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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Never seen it happen, and when I do forestry, I use it more as a barrier -- one space apart that I can fit through, but bears cannot. If planting trees that closely creates mushroom spawns, I've never seen it happen. The soil never becomes Forest Soil. Then again, I almost never play for more than one game year, so it might happen eventually...
  2. If you are not averse to mods, Spear and Fang has updated JakeCool's Wild Farming mod, that, among other things, lets you farm mushrooms. Kind of a late game thing, IIRC, because if this is the mod I'm thinking of, it gives another reason to make aqua vitae.
  3. Annnnnd.... There's a mod out this morning that does that.
  4. More self-control than I have to leave those choice trees and seek out forests outside your view distance. As I've said to others, I have no artistic side. My only attempt at chiseling was hideous, and I've never repeated it, but I do like to see what others can do. (It was so hideous that I deconstructed the whole thing, threw it into a cave where it would despawn, then did a Schneier-approved wipe of the file, followed by an ATA Secure Erase. No one else will ever be burdened by that offense against aesthetics. It dies with me.)
  5. That could work, @LadyWYT. Might be a thing to bounce off Apache rather than reinventing the wheel. Text notifications every second? The most "important" sound of the last second gets reported? It will be a problem with multiple foes. More than one drifter or wolf and you will just get notified of one? Maybe the loudest sound effect gets reported? That's kind of close to everyone else's game experience. It's not fair to the hearing impaired, being denied any of the more subtle cues, but nothing really is.
  6. I generally have an "arena" of sorts (just some flat ground with no bushes or trees) that I place a bunch of torches. When I was learning the tricks, I'd d carry in a stack of sticks and 5-6 stacks of spear heads. Then go around making another stack up and dropping the spears all over the place so I almost can't not pick up a spear no matter where I ran. You eventually learn how to need fewer. I generally go with only 5-6 spears anymore. A couple of blocks of packed earth 2-3 off the ground, tool racks on the sides is a great place to store spears between storms. The floating blocks also make great places to protect torches in the rain and firepits for the winter. Or really anytime. You can always use fires cranking out more torches. A dozen firepits cranks out an unbelievable number of torches in a temporal storm. Sometimes I think that's the best "loot" you get in storms...
  7. If you want to get some idea of how many sounds are layered together at any given time, take a gander at Apache's Accessibility Tweaks. There may be a dozen going at any given time. A small scrolling text box is not enough, unless you get rid of the ambients and subtitle only the "important" sounds. Which is the opposite situation to the one you posted that reply in, where the OP wants more sounds layered in.
  8. Been thinking about this for a while. How would it work? At any given time, there are multiple sound effects playing. If you were to implement something like Buzzwords, but for all sounds, it would often take up half the screen or more. There must be something that would work, but I haven't thought of anything yet.
  9. Dunno. How much harder should it be to find bees? I personally have no problems distinguishing the sound of bees even with gale winds and rain, (as a result of years of mixing music, picking out the individual instruments and voices, even when they are way back in the mix) but lots of people have trouble with that.
  10. I guess I still don't know what "less arcade" means. I get that you want to limit quantities. Possibly by making only certain things stack? Not only that, but items take up more inventory space? So, presumably, the hand basket now gives, say, 12 inventory spaces instead of 3? And if a spear were a 3x1, you could carry 4 in that hypothetical handbasket, though one or more might have to be rotated 90 degrees, depending on the shape of the basket? If, for instance, it is 2x6, none of the spears would fit without being rotated? If you walk over them to pick them up, they presumably do not auto-rotate, so you have to fiddle with it? Every time? In the middle of a temporal storm? Genuinely curious. Have you spent much time in the game yet? Enough to understand just how many blocks even a moderate-sized structure takes? Even a farm? I am by no means a builder, but even I'm going through several dozen stacks of 64. Usually 10-12 stacks just for my farms.
  11. Plenty of space on your SSD?
  12. Not sure what you are asking. Or in what system. I'll assume Windows, and you told the install to place a shortcut on the desktop. Right click on the shortcut, click on Properties. You edit the string in the "Target" box. Skip over to the ".exe" to the end of that line, and insert " --addPath " (note the spaces) and the path you want to place your savegames. Let's say you want them in "C:\Games\VS\119". The resulting box might say something like, C:\VS\119\Vintagestory.exe --dataPath C:\Games\VS\119 [EDIT] Don't change anything else, other than appending your --dataPath switch, and the switch has to be camel case. You DO NOT have to create the path. When the game starts, it will create the required directories and files where they belong. [/EDIT] [EDIT2] I generally leave my saves under the installed version so if I want to migrate to a different computer, it's all in one place. So in my case, it would read more like, C:\Games\VS\119\Vintagestory.exe --dataPath C:\Games\VS\119 [/EDIT2] [EDIT3] Since I play with all kinds of different configurations and people, I copy/paste that shortcut several times. Then edit them to something like, C:\Games\VS\119\Vintagestory.exe --dataPath C:\Games\VS\119\sara for the games my daughter joins in, C:\Games\VS\119\Vintagestory.exe --dataPath C:\Games\VS\119\thor for the games with my son and his friends, C:\Games\VS\119\Vintagestory.exe --dataPath C:\Games\VS\119\dacrew for games with my tabletop gaming group, etc. Only the saves associated with those particular players show up. They are actually a tad more involved than that, since I only want to maintain the mods in one place, but that should give you the idea of how powerful those switches are. [/EDIT3] [EDIT4] And another shameless beg for the addition of an --addMacroPath switch. [/EDIT4]
  13. Welcome, @Fiur It all depends on the mods. What I consider heavily modded (maybe a dozen smaller mods, or one of the big boys and a handful of add-ons) works fine, mostly. With exceptions, like Better Ruins and Wildcraft, that I never did resolve. But, yeah, stand-alone server makes a lot of sense if you've got one to spare. I recently built an awesome Linux server with a stupid amount of RAM, but some operations, even in vanilla, like massive forest fires, are still tough for it to handle.
  14. I would guess either your machine isn't keeping up with mapgen, or your connection isn't keeping up with the demand for block info. You would have to look at their logs to know, but the first possibility to rule out is a bottleneck on your end.
  15. I'm not a huge fan of giving class-exclusive abilities to other classes. Kind of gets rid of the point of having class-exclusive abilities.
  16. OK, but those traders can't possibly all be out there for just you, can they? That strikes me as absurd. Even more absurd than some of the inaccessible places they managed to get their wagons stuck. I've never really believed there are any humans. They all look like me, so far as I can tell. Same range of features, same range of colors and clothing styles, etc.
  17. I'm not really the one to ask. Sounds fine to me, but I don't build furniture or do chiseling anyway. It's just a facet of the game that the engineer part of me doesn't enjoy. If it has no measurable game effect, it doesn't matter.
  18. Realistic weight is somewhat problematic because dry sand comes in at around 1.5 TONS per block. Not per stack, per block. So realistically, a human would have to make 20-ish trips to haul a single block. While that might appeal to those of us who prefer to encourage use of local building materials and realistically-sized building projects, that would be a major turn-off for most people. Fate had the shaped inventory system. So did Diablo. I don't necessarily hate it, but I don't think it really works in a game like this. If, for example, felling trees resulted in logs rather than chunks of wood, maybe, but that's a major overhaul, one that I think most people would not like. Though that makes it a much better idea to build local worksites -- charcoal pits near the forests, smelting and smithing near the mines, clayforming and firing near the clay deposits (I can see carrying a few dozen bowls back home in a suitable pack, but not 30+ tons of clay), etc.
  19. Can you fight wolves and black bears? With missile weapons, I mean? If so, you will be fine. Just remember to sprint all the time and keep your head on a swivel. Otherwise, practice on wildlife until you are comfortable with that. You can survive more mistakes against wildlife. Melee weapons are really tough to use on double-headed drifters. Those buggers hit so hard it takes mid- to late-game equipment to tank.
  20. Of course that's true, but how much work are we really talking about? Climb up 30-50 ladder sections, place a half-dozen packed earth blocks (or even just one), climb back down, retrieve your ladders. Landmark visible from hundreds of blocks away, similar to lots of others out there that mapgen placed. Maybe put a regular dirt on top and plant one of those tree saplings you don't know what to do with. If you are so inclined, put a water source block on top of it, and it is unmistakable. Anyone willing to chisel a single block or live in more than a dirt hut is putting in more effort. Seems to me that's not the real concern.
  21. [EDIT] TLDR: Trader in a wagon, fine. Trader in a cabin, double-plus ungood. Discuss. [/EDIT] DIsclosure -- I've never tried that other block game. I simply have not seen any of how it implements NPCs, so have no basis for understanding any of those prejudices. What I have seen is how VS implements NPCs -- traders. Can't every complaint about NPCs be lodged against traders, albeit to possibly a lesser extent? Don't they prevent you from building in your perfect spot? Don't they offer storage and a bed and a safe place for the night? I agree villages don't fit the game as intended. If it were, it would probably be on the roadmap. And rifts and storms being what they are, drifters spawning in anywhere sufficiently dark, villages don't make sense. Perimeter walls alone serve little purpose, which, oddly, is one of the common player complaints. "Why are they spawning in my [insert arbitrary unlighted location here]? Make them stop it!" Why would one expect to be able to loot a seraph's homestead when you can't loot the game's own prototype NPC? And, worse, what if traders or the Resonance Archives were in your ideal location? No, I just don't get it. Why are traders OK, but other seraphs are not?
  22. True in all cases. I'm pretty sure I've personally seen all of those. The most reliable, safest way, is to create a drifter trap. Drop them into a pit with a pit kiln and you can sit back and just harvest the crispy critters. Back in the day, I've even had good luck with them dropping into a moat with a small hole into my house that a crawler can't get through and letting them fight each other trying to reach me. I'd guess at least half the time I could get a risk-free temporal gear on the first high rift activity night, provided there was a rift or two nearby. And that's feasible with just storms disabled. {EDIT] The best drifter trap I ever made was just a ring of dirt with flowing water positioned just on the inside of that ring, and flows just far enough to push them to the center, and sized so that no matter which direction they approach, they get pushed into the pit at the center, where you can deal with them as you like. Hint: If they are adjacent to a pit kiln, they start on fire. And, yes, that's potentially a day 1 build. It might even be possible to storm-proof it, or at least close enough. [/EDIT]
  23. Never have understood that vibe in a gamer. With some games, sure, but with the terraform abilities in VS, you can eventually make any place in the right climate work. And there's always another "ideal" location for that build within a few hundred blocks anyway. That's the thing about the mapgen -- there are lots of essentially identical locations in the game. All you have to do is find them. I'm always astounded at the sheer number of points of interest in the game. Floating islands or spires, some with waterfalls, that you can see from hundreds of blocks away. Massive barrier mountain ranges. Lone mountains high enough for glacier ice. A redwood on a hill. Large lakes or open plains. Gravel or sand deserts. Pine tree forests you can see from afar. Some of the ruins. Used to be I didn't appreciate it all back when I played with a map. And they are a good measure of distance. If you can still see them, they are less than about 400 blocks. (Or less than your view distance if it is not set that high.) And if you find a place that's ideal other than lacking a landmark, there is no reason you cannot construct a spire based around a ladder. Indeed, you could dress that up to look like a "natural" mapgen feature, maybe poke in windows with light sources behind, and put your windmill atop it, also visible for hundreds of blocks. Truth. I'm not convinced villages fit the vibe of the game. Yes, there are small ruined villages in the game, but those are all pre-calamity. (Of course, any wood-based settlements should be long gone, which is why that new ruin with ancient wood or partially-ruined wooden crates and chests exposed to the elements make no sense to me. Under cover of stone, sure, but open to the sky, or maybe even a block or two to the side of cover, not so much.) I think widely separated seraphs with their own holds makes sense, though. Where else are the traders getting their goods?
  24. Hope you don't mind if I find that just a tad humorous. There are 10^12 blocks in a standard world, and you absolutely have to have these couple hundred? Hope you don't think that way in real life. There are lots of people who have houses in prime locations that would be ideal for you to build on...
  25. That's really nothing more than a tweak to the claims system. Start with Trader permissions, then revoke sleep in their beds or use their storage or do anything with their crops, make sure fire can't go from the non-protected world to the structures etc., and villages are just window dressing. Though adding the ability to trade with them would make sense and give a point to exploration. I don't get why so many cannot envision a system that works differently than that other block game. How many other systems where VS differs from that other game have to throat-punch them before they get the point? As for too common, that's normal for a mod. Everyone seems to think his mod's changes should be in your face all the time. Best practices should include a tunable scarcity parameter. Better Ruins did it with loot drops at least, though not for the frequency of the ruins itself. Or at least I didn't find it last time I looked a couple versions ago. Maybe not. I can see the occasional seraph holding, but storms mean none but the best or the most sound sleepers survive many of them.
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