Thorfinn
Vintarian-
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Everything posted by Thorfinn
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How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
Then just f-ing change it to peat! You don't need my permission! You have a very odd way of demonstrating that you don't want to be a dick. If you don't want to be a dick, just grow uup and ignore things that trigger you. -
How Vintage Story made me cry :)
Thorfinn replied to BiancaMoon's topic in Videos, Art or Screenshots
That's probably true if you are running away, but the missiles are slow enough that if you see them coming, you can dodge them almost all the time. Kind of like imps in DOOM and rockets in Quake. The problem is dodging in CQB isn't usually a viable option. I'm still playing around with the old Quake standby, jumping while weaving, but in VS, you can't just hold Jump down because then you don't get Run. I think it's working reasonably well beyond about 10 tiles, but getting used to timing the jumps is taking some practice. -
How Vintage Story made me cry :)
Thorfinn replied to BiancaMoon's topic in Videos, Art or Screenshots
x and z are the horizontal axes? Then yes. I don't think I even bothered to notice which was the major axis or even if it was consistently elliptical. I just dug out 2 levels and noticed it was not a disc. Then I dug straight down to see how far it went. That was already way more salt than I ever intended to use. Not cowardice -- an abundance of caution. Maybe prudence. Particularly now when missiles aren't just rocks. It's much more difficult to just run through caves to see if there's anything worthwhile. It can still be done, but if you don't have armor, you can now be 2-shotted by missiles. Possibly even 1-shotted -- I haven't gone deep enough to find out. -
I would definitely give your mod a whirl. The whole, "make charcoal, put 3 or 4 pieces in a forge and within seconds you are good to start forging" loop is way too fast and simple for something that IRL is vastly more involved. I would also take away the feedback that gives exact temperature, and make you do what you would have to do if you didn't have non-contact infrared thermometers -- judge temperature by color. If you try to forge at the wrong temperature, you get an inferior forging, probably in terms of both durability of the forging and how much durability it takes from your hammer.
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How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
There is another possibility -- rather than making a multi-fuel forge, just create a second forge that uses peat. That would be a good intermediate. And, I don't know, maybe you won't need the charcoal one at all. I've always assumed in a game that pushes on reality as closely as VS does, iron is not forgeable until at least light cherry, which is fine for something like horseshoes, but would not be where you would try to forge a blade. Can you actually forge iron in the game at 730C? -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
That's fine, @Krougal. I'm just saying that it's non-trivial as a first mod. @LadyWYT explained why that's the case and he can figure that out for himself, I'm just basing it on personal experience -- people who are easily triggered almost never have the persistence to take on more than a relatively simple script. Definitely not something with this many tentacles as a first project. Thus, as a first project, take on something vastly easier. [EDIT] As I recall from reading the code a couple versions ago, it would be fairly easy to change the forge to take only peat as a fuel. I wondered exactly the same thing -- using peat to soften copper, in my case, or at least to pre-heat ingots. It turned out to be more involved than just sucking it up and making more charcoal or putting in the effort to find and mine coal. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
No, the melting point of iron is 1538C. The forging temperature is 1371C. https://en.wikipedia.org/wiki/Forging_temperature Forging below that point results in too many microfractures, so your forgings are not very tough, and is very hard on your tooling. 730 is dark red. That's not even enough for proper annealing. You need to be at least in the orange to yellow range. No. The problem is that so many of your premises are incorrect. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
Iron is a special case, though. The game is being nice to you. IRL, there's a reason the Iron Age didn't happen until they figured out charcoal -- the forging temperature of iron is nearly 1400C. That's why the game uses bloomeries -- without the air draw, you can't even get charcoal hot enough to melt iron. You need bellows or something to get it hot enough to beat out. Wood or peat do not get hot enough with a natural draft, in any practical forge size. The real problem there is that the residual moisture and volatiles start the characteristic fireplace popping, throwing sparks all over the place. The benefit of charcoal is all those gasses have been driven off. What I'm saying is this is not the artificial restriction you are making it out to be, but a nod to realism. Even if it's not obvious. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
Oh, hey, I had another thought. A flint axe can make something like 16 charcoal, right. Just make a recipe that turns flint axes directly into that 16 charcoal. Add three stacks of wood and a flint shovel that makes 24 charcoal if you want to be more or less honest about the resources (other than time) that it would actually take. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
If making charcoal is a pain, just think how much worse making a mod will be. Just cheat it in if it bothers you that much. Throw an ingot into some deep hole, switch to creative, give yourself an axe or whatever else you wanted, and switch back. If your conscience is bothering you too much, throw away a few peat bricks, too. A hammer every once in a while. Life's too short to let something like that ruin your day. [EDIT] If you really want to make a mod to make this easier, do something simple like a crafting recipe to turn 2 peat into 1 charcoal. That's what really angers you, right? That charcoal is so hard to do? -
How Vintage Story made me cry :)
Thorfinn replied to BiancaMoon's topic in Videos, Art or Screenshots
Only seen one. It was a spire, elliptical in cross section, about radius 20ish by maybe 25ish? Went from I think the top of the second layer clear down to the mantle. [EDIT] I should say, I've only found one using the prospecting pick. I've run into probably a dozen, dozen and a half while caving. I only gathered a few stacks, because, really, how much salt do you need? A little more than borax, sure, but that's not saying much. -
It would be worth a try. I don't know how the farmland stack fills. Don't even know that it is a stack, but it seems to me the game code is tight enough that it must exclude blocks that don't have future events, No use checking to see if rocks will remain rocks, or if air will remain air, etc. But it could just be an indexed SQL file or even a linked list for all I know. First thing I'd try is a reload. For whatever reason, a lot of those appear to be skipping growth checks. Could be nothing more than a bugged pointer. Or it could be that a single low temperature puts a 24h hold, so will check again tomorrow when it's also too cold.
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It seems eating a single grain keeps you going for a while
Thorfinn replied to Flexbyte's topic in Discussion
Works the same for any food, not just grain. But by the time it might be useful, you have so much food, it's still not useful. -
Does anybody know the formula for fall damage?
Thorfinn replied to Michael Gates's topic in Discussion
I suspect (but have never rigorously tested) that armor provides protection in falls, too. It can break from falls, so the armor mechanic is at least partially in play. I guess I'd just test it with ladders. See how much damage you get stepping off 15 ladder sections, heal up, put on the various armors you expect your "friends" to be wearing, and see how that works. Then keep adding sections until you have a good idea how high it will have to be. -
Early spring can be a problem on default starts, depending on exactly where it spawns you. I've had starts where the crops I planted on day 1 and 2 did little to nothing until day 4 or 5, and the crops planted day 4 and 5 matured first. I suspect what's happening is that at the moment that tile was checked for growth, the temperature was too low. If that particular tile's check happened early morning, no grow for you! Same happens with heat stress -- one turnip is fine, its neighbor is a partial harvest. If this is really a place with seven months of winter, you may not get crops to grow reliably until June.
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Is the basic problem you are addressing that it's not realistic that the traders restock without leaving? Re: gears, the more reliable way is to go caving and bring back all the aged crates you find. You can also arbitrage goods from other traders. There are usually a few gears at every translocator you find. If you are the kind who likes to buy a lot of stuff, probably arbitrage is your best bet, but you can top things up selling things lke bread or clay or charcoal. Even tin-bronze tools. It's pretty easy to make enough on a pick to buy enough tin to produce another half-dozen.
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Does anybody know the formula for fall damage?
Thorfinn replied to Michael Gates's topic in Discussion
I know it takes about 30 to kill a nightmare drifter, if that helps. -
Fair. I don't do Costco, and dislike restaurants. I vastly prefer more "free range" chicken where I know they have not been fed growth hormones, and, fortunately, there's a lot of growers around here. There's even Amish-grown, if I travel about 20 miles. There's only a couple pounds of meat on a chicken, so long as it isn't a Big Pharma chicken. Costco frankenfoods might be different.
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Consider the very popular mod, https://mods.vintagestory.at/farmlanddropssoil Pretty sure the similarly popular Dana Tweaks does something similar. https://mods.vintagestory.at/show/mod/2531 Can't you improve soil in the base game already? Or is that a 1.20 thing? Considering how easy it is to find med fert, at least in 1.20, I can't think why I would want to do that. Much better off saving the compost for making TP.
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Don't know about that. It's pretty common for a restaurant to offer bbq chicken by the half or full, intended for just one serving. Yes, including salad, bread and veggies of some kind or other. It would be nice if you could harvest, say, 1-4 feathers twice a month or so, kind of like you harvest berries. Though, TBH, I thought flint arrows were plenty powerful because of how big the stacks are. They probably aren't quite as good in 1.20, since now doing damage to critters spooks them.
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The other reason I stopped was because it tends to break at stupid times. A drifter throws a rock? Big dea...*CRACK* Oh, it was a big deal. If my health bar is at max and I still have some nutrition points to go, I'll deliberately take some damage to get the faster hunger rate, and it's kind of a pain to remove the armor, jump off a short cliff, put the armor back on. Why not after my nutrition bar is filled? I'd like to say it is a conscious decision, that I hadn't needed it so far and all, but if I'm being honest, it's the same as @LadyWYT -- I forget it's an option.
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Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
I'm not trying to rag on you, @Rudometkin. It's just that as I watched your early play, you are not remotely in the same range as the normal player. You are at least my 10th world or so. I still remember some of the challenges I faced, and how frustrating they were. And you are suggesting cranking it up, not just to 11, but to 24 or so. I really don't want to turn off people who are trying this game. Make it a mod. Fine. I might play it, but probably not without sufficient adjustments like first aid kits. Inventory is just too scarce to add extra fluff. You will probably learn that whenever you start exploring more than a half-day from your base. -
Don't think of it as wasted. Think of it as learning how to design your base to deal with 1.20, maybe particularly, the new missile foe.
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It slowly drops from whenever the fire burns out. I suppose you could set things such that, say, 4 pieces of peat or 3 of coal/charcoal brought it up to the same temperature as 6 pieces of firewood. OK, fine. Don't care one way or the other, except that "realism" means that the rate of temperature gain between wood, peat and charcoal (and whatever someone else wants next week) needs to be tweaked, which will affect pretty much everything else, like cooking, smelting, etc. Again, don't really care. I'd much rather have an oven with a higher latent heat than one that accepts multiple fuels.