Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Picking Up Items Should Put Them In The Selected Hotbar Slot
Thorfinn replied to -Glue-'s topic in Suggestions
It would be nice if there were some indicator that the inventory is full. Just a dot between the hotbar and backpacks would be plenty. Not important or anything but it would give me a cue to pay attention. -
There are not going to be a lot of locations, but each should have a translocator. Probably one that gets activated after you finish the chapter. These tie in to a craftable (several TGs and a few Jonas parts, maybe, with several recipes so you aren't screwed trying to get THAT ONE FLIPPIN' PART!) base translocator that lets you select your destination from the activated chapter portals. Guess it doesn't help you get your ship back, but what would? Lore is all over the place. Tapestries on walls in random ruins, books and scrolls, um, somewhere other than just the RA, I don't recall, I've even purchased something from a trader that donged. Or at least I dreamt all these things. I thought it scaled difficulty by number of players. No matter. Concentration of fire is massive.
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Oh, hey, there's another good answer, @Branislav Kostic. I just forgot about it because permadeath. Bring a temporal gear with you and set a spawn where you left your boat. Or wherever.
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And just like that, the pressure is gone. You just give it your best, and that's all you can do. I'm almost positive there will be new lore in the new chapters, but what I've seen is that it's often very hit or miss. Some of it is placed, some of it is random loot. So I think I've seen a pretty good percentage of it, but anymore, only a few new pieces in any one game.
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So, when's the next installment of the Rudo-venture?
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I took the opposite approach, permadeath, and I've never looked back. It's the first few months that I find the most enjoyable anyway.
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Explore the cave first. If it's deep enough to be under a sea, it often is big enough to have a second translocator. But digging up is pretty easy. Once you either have sand collapsing or water pouring in, close it off, and dig a little "s" trap off to the side. The only tricky part might be finding the spot and getting back in. FWIW, you can build a tunnel to the surface fairly quickly, though you do only get 16y per stack of packed earth.
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Picking Up Items Should Put Them In The Selected Hotbar Slot
Thorfinn replied to -Glue-'s topic in Suggestions
Fair. It's not just the material, though. Early in the game, I want reeds to go to the hotbar. After I have the requisite baskets, I want 24, no more, no less, for one skep and a stack of poultices, so I need them in hotbar. Later, I'd rather they never show up there. Sticks, logs, ore, clay, peat, etc. I never want in hotbar unless I'm trying to fill exactly one slot, grass only rarely, like for a charcoal pit. Yes, you accomplish this in-game by grabbing a stack of logs and dragging it across as many spaces as you intend to fill. Food should never go to hotbar unless inventory is full -- you already have older food you should maybe be eating. Looted carcasses never have an immediate use. Firewood seems strange in that it never wants to be in hotbar, though that is the one place it's going to be needed, often immediately. Filling barrels with water would be incredibly annoying if the game insisted on putting the bucket into inventory. But so long as it's predictable, I'm fine with pretty much anything. -
Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
That is a good way to do it. The only downside is when a mod is updated, you will need to update it in all Profiles. It might not be obvious, but the way I did it, I only have to keep mods updated on one machine on the LAN. It's marginally slower loading the mods, but there's no more hassle with trying to make sure everyone is running the correct versions. -
What are the versions? Usually, it would prompt you to update your world to the new version, but there are problems with skipping over too many.
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Welcome to the forums, @Matyáš Zapletal Sorry you are having problems. You are not supplying enough information to have any idea what's going on, First question is can you create a new world? Does it play properly?
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Picking Up Items Should Put Them In The Selected Hotbar Slot
Thorfinn replied to -Glue-'s topic in Suggestions
Wow. Weird that I disagree with all of the OG, but what is, is. If I pick up an ingot mold, I want it to appear somewhere other than my current slot so that it will continue to stack to 8 as I pick up the rest in the other pit kilns. Ideally, it's wouldn't even show up in a hotbar slot, because there is zero probability I want to place it right away. Same for bowls. I've never wanted to place them right away. Ideally, I'd like crocks and everything else to go straight to inventory slots, and not clog up my hotbar. It's silly enough that knife blades go to the hotbar and that knives go to inventory. In an ideal world, one of your new usable knives would go to the hotbar, the rest to inventory where they will swap in as the old tools break, but, no. The crap you can't use (axe heads, shovel heads, etc.) clog up your hotbar but once you convert them to tools, they all friggin' show up in inventory. -
Welcome to the forums, @Wandering Cow! Less mountainous, yes. It's the Upheaval Rate in world creation. Smaller biomes, not yet. Or at least not without using a mod. Lore is a crapshoot. Again, mods might help here. Better Ruins might be one option.
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But it does, because each intermediate "cracked" state also coincides with a tool strike. It wouldn't have to, no, but you know as well as I that if they did not, we would end up with the suggestion that they make it so about every other week. I agree durability is weird. Shoveling snow, and using a knife to harvest a puffball are other jarring oddities. If it were up to me, leaves and ivy would be free, snow would be free, and mushrooms would be free or maybe harvestable like berries.
- 17 replies
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- tools
- durability
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Welcome to the forums, @Bertazz0! Have you tried https://mods.vintagestory.at/smithingplus? If so, how would you like to see it changed? Agreed, though tool efficiency is problem in the game, because completion of the action to that block is timed to coincide with the final strike from the tool that caused the block to be harvested. This caused problems a while back when they rebalanced tool speeds. Turns out you kind of need very specific tool speeds to correlate with the animations.
- 17 replies
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- tools
- durability
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possible filtration system without magic and red signal minecraft.
Thorfinn replied to Medved7's topic in Suggestions
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Peat bogs tend to be quite high in iron. It's that iron sulfide that gives burning peat its offensive odor. Like the guy who installed a permanganate filter on the water supply in one of my former homes put it, you turn on the water and it's like someone farted in your face. I wouldn't know, but I suspect it's not too far from the truth. That said, so what? A game can be too faithful to reality. Enjoy the mod, @Echo Weaver.
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Can't you disable canes and leaves via mod config? Admittedly, it's been a while since I looked at it, but everything was set up to do that. There's a single file which toggles (true/false) which trees drop leaf blocks and canes, and I thought you could tweak the modconfig to your liking. Yeah, the canes were way overboard. Maybe not for the wattle daub. I don't remember exactly. But definitely for fences and baskets. At least 50x too much, imo. I don't remember whether they also worked for skeps, but that would have made them insane. [EDIT] FWIW, back when the rewrite came out, the weight of most of the trees was dropped to miniscule numbers, like 0.1 when base game stuff was often 10 to 100, meaning the world should have been heavily skewed with vanilla trees. (Sum up all the weights, generate a random number between 0 and sum, and select the tree based on the weight. Obviously, the 0.1 tree would be less than a 10th of a percent of trees in the area on average if the only other tree that could spawn there were weight 100.) I have no idea if that weighting was retained, but I'm not sure why it wouldn't have been. Anyway, the upshot is that if there is a vanilla species that can spawn under those conditions, usually it will be a vanilla tree. There were exceptions. I do remember a few species that had weight 100, so may have been more common than vanilla. And some of the species had very broad conditions, like forestMaximum between 70 and 255, meaning those would spawn anywhere from basically parkland conditions clear up to impassable tangle.
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Area temporal instabilities are killing my creativity...
Thorfinn replied to Squishy_Oni's topic in Discussion
Good guess, but no. A stack of logs creates roughly 10 charcoal. Charcoal stacks to 64, so a pit in the woods means you can potentially bring back 6x as much charcoal. And in the woods, you get the mega-huge trees rather than the piddly 6 logs per tree or whatever you can get in your grove. The log-to-leaf- ratio on the big trees is better, too. And you don't have to waste time planting the seeds. Wins all the way around. I did the same thing a couple games ago, @Echo Weaver I was waiting for a wild hive to swarm, so was digging out a nearby clay pit, converting clay to the more than twice as dense form of storage vessels. I thought I was getting lag spikes or something until the sepia showed up. Fortunately, I had an axe, so I was able to kill a few to get enough stability back. I have no idea if a torch or a raw storage vessel does enough damage to take out a drifter, but I was one axe from having to find out.- 12 replies
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- frustration
- temporal instabilities
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1.19.8? That might have been one of those you have to "break" to pick it up.
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Almost certainly this. Among other spawning conditions,
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Area temporal instabilities are killing my creativity...
Thorfinn replied to Squishy_Oni's topic in Discussion
Welcome to the forums, @Squishy_Oni! Just imagine how great it's going to make you feel when you find that perfect spot that has good stability. I've come to realize that I don't spend enough time at home to care what the stability is. "Huh, my stability is getting pretty low. Guess I should go make some more charcoal anyway."- 12 replies
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Pretty sure it's 3. I don't chance it anymore. A couple versions ago, I had the brilliant idea that hay blocks three spaces above my pit kilns was a great way to keep rain off the kilns. It's pretty easy to check. Put a tool rack filled with all your copper tools 3 above a pit kiln. Which I've also done.
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Because none of those items are essential. They are all perquisites of accepting the package of advantages and disadvantages of a given class. Not much point of even having a class system if you "cheat" around it anyway. Yes, yes, I know you can't really cheat in a single player game. Which is why I don't feel at all bad about setting my max HP to maxint-12.5. (Any higher and as you gain nutrition HP, it wraps around to -maxint.)
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Not exactly sure what you mean. Multiple instances of the handbook? Kind of like an expansion of your suggestion to drag a page out of the handbook?