miss Sortable Storage, though.
  13. I have not checked in 1.20.4-rcX yet, but this still existed in 1.20.3. Enough so that on my smallest system (16g), I'd reboot after every play because it would pretty reliably lose a couple g. It's easy enough to avoid it, a warm boot is enough. The problem is that there appears to be a different leak, which builds in play, which on a 16g system puts a pretty hard cap on about 3 hours. Again, fine after a reboot. And fine on a 32g system, still loses memory, but doesn't get to the point it's doing intense swapping to SSD for at least 6 hours of play. [EDIT] My preferred method of dealing with it on the larger systems is running on a virtual machine. Much faster than a reboot.
  14. Oh, doh! I was thinking chunks to nuggets, not deposits to chunks. And not aware of it ever being random, nor getting either 1 or 2.
  15. I'm a lean and modular type myself. There's no good reason to clutter up RAM that will never, ever be used. PS is kind of a special case -- it's more of a mod you use by itself, or maybe a couple other lean, targeted mods like StepUp and CarryOn. Isn't there a mod that does that?
  16. Yeah, maybe that's better than changing Standard. I didn't think it was all that bad, either, but I also had quite a little play time in, plus had experienced the shivers through their development, so got time to figure them out without having the bowtorn lumped in at the same time. I still got ripped apart quite a bit while caving, but since I looked at it more as learning how to deal with the new challenges, rather than my permanent forever home, it was no big deal. But that's why I thought there needed to be an easier mode that is just click on the playstyle. After playing a little while, you know what kind of a difference 10 HP vs. 15 HP makes, but the n00b does not. It's one of the reasons I am skeptical about adding even more sliders and options, and suggestions to nerf this or that. "Have you tried reducing creature strength to 50% or even 25% until you get better at dealing with them?"
  17. That was roughly the system they used to have. If you go into creative I think they are still in the game. Search for "meta". There are 6 or 7 types, I don't remember. But I don't believe they are still used. Might have been concurrent with when mushrooms used respawn blocks. I don't know for sure, but I wouldn't swear they even use spawn blocks for locusts -- more that they gave the meta block properties to the locust nests. You can check if you like. Ctrl-F4 makes them visible. But it's safe to say that they are probably not turning the clock back to 1.14 or whatever that was. Possibly before that.
  18. Yeah, I hit my limit, too. The host I found that was the least hassle was Flikr.
  19. At a guess, you have a client-side drop mod. I'm think it's still the case that you have to disable client side mods or they will still load.
  20. Hmmm. Wonder if all the bridle does is add a toggle, or if it's a little more involved. Have to look. If it does more than that, it might be possible to add road detection. Might have to have a look-see if I get bored of 1.20.4 rcx
  21. Not sure that's a direction I'd like. Spawns are currently regions/conditions, not specific blocks. And being able to fence in a spawner and have perfectly safe harvests of bears and wolves spawning therein sounds awfully cheesy. It doesn't work well with the way nutrition is implemented. Currently, (and IRL, for that matter) you have to wait until you are hungry before you can eat a meal. Otherwise you leave most of it in your bowl, and don't get the hunger pause benefit of the meal. There is a mod that does something like what you suggest. Hunger Overhaul, I think it's called. Wasn't my thing, but I can see it might appeal to others.
  22. Welcome to the forums, @Witchfire Don't know which emoticon to use. Tempted to use the laugh because of your last paragraph, but I don't want to demean your thoughts. At core, yes, I think the point is a game. To the extent it's a simulation, its not of earth. For the reasons you cite, plus a lot more. Between angle of repose and erosion, there is no reason for most of the dirt/sand/gravel landforms we see. Animals exist way in excess of the carrying capacity of the land. Brown bears in an earthly environment, for example, might require a territory some 60k blocks in diameter. Sounds like a lot, and in VS it is, but not in something the size of the real world. Long way to say, yeah, I think the choices made were deliberate, and for gameplay reasons. If anything, they make the survival aspect of the game too easy. Turnips being ready to harvest in under a week? Berries in season from early spring to late fall, every week and a half? Chicks to laying hens in a few days? In order to make it even a little bit of a challenge, you have to crank the hunger rate. [EDIT] I'll add that there are mods that shift the balance more in the other direction. There is one that gives you basically one harvest per year. Fields of Gold, I think it's called. There was one i messed around with that gave berries seasons. Cranberries were a late summer, early fall harvest, kind of like you see in SW Wisconsin. Currants were roughly the same as our raspberries -- a lot of them, but only for a couple weeks per year. It might be headed that way, BTW. The fruit trees are definitely a step in that direction.
  23. I checked it out yesterday when someone else mentioned it. I thought most replies were off-base. There were only a handful who were right, IMO. One should not expect to pick up a game and play it at hardest mode, even if you have played earlier versions, and especially if you were among those who complained and demonstrated that the game was too easy. The game has lots of settings. Choose some easier settings and work your way up to Hardest. People are not shy about suggesting new sliders and options. What's wrong with using the ones we already have? What should probably be done, though, is changing Basic Survival to be, say, 20 HP, and creature strength to 75%. It really is too much to expect of new players. Or maybe even add a New Player playstyle, and not expect new players to understand all the interactions between the various settings. HS and Exploration don't really help much to prepare you for things like storms.
  24. Would be cool to have a community gallery of screenshots of the various ruins. Maybe even spoilers of what loot there is.
  25. No, it's not (yet) a feature in the game. You can do a workaround using the --dataPath, each of which is using a different modlist, pulling from the same mod directory. See Posted October 26, 2024 [EDIT] The whole thread is worth reading. This particular reply s a step-by-step walkthrough of how to do it.
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