Thorfinn
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Everything posted by Thorfinn
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Lovely, interesting or just plain bizarre landscapes
Thorfinn replied to Maelstrom's topic in Videos, Art or Screenshots
Awesome, @7embre! I no longer like to build ladders up to a floating mill. I'd much rather have a cliff face I can build a path to run up, and still have my fields at sea level. (Not really a choice anymore in Wilderness.) That's exactly the kind of thing I look for. And most amazingly, craptons of glacier ice to make greenhouses. I play without map, so count on recognizable landmarks. Here's what I "settled" for in this game. The only direction I can't see this from a long ways away is NE-E, but the cliff on the right side (E) has an obvious marker right on top. I think the top my my selected spot is about 160, plus or minus. A ladder at the very top to where the top of my mill will be has a glorious 360 degree view, i.e., a lantern on top will be visible from a long, long way. And that ridge on the right side (E) is only about 15 tiles wide at the base, so it will be easy to tunnel through. What is that thing anyway? Some kind of a microscope? A laser? That thing from the original Tron that digitized Jeff Bridges? Oh, wait. Maybe that's the thing from Innerspace. Or maybe Honey, I Shrunk the Kids. -
Think I'm seeing a pattern here...
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What I find amazing is that it still runs smoothly on a 10-YO i5 running Windows7. Yeah, it can't swing the 1024 view distance anymore, but 832 is fine. Maybe, Depends on the code itself. So far, I've not seen anything be worse on my i9, but I've seen a lot of software in the 0-5% improvement range. Welcome to the forums, BTW.
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It's not humorous or tragic or anything remotely like that. Just scary, because I don't know how it happened. My seraph was chopping trees for a charcoal pit. Cutting into the edge of the forest, almost perfectly flat plains behind me. I had run my usual circuit -- sprint through all the terrain remotely close to attract all the baddies so I can deal with them before I have to go mostly immobile to chop. Late afternoon, and I'm admiring my shadow on the trunk of a birch tree when my shadow vanishes. Or more correctly, becomes eclipsed. Immediately go into evasive maneuvers, and spin around expecting to see some glitch, but am treated to the sight of a brown bear slamming into the tree I had just been chopping. The bear was not the scary part. Rather, where the heck did he come from? I looked around after running him off (sigh) and there was absolutely no place for him to be hiding. No gullies in which he might have been napping. All I can come up with was he was chasing a rabbit when he saw a tasty seraph. But do they shift targets like that? And I didn't find any dead critters in the vicinity. Further, I had looked in the direction he came from probably 10 seconds earlier, just before commencing chopping. I've seen them pop suddenly into existence, sometimes at disturbingly close range, 30-ish or so, but it's always been outside aggro range. And in any case, I should have heard him aggro. I am at a loss. Do bears teleport or something? Stealth mode? The sound engine change so when chopping the roar does not sound? To the best of my knowledge, I've never had a bear spawn in range, but is that just dumb luck? Or have spawn rules changed in 1.20.1, and I have to figure out what changed?
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You had me going there, @Dilan Rona. I read the specs on that watch a couple times. Couldn't figure out what you were getting at.
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36 ingot molds = 18 pit kilns = 72 firewood, and more importantly, peat. Yes, it's also 180 grass and 144 sticks, though those are pretty easy to come by once you have scythe and shears. Apart from lanterns, what else does onw pour ingots for after iron age?
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I'd be half tempted to quarry as much as I could to use as building material. So while they wait in my green room, they say, "Dude, this is bountiful malachite!" and the interview goes more respectfully as they are still in awe of the conspicuous consumption.
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Just wait until Chapter 3 comes out...
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It's just a learned skill. Lots of people prefer the colorized map because that makes it trivial. But even with the standard map, before too long, you can recognize the pattern and guess where the traders are to within about 50 tiles. If playing without a map, nerdpole one you found, go out to where you can just see it, (at least with my graphics settings) and there will be another one about there somewhere. Climb up 50-ish ladders and if you were headed in roughly the right direction, you should be able to see it. If not move one direction or the other, while still keeping the pole in range, and you will probably find it before too long. The RNG can still get you, though. A couple games ago I explored for, I don't remember, 2,3 days, maybe, and found 22 without a single Treasure Hunter. As you can probably guess, he was the next one I found. I saw his light from atop a ladder around midnight. I would mention that changing world parameters makes a huge difference here. Oceans more than about 30% this rarely works, though it may well be because a full third of the time, the RNG will have placed it in a tile that's underwater. Once 3 or so of those are "skipped" you are talking about variation of something like +/- 200 or more.
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Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
@Yerik, Calm? No, they should not spawn on Calm nights. Most likely, what's happening is they are spawning in nearby caves and walking to the surface. You just need to add a few blocks to the cave entrances to make sure they can't get out. -
Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
@traugdor there are two others -- mix of drifters and shivers, and mix of shiver and bowtorn. The drifter-only is just 10%. @Gwendal Steven, they are functionally the same as regular old supernatural spawns -- get at least 64 tiles away, wait at least six seconds there, then come home. -
Do it. Use his mod as an example. Refer to the original file that spells out the storms, which is .\survival\config\mobextraspawns.json to see what he's replacing. Set those values (in your version of the mod -- it's bad taste to just copy it if you intend to distribute, but if it's only for your own use, doesn't really matter) to anything you like. That's plenty easy. If you are up for a bit of a challenge, add compatibility with ConfigLib, so that you can tweak those settings to your desires. It's not that much of a challenge, TBH. @Maltiez has done an awesome job making it fairly easily approachable. [EDIT] If you are serious about trying out ConfigLib, I highly recommend downloading @Spear and Fang's Buzzwords and look at his configlib-patches.json. It's an awesome example. 'Course, that's always good coding practice. Find someone who is good at it and imitate his style.
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Just noticed there is a new mod that says it turns storms back to drifters-only. Looking at it, I thought it would have been cleaner to replace the values of groupWeights in the spawnPatterns field of the very same file. Just change the drifter to 1, the shiver and bowtorn to 0, just like it is for drifterstorm. Which he did, but he also changed things that don't look like they needed to be changed, like the weights of the storms themselves. As a bonus, he also doubled the chances of double-headeds in each storm. But I have not tried it. Just glanced at the code. Maybe there's a good reason not to do it that way. [EDIT] Assuming changing the weights of the storms themselves works, I suspect the most elegant solution would be simply to set all weights of storms to 0 except for drifterstorm.
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Prospecting pick not working v1.20.1 anyone else??
Thorfinn replied to gty82394's topic in Discussion
That's probably everybody claiming they wanted it more immersive. And there's nothing immersive about a popup text box... -
Welcome to the forums, @Scythe88, and good call on /time stop. I was going to suggest skipping forward to the next May, but yours is a much more elegant solution. The only downside of it is that I'm pretty sure predators will still kill off any animals around spawn.
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@j0e, sea level is the important thing, though if you have nerfed rain, you are already in a world of hurt regarding clay, because they only form in places with a certain minimum rainfall. Uncommon, I think. Something like 0.24, but don't quote me on that number. It's not necessary that the marshy areas have water, merely that they are at the right elevation. I only included the "marshy" descriptor so you know what kind of landform to look for. [EDIT] Since I still had the directory open, it's 0.27 minimum rainfall, and 0.1 for the larger patches in bauxite sand/gravel, though those are quite rare. So if you turned down rainfall so far that it's not even 0.27, your only shot is going to be bauxite sand/gravel deserts, and even then, only the fiendishly rare larger deposits, which are the same size as the regular deposits. ETA: Oh, wait. There's always panning. Unless something changed there, I think the only clay that can give is blue. And you should have plenty of sand.
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Blue clay is still very easy to find. Just look at sea level. Those marshy areas are thick with the stuff.
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I was thinking the same thing. Cozy. Efficient, what with the paths throughout. I have not had a chance to look into it yet, but when someone else asked a different question about crops, I noticed the following: beeFeedByType: { "*-1": false, "*-9": false, "*": true
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Crash on VS 1.20 not generating crash dialogue window with debug logs.
Thorfinn replied to Dilan Rona's topic in Discussion
@Dilan Rona, sorry, I don't know. I've not had a crash yet. Back in 1.19 when I was using mods, I didn't wait for the box to pop up anyway. I put a shortcut on the desktop for Notepad++ to open all the logs. -
Tell me about it. I swear I've eaten more honeycomb than squeezed it.
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Crash on VS 1.20 not generating crash dialogue window with debug logs.
Thorfinn replied to Dilan Rona's topic in Discussion
I thought that's what was meant by: Tweak: Don't message box the player on thread crash on exit, just log a warning. -
Don't know if you are aware of it, but watch rift activity carefully. Caving in even Medium is not for the meek. Try on Calm to see the baseline, and work your way up to your comfort level.
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My concern turns out to have been misplaced, @buddahballs. I thought with the new release only a few hours ago, no one else would be stopping by. I was kind of afraid that if no one responded you might take it the wrong way. I only stopped playing to get food cooking, and now to check on it. Make sure I didn't do something stupid like setting the heat too high and burning it. Looks like one of those mods will probably work right now, the other, maybe, though they will likely display a warning in Mod Manager. Wanted you to be able to get to playing a game more to your liking as soon as you could.
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Welcome to the forums, @buddahballs Depending on your taste, people highly recommend https://mods.vintagestory.at/show/mod/13227 or https://mods.vintagestory.at/show/mod/13245 Incidentally, this has come up many, many times in the past. Enough that it was added to the Frequently Suggested thread over 4 years ago. There are many since then, as recently as a couple months ago. There's nothing wrong with starting a new thread. Heck several many people started new threads in the last 24 hours about the authentication servers. It would just be nice to not rehash all the old discussion. Particularly right after a new release. [EDIT] It may well be the long term plan, though they have resisted adding it to the Roadmap yet. Fruit juices at the moment don't do much but extend the Sell By date in exchange for reduced Satiation and increased storage space.
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Doesn't serverconfig only load when generating a new world? I thought you had to chance settings via console, like @traugdor is doing.