Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Welcome to the forums, @MOVx86! I prefer to play games blind. I had quite a little experience with modding a game called "minetest" which can be made very similar to VS, and a lot of play time in colony and builder games, but I have some incredible n00b VS memories. I was well into my second game before I accidentally figured out you do not have to remove every voxel while knapping. Which lesson did not help much when it came to clayforming or smithing. I would, though, read through the tutorial at least once. Immediately after finishing your character setup, press "H" for handbook and look through the guides to get an idea of what the game has to offer. Then go through the getting started guide or whatever it's called. Do it as you play until your actions become second nature, and you don't have to think too hard, "OK, so what do I need to do next?" Plus, nothing helps clear up text like someone reading it cold and maybe misunderstanding something that the rest of us can't see because we know what it's trying to say. As you find these things, mention them somewhere. Good gaming!
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Welcome to the forums, @DESTRUCTOTRHAX Nice work! I have one question, though. Have you ever been in my house? How did you create something that looks almost exactly like the clock on my mantle?
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Maybe something changed, then. I've triggered landslides just from running up them. I've also fallen through sand where there was a cave under me for the crime of sprinting, so far as I could tell. But I've also not triggered them at the top of a cave when I was pretty sure that by the rules as I understood them, I should have.
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Why not just keep using the mod? I mean, the point of being mod-friendly was so that you could customize the experience via mods...
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Interesting idea, and presented well. I agree with the two comments above. Realism isn't a very good goal, because, like @traugdor, I have a hammer that my grandpa bought used to forge horseshoes somewhere around 1916. Grandpa probably went through a dozen handles all by himself. And the point of durability in the game is to make you go get more materials, not to be realistic. I think it's fine for a mod, and there are some out there already that do something similar. But you know what they call code that a user doesn't ever invoke, right? Bloatware. IMO, VS should strive to have mainline functionality -- basically a glorified game engine. Beyond that experience, let everyone else choose how whatever extra mods he wants or his machine can handle. [EDIT] This does NOT mean it's an option in world setup. That code still resides on disk and more importantly, in memory, much like 2/3 of the crap a Windows machine ships with.
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I'm in the same boat. If it works with any log, when I hover, I want to see something like " Log". If it's specific to pine and acacia (resin), I want to see something like "Log (Pine, Acacia)". I don't remember what it was, but in my early VS days, there was something that when the recipe paused, it had Black Bronze Chisel and Ebony. I never did manage to get it that game. Then next game, it paused at something different and I realized what it was trying to tell me.
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Sure, but rather than a chance of failure, I'd prefer a chance of dropping a viable cutting, similar to the way you have a chance of dropping a viable seed. Maybe something like 25% on Wilderness, 50% on Standard, 75% on Homo? Put the cutting on a spoilage timer, maybe the same as the berries that come from that bush, so cranberries are easier to "transplant" ? It's insane that it's pretty easy to end up with several hundred berry bushes in a month's time, and are quickly to the point you quit doing it because what the heck are you going to do with all the berries you already have? Agreed. Not exactly thrilled with a crafting grid, but any alternative I've seen suggested seem way slower and more tedious. Kind of like how I lost my command line and have to make do with a GUI monstrosity where they change where things are every release.
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Make water fill air blocks under itself PLEASE, I BEG YOU
Thorfinn replied to NastyFlytrap's topic in Suggestions
A couple versions ago they changed water mechanics to more easily fill in missing source blocks, but when someone recently pointed out something similar, I went back to test and found out it had rolled back to the old way of doing thins. Sort of. It looks like a placed source block now has a 4 flow range, and at least some natural source blocks have an 8 flow range. I know I used to be able to fix problems in a farm by simply removing existing blocks and letting the sources fill in the missing ones, but that isn't working any more, either. I don't mind the specific thing you are having issues with, though. It's so much easier to go to the bottom and dig a 3-deep hole, plug it off above you, and be left standing in breathable air. And at that point, you can make some kind of a dome at your leisure. Unrealistic sure, but it makes a lot of underwater action possible that would not otherwise be. A couple stacks of packed earth and a partial stack of hay blocks and you can create an underwater base. Not that it helps with storms, no, but stops the grizzlies. -
Welcome to the forums, @Robler! I'm not sure what the difference is here. You can't exactly do that, but you can turn your hunger rate way down to 25% at world creation. And there's probably a command to do it, too, if you want to keep your existing world. Rabbits are pretty easy. It just takes practice figuring out how to aim your spears. The rest, yeah, a lot more of a challenge, since they bolt on being hit. Good idea. Don't know why it's done the way it is, but my guess is that it makes it easier to determine what you intended to cook from the first two ingredients. I don't know anything about Minecraft except that it is apparently some sort of game that has a superficial similarity to VS. But all the variant crafting recipes are already annoying enough, IMO. I suppose cooking is no different than cycling through all the possible wood, tool and stone combinations it takes to make a given item, but I'd really much rather the hover said "Any Axe" instead of rotating through all the various materials axes are made of.
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Welcome to the forums, @J05HY06! Yeah, something is wrong there. Is there smoke coming through the top? Do you hear fire? Often it's something silly like one of your stacks of firewood was not a full 32. I have to ask. Mods? [EDIT] Try making a small pit. Dig a 2-deep hole, put in one stack of firewood, put the firepit on top of it, light the fire, and cover it up. That should get you about 5 charcoal, which is enough for a small pour, especially if you preheat the copper with peat or even wood.
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I'd just dig another mine shaft 10-20 blocks away. It's possible you threaded through the gaps between several discs. I'm still learning by doing, so I'd rather not read the code quite yet, but I have never failed to find copper in an ultra-high region. From experimenting, looking where the margins of the discs actually were, I have never seen a case where a herringbone pattern of "wavelength" 17 missed everything. That is, holes every 17, but every other row offset to fill the gaps. O O O O O O O O O O O O O O O Just make sure you are going deep enough. [EDIT] Oh, and if you have the node option, you can spread it out more than that. Maybe as much as double. I just don't play with that mode, but assuming an 8 range sees something 8 N and 8 E and 8 D from your position, and you are diligent about using your propick at the right vertical locations, you should be able to get by with at least every 30.
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Yeah, I only play on servers with other people I know. There are some jerks out there. That's why I initially switched to non-combustible building materials. You still have to remember to claim it, but if you keep the bushes and grass away from the house, it's not too risky. I was talking about the new option to allow lightning to start fires. It's not as scary as it sounds because it's almost always raining when you have lightning, so you don't get forest fires unless the lightning strike is right at the edge of the rainstorm.
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Now that I don't bother with animals, no. If I get hit, I die. I don't build out of wood or thatch anymore, so while lightning can start fires, it's risk free. All except a direct hit on my sea-level farm, I guess. In no case does having one make any difference. If animals became a little more attractive, I sure would. But I think the game is probably headed in the opposite direction.
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Dunno. I'm seeing much the same. Maybe the multi-layered sedimentary generation is a little different? I'm on my 4th now, and, once I found a place I thought was good for building, B&L were both within visual range of 1024 from the top of a ladder. But 4 worlds isn't many data points, either. Interesting with the fire clay. I've only seen it under black coal so far. But I haven't really been looking, either.
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That's what he tried to explain. See all those different leaf colors? Some of that is frost, but some is not. That tells you there was more than one tree/shrub spawn in the region where he was logging. Almost certainly what happened was that when the logging algorithm tried to decide which leaves go with this tree, there was more than one leaf block to choose from, and it chose the "wrong" one. Could you change the heuristic to do the chain reaction for all possible leaf blocks? Sure, but then you get more or less the old algorithm, where it pruned all the nearby trees, too. It's a little more complicated, too, because it's not actually breaking those blocks, but decaying them. Breaking them would give you stick and seed drops, while decay does not. They are superficially similar, but decay is a timed process using a different algorithm. And obviously, in this case, some were touching the ground, where it should probably not be setting them to decay in the first place, as you can't tell the difference between a tree that touches the ground and a shrub that starts on the ground.
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bought friend key but his acc got immediately locked
Thorfinn replied to USER_S4V4NT's topic in Questions
Something very similar happened to me on my main account. Turns out you are not allowed to change your username, at least right away. And after that, only rarely, and might need approval. Something about making it easier to blacklist griefers. Tyron was quite helpful. -
As a fellow practitioner of the "Run away! Run away! Keep Running!" school of VS, there seems to be an easy answer to deal with critters on a lead rope trying to maul you... Would be cool to make a lariat out of rope sections, then treat roping the critter similar to, say, throwing a rock.
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I'm guessing you have never picked up an actual non-pet chicken. My big brother told me to do it once when I was quite a bit younger. He got quite a chuckle out of it. Turns out there's a reason you slip a hood or glove over their heads as quickly as you can. But I know what you mean. There's a lot you can pick up with open hand, and now that gets you the multiples of flint and ore that sometimes pop. I'm pretty sure you used to only get one. But some other things take way too long. Mushrooms, I'm looking at you. That should be like harvesting berries. You are spot on about how easy it is to herd them with rocks, and that I would not care to have my hands busy with a lead rope when I step over a rise and there's a bear.
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VS does have a game engine update feature for the stable releases. Once 1.20 drops, you will be offered the chance to update the game to 1.20.1, 1.20.2, etc. with one click in the main menu. Mods I do not want to auto-update. Sometimes servers are using older versions of the mod, and I do not want the mod manager selecting the new one just because it's new. If there was an Update Mod checkbox in the Mod Manager, or an Update All checkbox, that would be one thing. Useless for me, but for those who only play on one server, or single player, yeah.
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@Krougal reported that it also forms in deposits under water. I cannot confirm, nor do he say anything about how big they are. But he does use that radar mod, so I don't doubt he'd find things I didn't.
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Pulverizers and querns are notorious for leaking, and material despawning before you get back. I've just stopped running automation when I'm not present. I'm spending enough time hammering out plates for lanterns that I can periodically empty things, plus I'm not having to make so many chute sections. I really thought animal husbandry in the hinterlands used to work. I'd just figure out how many full troughs I needed to have to make sure there were no open females, then leave them alone. Later go back, get the next gen sorted out, feed them, and slaughter all the extra males and some number of older females. From what @goblinx13 is reporting, that no longer works.
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Personally, I'd prefer if one could use a temporal gear to set a chunk as always loaded. We already have the downside of that -- come back from an IRL vacation and all your stored food is rotten, whatever crops you had planted are long since gone, etc. It is supposed to do what you want on reloading that chunk, though. Might want to document it and put in a issue. Probably just a perceived thing. Wild hives are a lot louder than cicadas, and no one complains about them being too loud. The easiest solution is probably @ApacheTech's https://mods.vintagestory.at/accessibilitytweaks after it gets updated, which is probably shortly after the 1.20 release. If you can't wait, either overwrite the OGGs with some sound you don't mind, or, if you are ambitious, download something like Reaper or Audacity and either normalize it or compress it, depending on what you find offensive. As a starting point, maybe set the compressor threshold at about -60dB, and set a compression ratio of 1.5 or 2. Adjust it to what you want to hear.
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I'm willing to bet that this is going to be phased in as a default, maybe even only able to be shut off in n00b worlds. Right now, lightning rods only really protect your animals. Yes, I've died to lightning, a few times anyway, but that's not anything you can prevent if you are out and about. But it would not surprise me if the game eventually turned to encouraging you to put lightning rods on your world's Notre Dame Cathedral. Natural disasters, meh. Don't care that much either way. I don't spend hour after hour chiseling for the sake of chiseling. Or for any reason, for that matter. But I can definitely see the points of view of those who don't share the Frank Lloyd Wright school of architecture. Such a mod wouldn't make it into my Vanilla Plus, but one of my challenge settings, sure. As a suggestion, be sure to check the Roadmap. It's a safe bet all those animals are what the Roadmap means.
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Welcome to the forums, @gileslaw! It's probably just that the build is not at spawn. Doesn't look really easy to find, tucked under the overhang and all. Maybe if you ask really nicely, @Dude7ox will post the coordinates?
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Why not just grab the final product rather than several raw or intermediate materials and craft the final product? Wanted cobblestone and got cobblestone stairs? Just give yourself however many cobble you should have had and throw away the stairs. Again, maybe I'm not understanding. Why not just throw the "cheated" materials (or anything else in the hotbar) onto the ground? I do that in survival constantly. When I want to trade out materials, go stand on the pile of stuff I want to use next and Ctrl-Q whatever is currently in-hand.