Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I'm just wondering what "tripling" means. Presumably the original server had at least 2 players, so triple that would be another 4. That can be done via hunting. If "tripling" means an additional 24 mouths to feed, that's going to require a lot of territory. But then again, most of those hunters will be able to live off the land anyway, since crops are easy to see when everything else is brown.
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Unfortunately, not at this time. It's in the "Limitations" section on the But Server page. [EDIT] However, you could start one with the seed from your world.
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If your mount gets a little testy, give him some time to settle down before you dismount or approach him. Thirty seconds ought to do it.
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I take it your livestock are not to scale yet, either? Depending on where you are now, you might get another harvest of a fast growing crop like turnips using greenhouses. Probably best option is build some fields further south. Or skip forward to spring as the food starts running low, I guess.
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Yes, but... I do not believe they bump the nutrition bars. I could be wrong, but last I checked, eating veggies raised the nutrition bars faster than eating hearty veggie stew.
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I'm not sure what the point of it is, then. They are the only ones you can't outrun. And even polars you can outrun as long as you don't mess up. Browns were the reason I stopped burning off brushy level ground -- without that, they will run you to ground. But they climb rather than jumping, so they are slower on slopes.
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I recently got an awesome start location, but I should have realized that since there were larch at sea level... Friggin' cold! Even though it's a temperate start. Shoot, I'm still having to start forest fires in late June to warm up. Fortunately, I like starting forest fires. [EDIT] **Get to the point already!** In this game, crops are still getting freeze damage in June. It would be hard to make a spreadsheet that could account for all climates.
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Not sure. Seems it would give a massive advantage to Hunters when tracking down wolves and bears in the brush. There is a footprints mod, but I've never tried it, for pretty much that reason.
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Anybody else finding the Temporal Storms too difficult?
Thorfinn replied to Mourning Wood's topic in Discussion
Storms: I do agree it went too far the other way. Then again, my first dozen storms in 1.14 (I think) were way too tough -- I died multiple times in each. Turns out it was just that I wasn't anywhere near as good as I thought I was at the challenge. It is possible that I will come to decide these storms are also too easy, though I kind of doubt it. I mean, I'm surviving them, with relatively minor amounts of arena prep. Pillars of packed dirt to hide behind, mostly. But there are a lot of times it's a close-run thing. Heavy storms, I'm still sitting out, unless they are drifters only. Jonas tech: Yeah, it's basically impossible to assemble any device, let alone any particular one, in any reasonable amount of time. Then again, IMO, Jonas tech is mostly useless. Currently. My guess is that it will come into its own in future chapters. But even so, being hostage to the RNG for however long it takes to farm the right parts does not give me a warm fuzzy. Temporal gears: Definitely agreed. Particularly since I'm a permadeath kind of guy. I still hoard the things, but I'm not sure why. It has been a long time since I've repaired a translocator. Possibly as long ago as 1.18. I've always found what I wanted without taking the crap shoot of popping out somewhere I have no idea how to get back if I couldn't get to the TL. Upshot, there is no good reason to bother with the storms, IMO. I do it mostly because Tyron thinks it's important to the game experience he wants to produce, and I'm interested in getting that experience. [EDIT] It is possible that the current storms would be fine after the RA. Not sure, because I hit the RA early, but it's quite common for people to do RA with at least iron and sulfur-honey, so maybe? -
Anybody else finding the Temporal Storms too difficult?
Thorfinn replied to Mourning Wood's topic in Discussion
You don't necessarily have to cheese them. You just can't really find a flat spot and cheese them because they have weenie missiles and very slow movement, like used to be the case. Now they have missiles similar to yours, and movement similar to yours. True, the nightmares are quite a bit tougher, but that sort of makes up for the fact that you had the homefield advantage of creating the arena. You can design it such that it plays to your strengths and their weaknesses. The only reason we were talking cheese tactics is that there are some people who don't like to design strategies and tactics, to whom the game is more of a builder. It would be nice to give them the chance of doing lore stuff without just locking themselves in a closet for 10 minutes every 7 hours. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
And exactly how many of those helpful answers have you seen in this thread? Do you suppose there might be a reason? That maybe it's not as simple as it might seem? But, fine, I'll point you in the right direction. Have you at least read the wiki on the subject? https://wiki.vintagestory.at/Special:MyLanguage/Modding:Preparing_For_Code_Mods [EDIT] Reason for asking is if you have, I'm not sure why you are asking for help. That has already taken you straight to the API repo. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
Did you bother to even read any of it? I'm 99% sure that what the OP and you are asking CANNOT be done with .JSON editing. Or at least couldn't in 1.19 or 1.18, I forget. My replies were giving alternatives to what he was asking for, but which could be done with JSON edits. No disrespect, @Ikana but if you came to the exact same conclusion I did and I should have remained silent, why did you think it was appropriate for you to post? No, I take that back. That was disrespect, as was yours. -
Sounds like someone broke in and cooked junk in your cooking pots. From what I hear, probably a Blackguard.
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@Sjdq welcome to the forums. What specifically isn't working?
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Oh. No, I don't think Maps helps. Sorry. If you haven't done a lot on that machine yet you might be able to recover it using some freeware undelete program. Might be worth a try. But I'd download it on a different machine, and install it as portable on a stick, and avoid using that machine as much as possible until then.
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Is the server an extra machine, or did you just open your game to MP? You could try various settings on how aggressively memory is managed. Win10 is a hog. Win11 at least lets you shut down the worst of the bloatware while you are playing. I get a lot better performance on a Win7 with 16g than either of 10/11. But, yeah, the more mods, the more code there is to churn through, and the more memory required. 1.20's expanded code was already taxing a 16g system. The best solution would be to take your old i5, add an SSD and bump it to 16g, and make it a dedicated server. Or you could leave that as the server and join on another machine as a client. I've heard good things about switching to Linux Mint, too, but that's pretty drastic. [EDIT] Refurbished i7s are dirt cheap. The big bux are in the GPU, which a server does not need.
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Personally, unless I absolutely have to recover a lot of seeds, I like to place them in a single row 1 space apart. That way, once grown, if I pick up a bear, all I have to do is run between the trees to the other side of the row and he can't follow. You can pelt him with missiles and all he can do is roar, run away, or die. Same with shivers. Even wolves sometimes have a tough time pathing between them.
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I take it the recycle bin doesn't have it anymore?
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Might be an easier way to do it, but you can always open the file clientsettings.json in any text editor, find "guiScale": and change whatever number is there to 1.0 Make sure to leave the comma at the end of the line. Welcome to the forums, @Ircillo! [EDIT] Oh, probably should have mentioned that if you did a default install the file will be in %APPDATA%\VintagestoryData
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Yeah, @Zippy Wonderdust things like that worked before. The fly in the ointment is that all shivers and now double-headed drifters are double-wide. I don't know yet if 2-H get filtered out by a 2x2 passageway or not. They look pretty tall, but I spend very little time in-range. I don't believe they will. Have not yet seen it, but that's purely observation in a game, and I didn't stick around too long to check. So far as I can tell, they won't, unless there is a valid path to the player. I do not know if you could "invite" them in via double doors that you then slam in their faces or not. I also have not spent any time with the trap doors that they would path over before, even if they were opened. Do they still? Dunno.
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That's very cool! An added benefit over mine is that drifters won't all be in the same pen, so won't be killing each other. Love the corridor. A single gate at their level would allow you to use missiles safely, and if you had time between waves, go harvesting and retrieve missiles. Have another idea I think I'll try. Did you just go into creative and spawn those guys? Wish I had thought of that... [EDIT] Oh, and did the bowtorn approach that closely or did you spawn him there? I thought for sure he would keep his distance. If not, I'll have to rethink things.
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I just realized it wouldn't take all that much. Either set the plate size to be a minimum of the max view distance from spawn, so that you need generate only 1 plate, or spiral out from spawn until you have a couple view distances plated out from every player before initial spawn. It might also impose a brief pause on a player's respawn if he dies and you have a large respawn radius and it has not generated that one yet. But I still think the problem is going to be mashing cubes into those polyhedra. From any point, it's easy to figure out the adjacent block in a cartesian system, and even a modified steradial system would not be too bad, since it would approximate to cartesian, but polygons? Those will rarely be aligned NS or EW.
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If you wanted to, you could change quantity: { avg: 1, var: 0.4 } to something like quantity: { avg: 10, var: 0.4 } That would be easy enough to remember how to change it back. Then double headed should drop a stack of either 10 or 11 temporal gears. At least then you would know if it was parsing that file properly.
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Another thought -- a bit cheesy (ok, a lot cheesy), but you could make a mob sorter out of hallways. The corridor to your hidey-hole starts out 2-wide, then drops to 1 wide. Something like (top view): X PXXXXXXXXXX XPP PP D X XP PP DYX XXXXXXXXXXXDX X X XXX X=WALL P=PIT D=DOOR Y=YOU The idea is that this is too close for bowtorn to approach, which is fine, they have crappy loot anyway. The first pit should catch all walker drifters and most of the crawlers but allow the shivers to walk over it, where they get caught in the 2x2 pit. Might have to fool them with that trapdoor trick. That pit will need overhangs or fences or something to keep them from climbing out.Then it's just a matter of setting up a shooting gallery in that lower level, and knapping a brazilian spears. I have not tried this out yet, no, again, just brainstorming.
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To what? .chb? Just type "." in the game, it will bring up the console, type "chb" to finish the command. Or do you mean the file? .\survival\entities\land\drifter.json, I think. Be careful. Don't change stuff unless you know what you are doing. This is just to let you know whether you are going to have to reinstall 1.20.3. If the file looks right, something else is afoot.