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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. There are a couple of them. Don't know that they have been updated to 1.20 yet, but I was pretty sure at least one had been updated to 1.19. The one I'm thinking of put wolves and bears into aggressive only if they were hungry. If you want that for just bears, it should be easy enough to delete the lines that change wolf behavior. First, welcome to the forums, @Katherinacraft! There is a mod for that, too. Couple of them. The most basic one added footstep sounds for all predators. Or maybe it was all animals, I forget. Search ModDB for "footsteps" and you will probably find it. If not, post back. [EDIT] Yep, its there. Configurable, too, so you can disable the footsteps you don't want scaring you. https://mods.vintagestory.at/show/mod/13073 [/EDIT] I'm constantly amazed at how close you can sometimes get to them without aggro being triggered. Dead of night, I've jumped over one that was chasing something or other and he didn't aggro. And it might be that when they are standing, you need to be in their FOV. Not sure, but I've watched bears like that for way too long, and he didn't aggro until he dropped back down to all fours. One can also make a bunch of spears and throw them around where you will be running so you are never out of spears, and never have to circle back and disturb the conga line.
  2. Early steam might still be iron, but higher pressures are going to require steel. Maybe even steel alloys.
  3. Temporal stability, sort of. Everyone can have a different amount of current temporal stability. But that's the same as everyone can have a different level of health, or of oxygen, or of satiation. Two of those can be remedied very early in the game. Temporal stability, after you obtain a green gear. Oxygen, not yet, but I suspect that's going to be covered in the roadmap's herbalism. Something like Rowling's gillyweed. It seems a pretty weak thing for Jonas tech to do, but I could also see it as a part of the planned early steam or steampunk genre. Resistance to temporal depletion seems firmly in the realm of Jonas tech. The reason I say, "sort of" is that when one lets temporal stability get too low, the drifters that spawn in exist for everyone else in the region, too. They are objective reality. [EDIT] One of my current prognostications is that sometime in the future, after a game-year or two, you won't be able to sleep through temporal storms regardless of whether you selected that in the world setup. You've noticed that your temporal stability spins backwards during a temporal storm? Once that gets below 25% or 10% or whatever, you get the effects of a "wimpy" temporal storm. Or maybe more accurately, you become a mobile rift. The only way out of it currently is to get your stability up by killing drifters or by using a temporal gear to restore stability. I could envision a future Jonas tech that also lets you slowly restore the stability in an area, or even some master rift ward device that puts all the rift wards around you into synchronization and lets your small protected region be the eye of the storm.
  4. Sleep may well be incomplete, or it may be a game design choice that seems odd for humans, like the half hour of free sprinting per 100 points of meal. I can't say, but it may be related to your character not being human, so different rules apply. One of those odd rules might be seraphs get temporal resistance. Dunno. But since 200+ player servers are on the roadmap, whatever is in the game needs to work for that, too. Whatever you think of temporal events, they are objective. There is a rift over there. Something materializes some distance from it. All players in the region will see the same thing. This isn't a hallucination, a manifestation of lack of sleep. It's a characteristic of Tyron's post-apocalyptic world. Jonas tech is the mechanism that is obviously intended to deal with it. There's already a Jonas tech device that prevents rifts from appearing. The translocators are some form of applied Jonas tech -- witness the base return and terminus teleporters. Just be a little patient as this unfolds.
  5. Shield might be a good idea in 1.20, now that there are credible threats other than brown bears on the surface. TBH, I forgot about the shield until you mentioned it just now. Dunno. Whenever I'm out after dark, I need that offhand for a torch.
  6. Since 1.17, I think, I've never seen it anything but low. The wiki is probably right. Whoever wrote it probably pulled up the JSON and saw the only drop was low.
  7. Agreed. The idea is not simply "arithmetic" though, and I suspect you know that. It's envisioning a new mechanic where there is some resistance to stability loss. Another thirst bar. Yay. I have not looked into the stability code, so I have no idea what that would entail. I just deal with the game on its terms.
  8. Whatever it does is still loaded into RAM, which is why mods that aren't even being called entail a performance hit. Even when you are not cooking any of the Expanded Foods, or are using any of the improved sails from Millwright, they slow things down.
  9. I hate being the contrarian, but sometimes servers full of strangers can agree. Skipping temporal storms when you already have trunks full of gears and Jonas parts, for instance. Or farming once you have a cellar full of food. Explorers and miners still cause problems -- they can wall off and put a bed down, and wake up surrounded by tainted drifters. But late game, particularly after the RA, when everyone is doing the boring stuff, it's quite easy to get people to plan their actions around a midnight bedtime. Animals only reproduce so fast, and if the goal is to end up with Gen10, you almost have to sleep through a third or more of the day. There are times that there is unanimous agreement to speed up time. I just don't get the resistance to just leave that in the realm of a mod. Why is that an issue?
  10. It is equivalent to loading a mod that gives you exactly what sleep behaviors you like in your game, but lets you choose what exactly sleep does, and does not entail any extra code in the base game, unlike toggling it off. There's a reason mods slow things down even if they are not in active use at the moment -- it takes up valuable memory. I don't get why that is so difficult to understand. Machine resources allocated to one purpose cannot be used for other purposes. That's the beauty of leaving things like this as mods rather than configs. Only those who want that feature take the hit.
  11. OK, but this does not hand-wave away the problem. Presumably those who "don't have to" get the 7+ game-hours of actions that their slumbering brethren do not. I only see two possibilities -- everyone on the server is on ludicrous time, or no one is. If the former, in what sense didn't he have to? If the latter, everyone who is sleeping gets to wait through the 7+ IRL minutes of slumber. Am I missing some third option? Again, single player or small group of friends who agree on bedtime, this works fine. An open MP server, not so much. That's likely why there is nothing else that sleep does -- no one can figure out anything that works well in open MP servers. Incidentally, not entering ludicrous speed when at least one player is not sleeping would be an excellent way of awakening when you want. You can watch the sun rise through the window and get out of bed whenever you choose. Of course, that does commit you to several minutes of idleness.
  12. If you play with colored map, just set your view distance to as high as your rig can handle. With a little practice, you can probably tell the difference between shale, slate and basalt. If nothing inside that range, turn view distance back to whatever your rig runs well on, go out to where the expanded view will reveal a lot of the map, stop, and turn the view distance back up. Lather rinse repeat. If you don't play with colored map, ladders or nerdpoles are your friends. Climb up to just short of the clouds and look around. Note the landmarks on your horizon, move to that landmark, repeat. Or just dig down. Like @xXx_Ape_xXx says, that's a really common stone above the mantle.
  13. The mod feels too cheaty to me. What I was trying to get at is that either I'm having bad luck in two different worlds in 1.20 or the mapgen has been tweaked. Four months of play time usually gets twice that or better.
  14. Welcome to the forums, @Sullivan! I'm much the same, The early to mid game is the most enjoyable. But I draw the line at iron. Bloomeries are simple enough, and a single deposit of iron ore is enough that you never again need look for bismuth or tin. Iron tools offer enough advantage that they are worth it, iron weapons and armor, not so much. Though it might be in 1.20. I make a few batches of steel, mostly for the bragging rights of having steel plate armor on an armor rack, never to be worn. But, yeah, might as well start a new world then. The new monsters are a huge improvement. One of them you can no longer just ignore the missiles. His surface version's missile damage is about the same as a flint spear, I think, and he is not shy about using them. Another, I don't believe you can outrun on level ground, even unarmored, and they corner extremely well. Their weakness is they don't hit very hard. Also, they either can't get through a single-wide space, or do so with difficulty. They might be sword and board foes. And like drifters, they get much more nasty as you descend, definitely into the one-shot range. Might be there is a purpose for metal armor if you do spelunking around these bad boys. [EDIT] For comparison, in 1.19, I would usually not bother with improvised armor, and a single stack of horsetail-reed poultices would last until maybe August if I didn't screw up too many temporal storms. In 1.20, I've used almost 2 full stacks by May 6. To be fair, most of that damage is because I persist in doing stuff outside during Apocalyptic nights, which maybe I'll have to reconsider. Those reeds are better spent on skeps.
  15. Another option is to not bother with swimming. There's plenty to keep you busy on dry land.
  16. Unless you are in polar, it's more hassle than it's worth. It's trivial to stock a cellar with so much food that in a few game-months, you will be working full time producing barrels to compost all the rot.
  17. I like the idea and implementation of the Primitive Survival mod. I just don't like the consequent super-abundance of food. There's already way too much food in the base game, even with hunger rate cranked all the way up, duct-taping the sprint key down, living with something in off-hand and taking small amounts of damage to increase the burn rate. Living on just berries is easy until winter sets in, and you can live on fresh wolf-flesh the entire winter. There's not really a need to grow anything but flax.
  18. Then, yeah, what @Krougal said. After following his advice, assuming you still have a desktop shortcut, if you R-Click on it, open file location, did the uninstall properly remove it? Worst case, search your entire drive(s) for one of those, like VSEssentials.dll. It will probably take quite a while, but that screen says there are at least two copies of those files living on your drive somewhere. Good luck!
  19. I'm finding a lot more luck in the regions like fens or finger lakes. The huge open fields of medium. fertility still exist, but I think they are a lot less common than they were. Hi fert, I've found slightly less than two stacks in May-August and May-June runs, combined.
  20. Fine, but I draw the line at crabs.
  21. Huh. Just last night, I did the same thing with wolves, and about a third of the time they ran towards me. Bears, could be. I hammered out an agreement with bears in my world. I run, and they don't catch me. Works for us. But that could still be just fine-tuning. The flee percentage might be set too high. More likely, the behaviors were re-coded, and the old numbers don't have the same meaning in the new algorithm. If I had a nickel...
  22. Loving it. You can pretty easily get cardinal directions, as you can watch which horizon is devouring the stars but it would be fun to shoot your latitude. I play without map or coordinates, so the best I can do currently is dead reckoning (at my settings, a nerdpole can only be seen from about 400 blocks) and noticing what lives there. I do not believe the night sky currently reflects a spherical world, even the massively compressed world of VS. IRL, 100km is about 1 degree, in VS, it's the distance from pole to equator. You should be able to read a few thousand blocks in VS from the stars, even without any instruments. And that might be in the cards. There's been a lot of effort put into the night sky. I've been trying to come up with a good way to do maps. I'm not an artist, so that doesn't appeal to me. The standard of the age of exploration, line drawings showing distance estimates and landmarks with latitude shootings every clear night, merged with your other line traces at a map table, that's kind of where I'm thinking. But I would like to be able to include landmarks in the distance I have not actually visited, too.
  23. Welcome to the forums, @TyrantSabre! Destructive distillation. Good idea. The game already has such an item, the coke oven. All you need is a recipe that uses wood or firewood instead of coal. Brown coal to coke is 50% efficient. Charcoal pit is a little worse -- low 40-ish %. But on the other hand, a pit is early tech, easily scalable, and best, no iron door, There's no reason you couldn't add a charcoal recipe, though. It's certainly realistic, and would be maybe 15% more efficient that a charcoal pit, not counting all the firebrick and doors. I'd say it's a good addition. At the very least, it gives you something to do with all those coke ovens when you run out of coal.
  24. Welcome to the forums, @WillToLive You probably just have duplicate copies of those files in the base game Mods folder and your player Mods folder. Should work if you just de-select (EDIT -- click on the blue boxes) the three it could not load. The easiest way to avoid things like that in the future is to start VS, go to the mod manager, and click on Open Mod Folder to make absolutely sure you drag the mods into the right place. Then click on Reload Mods and you are good to go. It's probably even easier to do the 1-click install on the ModDB, but I have no personal knowledge of that.
  25. Sleep works fine* for SP or for small groups of friends. Time accelerates to ludicrous speed, and then almost always** goes back to normal when you awake a few real-life seconds later and 7-9.5 game-hours have elapsed, depending on the bed. It does not work well in more informal MP groups for any number of reasons -- you are 1000 blocks away and underground when the rest want to take a nap, you are on time-critical parts of the story-arc, you have a couple forges of hot ingots, you want to do something with hides or foodstuffs before they rot, you are taking hunger damage and want to find food, you are swimming or sailing, you are just rearranging all the storage and daylight is not important, you are chiseling a sofa, you just don't see the point to wasting game-hours, etc. Which is why I've said repeatedly this is best as a mod. It does not work in the wider MP game settings. Or at least no one seems to have come up with anything better than the Xskills mod to encourage it. And I would not be averse to that becoming adopted in-game, but it would need to be toned down as it soon overwhelms the class abilities. -- * For some values of "fine". It doesn't actually do anything at present except waste game-hours. ** Occasionally, if sleep is interrupted, the ludicrous speed continues, and the day passes in a matter of seconds, and will keep at that rate until you sleep again.
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