Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Fun, amirite? It can still be done, but you are probably going to need healing along on anything more than about Medium Rift Activity. With Low, you can usually avoid enough that you can heal up through food, Medium, depends on whether you try to do things near caves or rifts. I've been able to do an Apocalyptic with only a few poultices when I was sticking somewhere far from sources of baddies.
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Weird. I placed about 8 or so dirt in a line in 1.20-p7, and they all refilled. It's only a problem if you displace at least 2 rows wide, which, admittedly, most farms are. Because then there are none that have 3 adjacent source blocks. I'm guessing the reason to go with 3 rather than 2 was there was some kind of a MC exploit they were trying to avoid, but since I've never played MC, I have no idea what exploits there were. OK, maybe. Instead of creating a source block, though, I think it would be better if ponds above the water table were filled via pumps, like the Archimedes screw attached to a windmill. With source blocks being able to be moved, you can make all kinds of absurd things like 1-block millponds hovering in mid-air. Dwarf Fortress has no need of player-created source blocks. Nor do Timberborn or Going Medieval, the former being a great water simulator.
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In that state it will despawn. Ctrl-4 will select your last basket and you can place it, like you would a skep, with everything that is currently in it. Or remove one of your empty baskets to the crafting grid, place a knife in the grid, get back some reeds, and it will automatically pick that basket up.
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If you don't have the patience to carefully scout out the area, sprinting everywhere like you just left a party at Hunter's works quite well. You can usually run right past wolves as close as 3 or 4 blocks away, often without aggroing them. About half the time you can even jump right over them without getting bitten. Bears are just as clueless. The new Face-huggers seem a little more aware and corner a lot better than anything else, but you can still easily strip them off in bushes or uneven terrain or tree trunks every 4 blocks or so. The Ugly Pluckers seem about the same as wolves, but unlike wolves, if you get too close they might get a couple volleys before you get out of range. They are the biggest threat to someone with the sprint key duct-taped down. And even that is fixed by 3 poultices or so.
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Suggestion: Louder audio setting to be audible against youtube music
Thorfinn replied to Flexbyte's topic in Suggestions
You mean the effects volume, not the game's music right? Yeah, those sounds are pretty quiet, while the game's music is so loud it's hard to hear anything else. The music here, like everywhere else, is participating in the "loudness wars" My music setting is 5% or 10% or so while effects are 100%. That's where I would balance it, so, yeah, I'd like to see those boosted a bunch. I don't know whether it's a setting on my machine or it's the default, but when I open the Mixer (right click on the speaker icon in the tray) and pull down the volume of Brave (my browser of choice), when I close then reopen Brave, it's right back up at 100%. As a workaround, @Apache has a mod called Accessibility Tweaks that lets you add 6dB to the sound effects, roughly doubling them. Also, there are any number of programs that do batch operations so you could just add however many dB you want to everything in the Sounds directory. -
Just checked, since I had 1.20 pre7 running. It took a bit because I happened to be paused on High rift night, and had to evade some face-suckers and twangers to get a spare moment. I remembered it right. It fixes the water if there are 3 orthogonal source blocks, but not if there are only 2. It's not that you have to be able to create a water source block to farm, but rather that you have to create a water block. Those can be different things. They are not at the moment, I don't think, but they could be.
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I think that's how it does work. Or did you mean 2 total source blocks touching the air block? So the lake could reclaim the corner of a field if you remove it? I'm not sure what the downside of 2 total would be. Must have been a downside, or I'd have thought that's how it would work. Do you think player-placed source blocks are necessary, or even a good idea? Presumably you could still do it in creative, but in survival, you would have to adapt to what the world gives you.
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Well, this is a first, at least for me. Welcome to the forums, @FicusWatkinsiana and @M1zrakh Ultimately, you will probably be able to use TAB to close it as well, instead of having to use ESC. The plan is to get rid of the crafting grid and move everything to immersive mode. Not sure how that's going to work, but looking forward to it. Upshot is the way inventory is done is a temporary measure, and TAB is too standard in the various libraries as a means of navigating fields. Once they write whatever is is they have in mind, there will be no need of fields. My only concern is that immersive might become quite boring. Imagine having to lay down seven sticks on the ground in the right pattern to make a ladder. Several hundred times. I hope you can at least set down stacks of sticks and pick up stacks of ladders.
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Why pan it? It's one thing to do that early game if you have not found enough copper for a hammer and pickaxe, but it is a horrible way to get resources. If you have absolutely nothing else to do, fine, but obviously you must have something else you would prefer to do.
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There's my favorite way of dealing with, well, pretty much everything. It helps a lot to keep your head on a swivel and get on high ground often to look for foes. Ladders are faster, but bears climb ladders, so nerdpoles might be better. At least nerdpoles up 3 blocks, then build your ladder on top of that.
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The first few times I opened this thread, I was so impressed by the workmanship that I failed to note your environs. Is that spire near your home andesite, bauxite and limestone??? I'm so jealous.
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Since I do permadeath, I always expect to start a new save. Made it to August once last time in 1.20-pre6.
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OK, I'm wrong. That sure was convenient for him. I'm always several thousand into unexplored areas. Wonder why they do it that way? The RA is horrendously tall. Yes, the world does spawn terrain that rugged, but RA terrain is typically different than standard mapgen. Merging the terrain would have been a whole lot easier if it generated after the trigger. Unless, I guess, it generates a dozen chunks around the RA at worldgen. Which means you could probably figure out from the save where it is... @Artos, there is a command to generate the first of the special areas, if for whatever reason it was not on your map. Generally because an older version, but also if you just want to repeat it, typically for a multiplayer world. Let's see if I can go 0/2. They will probably include a command to spawn whatever new special areas there are, just like last time. [EDIT] OMG! One game I was running south-ish for several days to find a place to settle and encountered a blockhouse-looking ruin that seemed weird. Now I realize where I have seen that "ruin" and understand why I've never randomly encountered it since. [EDIT2] Has anyone ever bothered to do a backup before triggering the first special area, then reloaded that backup and gone to see what it looks like?
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Since this came up in another thread, and none of us could remember exactly how to do the second part of this... 1. Install new version. Do not remove the old version. Add a desktop shortcut. Do not start game. 2. Rename shortcut to something appropriate, so it does not get overwritten next update. I use VS [version], so VS120 p7 for version 1.20 pre-7. 3. Right-click on the shortcut, select Properties. 4. Make sure the Start in: is where you installed. 5. Put your cursor on the end of the Target: box. 6. Add --dataPath .\[save location] --addModPath [mods location] There must be a space before the --dataPath, and note that is a double dash. This nests your saves in your install directory, so relocating to another computer is easy. In my case, my first playthroughs are all vanilla, so I want them in the directory v for vanilla. My Target: reads, C:\Games\vs120-p7\Vintagestory.exe --dataPath .\v --addModPath \\THORFINN-PC\Inbox\vs120 Substitute whatever is appropriate for your setup. 7. Play. When you want to use a different modlist, and don't want to have to go through the mod manager and try to remember which modlists go to which worlds, 1. Copy-paste the Shortcut on the desktop. 2. Rename it. Maybe VS120-p7 PS for Primitive Survival. Or VS120-p7 V+ for a very lightly modded game. 3. Edit the Target: to change the --dataPath, in this case, maybe something like C:\Games\vs120-p7\Vintagestory.exe --dataPath .\PS --addModPath \\THORFINN-PC\Inbox\vs120 or C:\Games\vs120-p7\Vintagestory.exe --dataPath .\vplus --addModPath \\THORFINN-PC\Inbox\vs120 4. Play. Now if only @Tyron would add an --addMacroPath switch so you don't have to copy your macro files manually... -
@Arasine, banner at top of the page, Devlog --> Roadmap.
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Run a flatpak install from Heroic, Lutris, or Steam?
Thorfinn replied to sthowe1's topic in Discussion
Welcome to the forums, @sthowe1! Don't your worlds have play time listed? Or are you playing in so many worlds that adding it all up is a problem? -
Oh, drat! Maybe that's how they fixed the exploit of having ~1500 flowers (don't remember exactly) such that every hour when the hive split, the new hive would immediately be harvestable. Guess I'll have to see if it can still be done by removing all the blocks above each skep so they can see daylight. Should still be ~1300 flowers. Might not make a huge difference. Or maybe that's not the only change.
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[EDIT] Don't know for sure, but it might be a 1.20 thing. There seems to be no ".help clientconfig" information apart from "<name>", and I don't have any versions of 1.20 on this machine yet to check it. I'm seeing the same thing you are on 1.19.8
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That's how it worked in the past. Don't know why this time would be different. If it turns out I'm wrong, and it doesn't update properly, DM me and I'll give you a stack of low fertility soil. I'm pretty sure the first big story location does not exist in the world until you perform the action that triggers it. The game then finds some unexplored region and generates it there. So the more of the world you explore before that, the further that location is going to be from home. I'm guessing the next chapter locations will be handled the same way.
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Possible weirdness on Pre-7. Forgot to take food with me. Started taking hunger damage. Lost about half my HP. Used several poultices before I noticed they were doing nothing. Eventually found some food, ate it, and the HP effects of the poultices, um, instantiated. Went from around 25% to around 80% in a flash just after stopping the starvation damage. Or is that the way it's supposed to work?
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No, I'm sure it's fine. Tune it by adjusting the spoilage rate down. I can't think of anything else that doesn't auto-adjust. You just get more time to do things like explore, plant groves, make charcoal pits, build, etc. So long as you can gather resource somewhere other than your re-plantings, it is to your benefit. Only downside I can think of is that you might be setting yourself up to not have the sense of urgency that would be needed in default settings. However, the difference between 9 and 10 days per month is only about 11%. From 9 to 30 days is more than 3x, so it might set you up to be overly-complacent in some aspects of default settings.
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Thanks, @Krougal. I just finished testing a new datapath, and sure enough, that's the ticket. Should be added to the guide, probably, so we don't have to try to remember it.
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The default on Standard is that buckets move source blocks. It's only if you play Wilderness Survival that the default is they don't move source. My guess is it's to let the more hardcore players figure out the ways to make it work, while the more casual players stick with the tried and true until the Wiki is updated on how to do it. I've been too busy playing around with the new stuff to even try building fields instead of building into lakes. Maybe if Tyron et al. would slow down release of new stuff I could get around to it. (Look at that. Someone "complaining" about the release schedule being too fast.)
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Just do it the same way you do Guide: Multiple Parallel Installations of Vintage Story For example, here are two of the command lines I had in 1.19.7 (the latest version I have on this machine, for some reason), C:\Games\vs119.7\Vintagestory.exe --dataPath C:\Games\vs119.7\v C:\Games\vs119.7\Vintagestory.exe --dataPath C:\Games\vs119.7\v --addModPath \\THORFINN-PC\Inbox\vs119 That is, my saves were all located in the same location, and if I were playing something other than vanilla, I used the second shortcut. For other modlists, I would do a parallel install to, say, C:\Games\vs119.7a and the shortcut would read, C:\Games\vs119.7a\Vintagestory.exe --dataPath C:\Games\vs119.7a\v --addModPath \\THORFINN-PC\Inbox\vs119 So I only needed to keep the mods updated one place in my downloads folder, and the saves would be associated with that particular parallel install, with that particular modlist. [EDIT] I'm pretty sure I could have done it with just the one install, and a second --dataPath switch, (I'd have to check one of my other machines to be sure, though I'm pretty sure the game settings and modlist are stored in the --dataPath directory) but space on this drive is practically unlimited due to near-line capability, so I don't care about the extra disk space.
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Right. I wasn't thinking about their survival, just getting the next generation going. Until the first of the spring turnips come in, your pigs are just idling in place. That's not true of the chickens or sheep, whose food is still fresh, which is why I limited it to the pigs I think it's just that they drastically increased the growing times. Used to be you could get your windmill in June, now it's July. (Or May, if you opt for sails over sacks.)