Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I agree it seems a bit weird to not have anything left to show for your broken tool. It just goes *Poof*. But the problem is that metal is so common, even on some of the hardest settings, that if metal does not go *Poof* that whole gameplay loop collapses. Reforge your chisel, maybe you have to add a fresh nugget or two, and you are good to go for another thousand blocks. But why? What's the point, for those of us who don't feel inspired to build Notre Dame? Unless tool maintenance becomes a substantial outlay, something akin to repairing armor, and tools become vastly more expensive in the first place, most of that whole game experience vanishes. But if tools get more expensive, where does that leave the players who are having difficulty finding their first 40 copper nuggets?
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Exactly. VS is not a simulation, it's a game. Trying to get too much verisimilitude in the name of "immersion" does not work. Same way a full grown moose has only a dozen times more meat than a rabbit. If they balanced it more towards realistic salt extraction from sea water, no one would ever bother with looking for salt, other than maybe for the sylvite. To use @Echo Weaver's example, imagine panning gave you 1-4 nuggets every time. What would be the point of mining, or even looking for surface ore?
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
I don't use OneDrive (or any cloud, for that matter) so you have to substitute in the correct syntax, but it would look something like, c:\games\vs121\vintagestory.exe --dataPath OneDrive:\gamesaves\vs\121\vanillaPlusPrimitiveSurvival -
Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
Why should they know? How much of the lore do they know? Just like most other games, this comes down to player skill/knowledge, not handwaving things that you learn in-game. -
Now repeat the calculations for halite. SG probably over 2, so a m^3 is more than a couple metric tons. Which is enough to cure one meat. Or at least that's how they decided it should be balanced. The point is not one of easy/hard, but rather that it is consistent.
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Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
I agree it's kind of like radon in a modern home. Invisible, colorless, odorless, and, yet, not a good location. The game gives you the means to check for stability. You don't have to go to the store to get the kit, or wait for results to come back. If you choose not to avail yourself of them it's not really the game's fault. -
That's kind of what I was getting at. Is that another intended use of cracked rock? Some places IRL, that is the aquifer. But then is that going to be seeping into the caves, and filling the lower reaches? That is a very different game, one that needs a different approach to water mechanics.
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Is it? Or has it just not been listed as compatible? I can't think of any API changes that would have affected it.
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Wells are also one of those oddball things. One could easily produce a mod that allowed construction and/or excavation of some kind cistern. But you know that lots of someones are going to complain that yes, sandstone is an aquifer, but only if it's sitting on top of some relatively impervious layer of rock. Or clay, if you are doing ground water in dirt or sand. Irrigation is probably going to have to wait for whatever they plan to do with flowing water. You could put a pump or Archimedes screw into your cistern, and define what block becomes the output block. But as water exists in the game now, it would only flow 4 tiles from there. A grid of wells and windmills every 8 blocks is not very practical.
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It's kind of a niche thing. I can see myself trying it, but not using it beyond that trial period. That was my opinion of Anvil Metal Recovery and Smithing Plus, or whatever that was called, that let you haul around the broken tool head and patch it up at home. Problem being that tool head was around 18-19 nuggets, or less than 5 pieces of high-grade ore. Am I going to carry home the broken pick that will have lower durability with each forging, or am I going to carry enough ore to make almost 13 picks? To ask the question is to answer it. It probably has a lot of appeal to people who want more "realism" in the game, and to those who don't yet appreciate how plentiful metal is. If you used something that cuts metal use by 33%, you should probably reduce ore spawn rates by 33% to compensate.
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That's not quite what it does. It just removes any blocks that don't have x number of player modifications from the default mapgen. This change allows you to exempt certain blocks. What specifically are you trying to accomplish? [EDIT] You don't have to say. If you just want to remove a certain version's changes, just follow the instructions. Any admin of your server (you, if singleplayer) just types that string in from the running game. You hit "/" and it opens the chat box, and the / begins the server command. [EDIT2] Personally, I'm not going to use it yet. I can live with some discontinuities. I can't very well get by if it somehow corrupts the world or does something I don't expect, and I don't notice it for a week or two. I'm going to let more impatient admins find the problems.
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There are at least two thirst mods. Hydrate or Diedrate is the more popular, I think. It probably will eventually be worked in. Wouldn't surprise me if that was the point of the fruit press. My guess is it's probably waiting for the status effects to get close.
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Another of those things I've modded into my server. Bone handles. They aren't as large an increase as they give for stone, but then again, how long a blade holds an edge has very little to do with what the handle is made of. They just don't have their own artwork. For a while, I had hardwood handles, too, but the only good wood for it is ash and hickory, neither of which are in the game, and neither of which I care enough about to create models for. It's just not a big deal, particularly when durability starts reaching 4 digits. A bonus 50 durability is kind of in the same vein as "You won a free oven mitt!"
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Check out Quick Stack. No idea if it's been updated, but it works basically like Terraria. You can favorite items and slots, and it leaves them alone, but one button deposits everything in inventory into chests that have at least one of those items.
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I don't know of any reason they are opposed to it. I think it's probably more of a, "This would be nice to have, but this other feature on the roadmap is more important." It's possible there might be something they have in mind for the UI that would interfere. There's always the talk about getting rid of the crafting grid. Does that mean they have something different in mind for how they deal with backpacks and long-term storage? Without knowing what's in someone else's head... [EDIT] Incidentally, when I use mods, I prefer Sortable Storage. Xandu's is nice, but too full-featured for me. I'd prefer what exists in Planet Crafter, TBH. Ctrl-L-Click transfers all like materials from storage to inventory or vice versa, and has sort.
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Isn't there already one? Or is that only clayforming. TBH, never really paid much attention.
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This is true of a lot of wifi, particularly the "free" ones. Even the moderately high end Hilton and Hyatt-Regency hotels do it. No one wants to have his company's wifi bill go up due to gaming, any more than from pron.
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Pretty sure it does not. But you could always test it and see. Harvest a dozen or so and see if you get the max. If not, then either your friends are misinformed or they don't like harvesting. Also, there's no reason harvesting has to happen now, unless maybe it's going to frost-kill everything in the next 5 minutes. Furthermore, 80 turnip plots is more than enough food for you and your 3 friends, even if you don't get max harvest.
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thinner birch, and intermediate tree stage, and other small tree species.
Thorfinn replied to Nagahiro's topic in Suggestions
I suspect fruit trees and fern trees and the like are the archetype for future forests. That is, yeah, I think that's where it's headed. The question is going to be can one scale an entire forest on the fruit tree model without making massive lag. I think the deal is they wanted to make a woodlot practical instead of realistic. If instead of a few days to full maturity, it took several years to make it worth harvesting your woodlot for firewood, let alone planks, like it does with fruit trees, bye-bye old growth forest. -
The game's ratios are just a little weird. 1m^3 of halite yields only 2 salt, which is only enough salt to cure 1 meat. Sea water is about 3.5% salt, IIRC, so you should need to boil about 28 m^3 to get the same 2 salt. Not the miniscule 10l (~0.01 m^3) this mod uses. Assuming I didn't blow a decimal point somewhere, it would take over 500 50l barrels to have the same amount of salt as a single block of halite.
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Right. That's why you have to use the probability of it not being a success. That way, the odds of neither of two rolls being a success goes down, as it should.
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Plug that into a calculator. I'm curious what the Mac says that is.
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The carat is not multiplication, it's exponentiation. Tho maybe not on a Mac [EDIT] You are right about the independent thing though. That's harder to deal with. A first approximation would be to divide the column into not blocks but average vein thicknesses. But that's not very good, either. Take black coal. Its only in sedimentary layers, so once you dug down to igneous, all the rest of those blocks were averaging in a flat 0‰.