Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Welcome to the forums, @DeliciousCarrot and @Suros!
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Welcome to the forums, @SpaceGeek Moving to .NET 8 has been talked about a lot. Last I heard is that the libraries being used had not been updated to .NET8 yet, with no answer as to when those vendors expected to update. Someone had a way to how to get .NET7 going in Linux, but I don't know the details.
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IME, that's usually someone running with too high of a view distance for his machine, and mapgen can't keep up. Whether or not you want to worry about it is up to you. The game is fairly fault tolerant -- if he stops running and finds something to do while his computer catches up, the problem usually resolves itself. But it is possible to get so far behind that the server crashes. [EDIT] If I'm interpreting what I'm seeing properly, the client is too busy generating blocks to receive from the server. That particular situation rarely happens in explored territory, unless someone has a really outdated machine.
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Never seen that, but then again, I haven't played anything but permadeath in quite a while. For the time being, though, why not turn the penalty to keep items? Do the penalty thing when it's to keep you from doing something dumb, but not while you are learning the ropes of the game. Welcome to the forums, @NoNamesLeft3.
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??? Querns are portable. Essential for those games where I have to source lime from shells. Querns are now locked behind full Copper Age. While I don't know the reason for it, I'm guessing there was one. Maybe to slow down the oven, and encourage more pot cooking? Maybe to slow down leather armor, thereby giving a reason to build lamellar? Whatever the reason, what's the point of unwinding an obviously conscious change in progression? But if you want something to fill that niche, I agree that bruising horsetails has an appeal to it. So long as the stone bowl was something relatively easy for a n00b to do on day 1.
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Ah. Figured something like that. Which featured prominently in a recent nightmare I had. I dreamt that some people were proposing VS adopt a waterborne version of what I now know has a name -- the elytra problem. Think of it -- no roads or rails to build, truly massive hauling capacity relative to every other mode of transport, complete safety, and as fast or faster than overland. Yes, I'd not want such a fate to befall VS.
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Anybody else finding the Temporal Storms too difficult?
Thorfinn replied to Mourning Wood's topic in Discussion
It's still eminently suited for arena. Just not a wide-open arena like E1M7. Think more of those popular Deathmatch WADs with pillars and overlooks and such. Design your arena more with the idea of breaking up lines of fire and limiting mobility. Pay special attention to the range at which bowtorn will flee and flog it. I think shivers need a full 2 blocks to get through. A fencepost here and there really messes up their day. Step between a couple fenceposts and now they have to pathfind all the way around, while you can harry them with missiles or step through to hit them a time or two, then disappear back to safety. It's amazing how much paths help here. -
Parkour was the reason I never bothered to finish Hexen. If I wanted to play a platformer, I'd play a platformer. That I'm fairly good at parkour does not mean I enjoy it, quite the opposite. I'm undecided whether it's worth it to do the new stuff again until there's something later. Probably not. Well, maybe the first part. New clothes don't interest me at all, but some of the other options might. I have not decided. But there are plenty of 1.20 changes to get a grip on that don't involve the new storyline.
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I have no idea what an elytra problem is but it sounds like it must be as bad as a weekend of Montezuma's Revenge.. Yeah, ultimately, it's going to come down to balancing the existing means of travel. Building a road is a substantial investment in time and materials and only boosts movement by a third, and only if you are headed to the same place the road does. An even faster means of travel would have to have a proportionate expense and usability limits or you obviate the road system. Re: heavy lift system, if done realistically, that's not too much of a risk- Kind of on the order of steam-powered fighter planes. You can't really lift enough high-energy fuel to make a hot air balloon effective for freight. But remember we've been promised carts, which will presumably be able to benefit from our road system. Hopefully they don't nerf carts by making you need a 2-wide path...
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There already is such a thing. A stack of ladders. Two if you want to start in the clouds. 'Course, once you deploy the first stack, you'll probably start wondering if you actually need the glider. It's a great idea for saving yourself the trip down the ladder, but I hate giving up the inventory space. But now that you've put the idea in my head, I'll probably start using it to get back down from my mill on the top of a cliff.
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Prospecting is tedious and ruins the game for me. {Help!}
Thorfinn replied to Danny97's topic in Discussion
You optimist, you. -
Bowtorns and shivers are a good combination. Serious missile damage if you can't mitigate, and if you design an arena, shivers can climb at least 2. Building an arena that lets bowtorn pin you down and shivers attack from above is... suboptimal.
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Huh. So all that lore stuff isn't just a click-through EULA? Guess I'm going to have to start paying more attention to it, too.
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Using what equipment? And by what kind of a margin? If you can do it in gambeson, copper weapons and half a stack of poultices, probably. Though the challenges are somewhat different, they can also be handled with proper preparation. Unfortunately, there's not much of a hint what proper preparation means, like @SlateSlavens says. If you can do the RA pre-copper anvil, nothing greater than leather, you I'd give you decent odds, though it's hard to say because you will be using skills that the RA does not require. Ultimately, RA comes down to not much more than your dodging skill and how quickly you recognize patterns. This involves more. In any event, it is a good idea to upgrade your stuff after the RA. Well, unless you are already in steel. And if you are in steel, I don't believe the RA is very good at predicting the outcome -- that gear is way OP for the first boss. There are a lot more ways to die in the new one. At least I'm guessing there are. I didn't die, but there were a lot of times where I thought I was pretty close. Including death by knockback, which isn't spoiler per se, but maybe spoiler adjacent.
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I'd think I'd just go with a mano, which is sort of @Steel Generals answer. Knap the corners off a stone to get something that feels/looks like it would fit in your hand, (historically, it would look something like an oversized hoe head from the game) then go with the "immersive" process of putting what you want ground on the top face of a stone block and right-click on the item with the mano in hand. You could probably limit it to one item at a time, but I think I'd probably go with 4, since that could be done with the current ground placing.
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Help witth lighting my Base needed (mod or vanilla both is fine)
Thorfinn replied to Tam Hawkins's topic in Questions
The easiest way is to not care about baddies spawning in most places. You don't need lanterns in your pastures to keep the livestock from despawning, only places where they are roofed over. Yes, including roofed over with glass. Go for a brisk morning run. You need to get 64 blocks away for only a few seconds. Then come home for a nice hearty breakfast. You will find your uninvited guests have all left. And your heart will thank you for getting some exercise. -
Prospecting is tedious and ruins the game for me. {Help!}
Thorfinn replied to Danny97's topic in Discussion
Maybe. The only one I have personal knowledge of is malachite, and that's in the ballpark, if memory serves. I have no idea if the rest are reasonable or not. But, yeah, I don't use the numbers for anything other than maybe moving to a higher likelihood location. Even so, the difference between "Decent 3.02 versus Decent 2.84" is miniscule. A few hundredths of a percent. Assuming the RNG is more or less random, you couldn't tell the difference without several hundred blocks mined, and then only if you are good at statistics.. -
Prospecting is tedious and ruins the game for me. {Help!}
Thorfinn replied to Danny97's topic in Discussion
Sort of. Like @Streetwind reminds every time this comes up is that it's not just a simple math problem. It doesn't in any way represent what is there, but what could be there. If the RNG fails the roll, it's not there. It's even worse for iron, where there is in essence first a check to see if that chunk should even have a check. And, of course, it's meaningless to someone without a lot of experience at the game. Does that number mean its a good chance or not? Unless you've seen a lot of other values and what they actually spawned, you are better off sticking to the description, and using the numbers to split ties, like @Maelstrom says. If you IRL are a mining engineer, or possibly a metallurgical engineer, you can compare those numbers to what you learned in school were likely prospects, but you are drawing on some special knowledge then. -
Ability to control the type of monsters in world spawn
Thorfinn replied to midknightowl's topic in Suggestions
By far, the funniest way to deal with arachnophobia would be to replace the model of the shivers with the model of the bunny. I wouldn't swear to it, but I think @DanaCraluminums ConfigureEverything does what you want. And more, if that wasn't obvious by the title. -
That should remain a render-time matter. Even on fairly high-end systems, you are forced to choose between faster movement and view distance. In the illustration, you have a view distance of, what, 16? 24? Yes, you can make some very pretty things with that. But you will also not see land in time to avoid running aground with a quasi-realistic boat. And for me, seeing the land on the distant horizon was the whole point of exploring. A huge flat surface with nothing complicated to render means I should be able to increase view distance, not be forced to decrease it. If you are going to go with such a short view, it should be rather easy to just count the water blocks around you, factor in the wind speed, and display a mask of the computed wave heights. If you have unused GPU, you can turn up the view distance to whatever your machine can handle. But please don't put that into mapgen. People with potatoes already have enough problems. Enough so that they can easily crash the server when they think they are just seeing lag spikes, causing problems for the rest of us.
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Vintage Story needs a mechanical logsplitter.
Thorfinn replied to Michael Gates's topic in Suggestions
That may be true. It depends on how much durability the sawmill has. If it's infinite, sure, why not? If it goes through blades as fast as it does with the hand saw, plus you have to wait...? More stuff to juggle through the one windmill you have, but I often have nothing running on it so that's usually not a big deal. The big deal would be bringing your 20 stacks of logs all the way home, waiting for them to convert into 40 stacks of firewood, so you could make charcoal. When that's something you could have done on-site with a couple stacks of flint axe heads. -
I don't even know what libraries they are using. Nor am I up to snuff on .NET7. So it's a safe bet that I won't be doing anything with it anytime soon.
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Vintage Story needs a mechanical logsplitter.
Thorfinn replied to Michael Gates's topic in Suggestions
The reason is obviously that it wasn't anywhere nearly as bad as we thought going into it. It takes, what, 9 to make an oven? Only 32 to make a stack of firebrick? It makes it worthwhile to spend a little effort getting tier 2 refractory, but only a little. But that's also with relatively easy charcoal production. A half-dozen stacks of logs is sufficient, if you aren't going nuts like building roads out of charcoal. But if you had t split all 96 of those logs, even at 3 hits per log, that's 288 clicks. I'm reasonably patient, but I'm not 288-clicks-for-a-minimal-stake patient. -
Vintage Story needs a mechanical logsplitter.
Thorfinn replied to Michael Gates's topic in Suggestions
There is a more immersive log splitting mod out there. And I wouldn't swear it wasn't just a dream, but I I thought there's an automated version of it. And there's now a wear and tear mod, too. No idea if it scrapes for machines or if they have to be specifically defined in the mod. Nice last sentence. Must be the day for literary references. -
I didn't see one in the JSON, @Zelger, which is presumably what you meant by easy. I haven't done much looking around the git, and I've been told that not all all of the source is available. You could try making a fork and seeing if it will compile your changes. Whether or not that's "easy" depends on whether you are a c programmer with collaboration experience. If you are, first thing I think I'd try is bumping the SpeedMultiplier. But keep in mind that might break other parts of the game. Assuming there are link object files you cannot modify, it's kind of like yanking a random wire out of your computer to see what it does. [EDIT] I've not tried the mod, Joy of Sailing in a coon's age, but I've been told it incorporates faster boats. Might be worth a try.