Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Consider changing the recipe for Mixed Dry Stone Fence
Thorfinn replied to Wishes4Fishes's topic in Suggestions
Sort of. You also need some additional keywords or options or something so you could specify that each stone must be different. The way the other games do it is not just shapeless, but also gridless. They don't have to specify valid recipes; they would just check to see if you have 8 different stone types and one plank. I do think this is kind of a bragging rights thing, though. You see a house of mixed stone blocks and you know that represents a lot of exploration. -
Will the new 1.20 lore dungeons require a server restart?
Thorfinn replied to Jonny_pot_seed's topic in Questions
I have not heard, but I strongly suspect it will be no worse than the Resonance Archives -- you just entered a server command to "update" your world so it could spawn.- 1 reply
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So is it the old glitch? Hoe it and tomorrow it matures? Or is this something different?
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I wish I could say that's my excuse. I usually end the game with multiple stacks of resin. I'm just too lazy to figure out the design again. Pop out this gear, install the quern, I'm good make some more flour. Switch back and the helve hammer starts banging away again. My pulverizer is always kind of jury rigged. Once I have a few stacks of bauxite, I often never connect it up again. So at least for that, I have the excuse it's not worth the effort. The game I started last night is probably 4-5k from pines. At least in the direction I found them. It's now 2 JUN, and I've already got almost 2 stacks of resin. Resin used to be such a bottleneck that it conditioned me to never walk past resin when I see it.
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I thought that got patched. Or is this a new glitch?
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Welcome! I vacillate on a progressive mode. While I love the idea, I'm afraid it would be a little clunky. For example, think about making steel. Or even the various level of bricks. Why would one even think to look for the unusual olivine or downright scarce ilmenite, let alone running them through a pulverizer? Why would anyone think to use a chest or a chute to automate it, or even bother looking for limestone to make leather? While slowly adding things as you find the ingredients appeals to me, in such a vastly involved game as VS, I can't see how it could be done well.
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Consider changing the recipe for Mixed Dry Stone Fence
Thorfinn replied to Wishes4Fishes's topic in Suggestions
You could have a dozen or so recipes no problem, I would think. So long as you were willing to have the handbook open to see the order, that's a lot of possible variety. There's no andesite in that recipe? What stone is the blue-gray, do you know? The one to ask would be @DanaCraluminum. That's who has all the wood variant recipes. I suspect (but have not looked to see) that those mods are at least iterated instead of hardcoded. [EDIT] If you were willing to use the handbook, then 14 choose 8 combinations is only 3003 recipes. Still quite a few, but vastly more manageable. 12 choose 8 is only 495. It could be made almost trivial with a shapeless crafting system like Terraria or Stardew Valley. You have 8 different stones in inventory (or maybe in open or workbench associated chests)? Great, you have what you need to make that item. Or maybe this is something that could be done more like clayforming? Or more like chiseling, but many at a time? Build a drystack fence by placing the rocks? [/EDIT] -
If you did this: https://wiki.vintagestory.at/index.php/Setting_up_a_Multiplayer_Server and it didn't work for you, I' got nothing. I rarely set up any MP games. Either my IT guy does it, or my son does it, but the few times I've done so, that worked for me. If you have specific questions, I could forward it on to them, or you might be better off asking on the discord.
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Consider changing the recipe for Mixed Dry Stone Fence
Thorfinn replied to Wishes4Fishes's topic in Suggestions
Problem is the way recipes are specified -- one recipe for each possible combination. (Or at least that seems to be how mods I've looked at that use all the variants of woods are coded. No idea if you have to do it that way, or if there is some wildcard option that is not being used.) Each permutation, actually, since you want to be able to place them in the crafting grid in any order. I believe there are currently 20 stones, excluding things like halite and obsidian and counting only one kind of marble, and if you need 8 different stones, that's 20! / (20-8)! recipes, or a smidge over 5 billion different recipes. If you go with just the basic 14(?) stones, that would drop the number appreciably -- 14! / (14-8)!, or a mere 121 million recipes. -
If you don't find at least 20 copper (enough for the pick) in the first few days setting up your fields and and clayforming and getting charcoal started (or finding enough loose brown coal), I'd pan so I can explore carrying the pick,and dig up every spot right away and not worry about needing to find it again. I've even started making the prospecting pick second instead of the hammer. Knowing whether a spot is a good candidate to look around, or if it was just a one-off from a trace percentage is really helpful. With that information, I'm much more likely to have stumbled on enough to make a hammer right away.
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Change How Tab Key Works In Backpack/Crafting Window
Thorfinn replied to Pinky's topic in Suggestions
You still can use it. Tab to get there, escape to leave. -
Strangely enough, I usually don't bother with winter gear. What I'm wearing is always whatever random clothing turns up in chests. Suppose that's why I'm always having to set a bush on fire. I'll have to look into it next time through. (It's late March. Probably not worth bothering with this game...)
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What triggers it? Pretty sure I've gone back several times clearing loot, but without leaving the block. Never thought to go back later.
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I think you are right. Someone else said the same thing a while back. Never happens to me, probably because I think sleeping in this game is pointless, so never do it. IIRC, it had something to do with interrupting sleep, but I don't remember if it was hunger or being attacked or just waking up by pressing escape, but the solution turned out to be getting a full night's sleep.
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Interesting. I can kind of picture how your game plays out just looking at it. I no longer build gates. I just build one 2-high fence section and put a ladder on top. One jump and you are in, safe from critters. And someday I'll build clutches for my machines again. I promise.
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Seems like it must be a new moon at the start of the game. Really dark. Other nights seem to not be as bad. Get that first torch on the first day.
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To extend, it's metallurgically true. Forged heads are superior to cast, because hammering on them deforms the grain structure, making it tougher, and, optionally, quenching it makes it harder, too. (Allowing it to cool slowly is called annealing, and makes it soft -- you do not want to quench ingots because you want them as malleable as possible for later forging.) If seeking to make something more "realistic" while keeping it easy without adding a lot of excessive code (maybe -- there was some problem with matching mining speed to animation recently, so speed might not be the best thing to diddle with), give a bonus to forged copper, say +15%* durability, and if you also quench it, only +10% durability but +10% mining speed. Of course, this means you now have 3 types of each tool head, so the realism will come at the expense of some clunkiness. You would do the same for bronze. Iron is already only forged in the game, so just add an optional case-hardening step, where after beating it out, you would put it back in the forge with excess charcoal so the carbon would migrate into the outer layer of the iron, essentially becoming a low-grade steel. Maybe +15% durability, +10% mining speed over forged iron. -- * Bonuses are not to the base numbers, but rather a fraction of the way between the base metal characteristics and the next metal characteristics. So a cast copper axe has a durability 250, tin bronze has 400, difference is 150, so +15% would be 250+150*0.15=272.5, round to 275 for convenience.
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Truth, @MassiveHobo. Many tools of the day even had holes in the side of the head that you drove a metal nail into the handle to hold it on. Still do, for some of the cheaper tools. The problem with heat-setting tool handles is that the smaller the hole, the more precisely the handle needs to be fitted to it. Mattocks, picks, adzes, sure. Sledge hammers is about where that becomes iffy. And, remember, heating up the head removes the temper that you worked so hard to get in the first place. The real question is whether this level of detail adds to the game. Personally, I'm in the camp of @LadyWYT and @ifoz -- if you want to something to bang on with a hammer, and that gets a bonus, fine. Great, even. It's just a level of tedium I'd rather avoid, even if I could get a 10% bonus. [EDIT] Of course, things like picks and mattocks don't generally use wedges anyway. The handle flares out at the business end, so swinging it drives the head harder onto the handle. If the handle breaks, you just push out the old handle, slide the head over the new handle, and you are good to go. Which might well be where the model for doing this in the crafting grid comes from. Sans the tedious driving the broken handle out of the tool head, I mean. [/EDIT] https://imgs.search.brave.com/_V1cHIpbWrH-XqD5aM_n3nTgNe0w-RlT4srcsD6H54c/rs:fit:500:0:0/g:ce/aHR0cHM6Ly9jZG4x/MS5iaWdjb21tZXJj/ZS5jb20vcy0zMGJl/YmEwb3lpL2ltYWdl/cy9zdGVuY2lsLzEy/ODB4MTI4MC9wcm9k/dWN0cy8xMjY1LzIw/NjQvVmF1Z2hhbl82/ODM2Ml9oYW5kbGVf/XzY0Njk4LjE1OTk2/Nzc1MTQuanBnP2M9/Mg
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I'm talking IRL, which I thought you were, too...
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That works for barrels and wheels and similar large bandings where the metal expansion is significant enough that when it cools down, it draws the wooden parts tight, but the eye of a tool head is too small for that to work well. But I agree it might be more satisfying to smack it a couple times with a hammer.
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That's a great way to ruin a good axe. There's a reason the better tools seal the end of the joint with epoxy and varnish at least most of the handle -- to keep out the moisture. When the wood swells, it crushes the fibers, permanently, so if you do that once, you will have to soak it every time you want to use it until you buy a new handle for it. The rest of that, spot on.
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I wouldn't put too many disadvantages. It's already fairly late game, and setting drifters on fire is a terribly slow way to kill them. Something like 1/2 point every second, vs. a flint spear at a nominal 10 points per second if you are reasonably accurate. Presumably you are suggesting area denial, so there's a fire for 5 or 10 seconds or whatever. Will require update of pathing, too. When I'm bored, I'll lead drifters, bears, wolves, etc. through my pit kilns.
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I figured updating all drivers was just part of setting up a new computer, but you did remember to check all your other hardware for updates, right?
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Well at least you don't have to skim off the dross or flux the molten metal. If I have to choose between one more piece of charcoal or doing realistic smelting, there's no contest. [EDIT] What does bother me some is once its smelted, it moves over into the output spot, where it cools off, even if the fire is still going strong. The crucible itself has not moved. It should still stay hot. Like Cliff Claven says, "What's up with that?" [/EDIT]
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Did you also migrate this? https://wiki.vintagestory.at/index.php/VintagestoryData_folder/en