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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. 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.
  2. 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.
  3. 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.
  4. I take it the recycle bin doesn't have it anymore?
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Huh. I guess I'd try .chb I rarely change default settings, and only rarely use commands, mostly the one to get better lighting for making a video. Hopefully someone else can help. IIRC, there were some files that did not get properly updated somewhere along the line, though I don't think this was one of the reported issues. You could try opening drifter.json and make sure that the drops for the variant is: "*-double-headed": [ { type: "item", code: "gear-temporal", quantity: { avg: 1, var: 0.4 } }, { type: "item", code: "gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 5, var: 2.5 } }, { type: "item", code: "flaxfibers", quantity: { avg: 2, var: 0 } }, { type: "item", code: "stackrandomizer-alljonas", quantity: { avg: 0.4, var: 0 }
  13. There are lots of situations where MP does not work the same as SP. You are probably better off finding someone who runs a heavily modded game and ask if he had problems with anything in your modlist. The only person I know who runs anything remotely as heavily-modded as yours is @Darkx. And I know he fixes a lot of the MP bugs himself.
  14. That's odd. I don't believe that's anything you can change outside of a mod. First question is always what version are you playing, and what mods are you using.
  15. Oh, they should be. You are talking the double headed? Yes, I think they always drop a TG, some rusty gears, and sometimes a Jonas part. But they only appear in storms. Anything you meet other than in a storm is basically useless. (The nightmare versions have something like a 5% chance of a TG. One in 20. Lotta risk for little benefit.
  16. Until you get to the very top drifter and the very top shiver, the loot just isn't all that much better. Definitely not worth risking life and limb on. Each level up from surface only drops half again, maybe double from the last level. Which is still not great. Rather than 1 fiber every 5, a nightmare has about 2 every 3. [EDIT] For whatever reason, the game does not encourage mob farming. With the exception of maybe using some of the traps. Maybe.
  17. Personally, I usually just hide next to a vertical coffin until I see what kind of storm it is. I think only things with at least some drifters are worth bothering with. If so, I go into my "arena" which is mostly just a bunch of almost randomly-placed fenceposts to disrupt movement, and floating packed earth to block missiles, then keep on the move. But just had a wild idea. What if the arena were more regularized, fencing diagonals that had internal dimensions of, say, 5 or 7 across? Wherever they spawn, they would be contained within that pen. All you have to do then is make sure to keep any pens with bowtorn from having lines of fire at you, and you focus on those pens you want to deal with -- doubleheadeds and whatever that shiver is. Kill the others as you have time/inclination, but IMO, you are probably better off despawning them if possible. Which would require at least 2 such arenas at least 50 apart. Note: I have not yet tried this. Just thinking out loud at the moment. Anyone have other ideas to make storms a bit more manageable? Particularly since well over half of what's on the field one shots on Wilderness.
  18. Welcome to the forums, @Azubal That's quite the list of mods. First thing I'd try is disabling the Arts mods. There have been others reporting issues, though not exactly the same. And then sorry to say it, you are going to have to go through disabling them, either in groups or one at a time, until you find the culprit. So far as I know, most modmakers do not test on multiplayer, and those that do, only his mod . Maybe one or two other QoL mods. You can try looking in the comments for each mod and see if there are others who have reported issues. It might also be the base game itself. I didn't die, but neither do I know what triggered a 5-day run of the hunger bar being frozen on a purely vanilla run. But not being able to reproduce it isn't helpful.
  19. Welcome to the forums, @Dylbmer Would be interesting. It would also require generating the plates (or at least a goodly share of them) when creating a new world. The "distortion" could be added in a manner analogous to our current terrain generation. So other than the up-front time, it might actually run a tad faster. Not sure how well it would work in practice in a voxel builder game, as it is not based on cubes, but rather kind of a "voxeliztion" of a polyhedron. Specifically, how do you store voxels in a non-cubic space? It would work well indeed for something like an RPG, though. VS has an interesting approach to generating the kinds of features he says can't be generated by Perlin noise. by using different parameters for the Perlin noise depending on what kind of landform it wants to generate, described in the aptly named "landforms.json". No, it's not perfect. While you can see features consistent with uplifts and rift valleys, they usually don't make tectonic sense, but then again maybe a game doesn't have to?
  20. Had a response that went way too long, but the TLDR is I'd rather just wait to see what the devs come up with. The console is almost certainly going away in final release, so it's going to be something different. Making it a popup like lore is going to upset the immersion types, making it immersive is going to upset those who need accessibility features. Nothing is going to satisfy all parties. [EDIT] Well, nothing except changing the gear in the HUD to sepia at the 8 hour mark. But even that probably has its detractors.
  21. Landmark from east of home: https://live.staticflickr.com/65535/54299406423_081dc78514_b.jpg Landmark from west of home: https://live.staticflickr.com/65535/54299154621_cb09d3fbbf_b.jpg In a cave a few tiles from my home. Yes, that's halite in the foreground. https://live.staticflickr.com/65535/54299388979_84bb0f6a38_b.jpg A cave a couple hundred away. Yes, black coal and fireclay in the background. Anthracite and tin in a tunnel off to the right. Weird color from glowworms right behind me: https://live.staticflickr.com/65535/54299154601_c55e0ac17d_b.jpg Another quadfecta not too far to the NE of home: https://live.staticflickr.com/65535/54299154611_11469a554c_b.jpg So where's my iron, dammit!
  22. Since that's what a low personal TS does, I'd think just the warping would be fine. Doesn't even have to be brief. It can slowly get worse as the storm approaches. You still have several minutes before things go nuts.
  23. I'm finding the same, @Maelstrom. I usually have a stack of flint ready as soon as my first charcoal is done, typically, by day 3. There's always at least half a stack of flint I can spare.
  24. Just use something like foobar2000 to set a replaygain tag on everything in the music directory. I think the directory is .\assets\survival\music. Alternatively you could probably replace the music with ogg versions of whatever music you like to listen to while playing. [EDIT] I wouldn't swear that would work. I have not tried it, because I kind of like the music. I have no idea whether tags are supported in VS' player, though I suspect they are. Again, haven't looked, but that's probably how @ApacheTech works his magic in Accessibility Tweaks mod. That's another possibility -- he might have included music in things you can set gains on. Barring that, you could always use something like Audacity or Reaper to turn the volume all the way down.
  25. "Kids and their newfangled ways! Dirt was good enough for my grandpappy, it was good enough for my dad, and by, gum, it's good enough for me!"
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