Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I've seen Tyron say several times that the vision is to have an experience that can be easily modded to one's tastes. Thus all the mod integration. Heck, every game "ships" with a packager so pretty much anyone can bundle up his own JSON mods. Granted, many of the suggestions are beyond simple JSON editing, but not that far, and even if you aren't a coder, there are open-source mods that do something quite similar that one could learn from, and, depending on the license, even copy almost verbatim, changing the details like materials, workstations, etc. [EDIT] That's why all this, "But I don't want to use any mods!" seems slightly off-base. You don't want to play the game as the designer(s) intended? [/EDIT]
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Expanded Foods.
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Primitive Survival.
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Pretty sure they will eat darned near anything. Tiny velociraptors.
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- animal behavior
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There's a mod that does that. At least with dry grass. No idea if it takes lilypads or other plants with little to no game use.
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Pretty sure there's a butchering mod that does approximately this.
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The command works on a new world. I can even create a second one at a different location, though I have no idea if it erased the old one or not. My guess is it's probably hardcoded that it can only be completed once. [EDIT] The command string I used was /setstorystrucpos resonancearchive l[] true which I think is what you have, too. [/EDIT]
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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...
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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.
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Cracked vessels should be pickable in some way in the lategame
Thorfinn replied to VadiK GricyuK's topic in Suggestions
Annnnnd.... There's a mod out this morning that does that. -
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.)
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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.
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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...
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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.
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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.
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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.
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1- Chiseling: Furniture / 2- More realistic inventory.
Thorfinn replied to Matero's topic in Suggestions
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. -
Plenty of space on your SSD?
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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]
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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.
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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.
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Cracked vessels should be pickable in some way in the lategame
Thorfinn replied to VadiK GricyuK's topic in Suggestions
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. -
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.
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1- Chiseling: Furniture / 2- More realistic inventory.
Thorfinn replied to Matero's topic in Suggestions
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. -
1- Chiseling: Furniture / 2- More realistic inventory.
Thorfinn replied to Matero's topic in Suggestions
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.