Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Chromite doesn't really have veins. The discs they spawn in are positively tiny. IIRC, it's possible there are up to 3 "discs" between adjacent mineshafts. A chromite "vein" might be as small as one block. If you are playing with node search (?) enabled, and you are using it diligently, you still should have most of that space covered. Though because of the way it counts radius, I think you have to offset your mine shafts, i.e., when you go to put in the next row of shafts, offset them so that they are between those in the prior row. Diamond, not grid. At least that's how the game handles "radius" in other contexts. I've got nothing more to offer but suggest more spelunking. Then again, that's the only realistic way of encountering it at all without that propick mode.- 143 replies
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Add a way to combine mechanical power sources into one
Thorfinn replied to Adjective_Grape's topic in Suggestions
You would not believe how many games I played trying to combine the power of more than one set of rotors before this very idea occurred to me. Just build taller. Yeah, I know what you are thinking. What a maroon. -
At a guess, remove the pole below you. Alternatively you could pole up and build a walkway, then remove the walkway behind you as you build. Mostly, I don't bother. The cave beyond them is randomly generated. You might as well go somewhere else that is also randomly generated that's not going to consume durability from your stuff.
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Let’s think about players who like to play this game for a long time.
Thorfinn replied to kalifer's topic in Suggestions
Ooh, that's the kind of thing I'm good at, too. -
Oh, my takeaway from your first post on the matter, @Teh Pizza Lady, was, "In the PR I outlined exactly what the bug is and how it is being triggered and why it is severely game-breaking." It just had the feeling I got from the late great M. Emmet Walsh, "He's not carnival personnel!"
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
It's up to you. I don't use many mods, and those I do use don't throw the error. My in-house mods don't either, but, then again, I'm not trying to read all installed mods, like ConfigLib is doing. [EDIT] Oh, you know a solid possibility? That the API call to return whether a given package is installed isn't working right in some circumstances. I don't do much with it, because I'm not overly worried about being compatible with a bunch of mods. I know exactly which are there, so don't even waste processor time checking. But I could see Salty doing that, and, obviously, ConfigLib does. But I would think so does Primitive Survival and Expanded Foods. Granted, EF does it largely brute force (or at least did last I looked) not checking to see whether a given mod is installed, just letting load time throw a warning. I don't think PS does it that way, too, but, alas, it's been a long time since I played PS by itself, let alone with any other mods, so I don't really know. I didn't really know what I was looking for last time I went through PS code. -
Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
You might be right, @Echo Weaver. Since ConfigLib used to work in with --addModPath, and now it doesn't, the path stuff might have gotten hosed in the update. Seems weird it's just those two. On the other hand, @Maltiez is no slouch. I've gone through his code before, so I'm leaning towards it being a VS issue. Salty, I have no idea. I'm not sure I've ever seen source, other than in .jsons. It still would not hurt for those who know the code forwards and backwards to take a quick look and say, "Yeah, VS' API is no longer returning the correct path value." -
I'm not saying to keep it. Just that it isn't game breaking to anyone who chooses not to use the exploit. As for those who do? So what? We are talking about making food last longer, not giving a PvP player an Admin Sword.
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Wilderness is all I play. I just know of the existence of it, and consciously avoid it. On the occasion I forget before hunger pains, I simply eat two berries. The first brings you above zero, the next one undoes the extended hunger pause. [EDIT] It occurs to me that this would probably cease if they just implemented eating over time, similar to the way they did healing over time.
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The food thing after hunger damage has been there quite a while. It is really a big deal, though? People who are prone to abusing it are probably the same type who would just go into creative and give themselves a stack of bread or something. And it's not like food is at all hard to come by, apart from a polar start.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Unless that's something Salty did as a workaround to make things work the way he wanted. Until you do the leg work to investigate what specifically he did to make the mod not work within the game, it's premature to put that on the dev team. Maybe it's something reasonable, maybe not. Who knows until someone looks into the source code. For all you know, it could be selling off your stuff on the dark web. No sane person would hold the lawnmower company to account because some moron picked it up and tried to use it as a hedge trimmer. -
Let’s think about players who like to play this game for a long time.
Thorfinn replied to kalifer's topic in Suggestions
I've done that, @Bruno Willis, but with nothing. Not even the shirt on my back. Just take off and go in whatever direction trips my trigger. Leave the homestead exactly as it is, including the stacks of ingots and all, windmill and all, but all the sails removed and placed in a chest next to to one of the rotors. Because pretend there's wear and tear. And that's fine in MP, where you can imagine that maybe someone found it useful, or at least something different. But almost all servers play on easy settings, so the build is just not that enjoyable for me. Plus, my schedule is pretty hit or miss. I'll have several hours to play one day, then a week or more goes by before I get back to it. Rather than doing anything fun, I'm just clearing out rot. So I play mostly single player anymore. And I can't take the fantasy that far -- that some seraph will pop into my single player world and take over the farm. So I just cut to the chase. Rather than find a place where I will probably never encounter my old way of life, generate a new one where that is guaranteed and get to the fun stuff right away. -
Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
I'd ask Salty about it. I don't see anything in particular about the off-hand equipping that should be an issue. All it does is add a storage flag to say they can be "stored" off-hand. Other mods might have done a "replace" and overwritten that. But the rest of the mod is compiled into a .dll. There's nothing I can do to investigate it. -
Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Looks like it is a known issue, @Echo Weaver, @Dilan Rona. In the comments, Salty diagnoses it, and the people who were reporting the issue found that to be the case. It appears to have to do with mods that tweak the stick itemtype. That is a problem there's no good way to address, other than a mod that loads after everything else that restores default stick. But then of course, it removes whatever the other mod did with it. And thinking on it, that's probably the issue I was running into when I redid mushrooms to be able to be harvested via right-click, like berries. I just backed out my change rather than spend a whole lot of time diagnosing it, but its quite plausible some of the other mods were counting on default behavior. I'm not finding issues with JUST ConfigLib. It's apparently a conflict with whatever mods you use that ConfigLib is trying to, um, config. [EDIT] Oh, wait. ConfigLib itself may not be respecting the --addModPath. That I did not check. I wonder if it can? If VS allows mods access to its environment? [EDIT2] No, that's not it. I just went back to an older instance that used ConfigLib within an --addModPath setup, and it works fine. Either the API or the update to ConfigLib botched it. -
Let’s think about players who like to play this game for a long time.
Thorfinn replied to kalifer's topic in Suggestions
This is true. So maybe they flying lava bowtorn just don't exist? Games that scale difficulty by progress are everywhere. It's refreshing to have one every once in a while where progress is really progress, not just something that unlocks higher level adversaries. Wolves are a challenge that you learn to overcome. It's not like they let slip the dogs of war just because you killed your 50th wolf. -
So long as there's something else to do, I like them, too. But, for example, I can't just sit and fish. If I can read while fishing, that's fine. That's what I run into with VS. "Well, I have the two chapters knocked off, I've got a homestead I'd never have to leave if I didn't want to, I can wait a full year for the fruit trees to start bearing fruit, and while I'm waiting, I can level up my livestock, which is also mostly waiting, and make compost, which is mostly waiting, too. Or... Squirrel!"
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Huh. How do you deal with that? Build a coop big enough that you can feed them without getting close to their nesting boxes? I just quit bothering to try to get chickens to level up. Have enough to get an egg from time to time and call it a day. Or skip the whole egg thing entirely. There's plenty of protein just from wolves that you have to thin out anyway.
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Let’s think about players who like to play this game for a long time.
Thorfinn replied to kalifer's topic in Suggestions
But it's really only punishing to one type of player. If you build your house out of packed earth, who cares if it gets damaged? How hard could it be to replace a few blocks, or even just build yourself another shoebox off to one side? Or live in a cave. Presumably the ice storm doesn't wreck everything. IMO, the real problem with this idea is that it basically would convert every block into a chiseled block, because you have to keep track of the damage somehow. Better Ruins gives you a pretty good idea how your machine handles widely separated buildings in various states of disrepair. Imagine that being your entire homestead. Even if I thought it would be fun to go around repairing everything after every storm, you could never get away from the lag. You would be much better off never building anything. -
Let’s think about players who like to play this game for a long time.
Thorfinn replied to kalifer's topic in Suggestions
A good example that I'm now playing through (because of a new major release with a whole new ship concept) is No Man's Sky. Beautiful landscapes, if a bit repetitious. There's a tutorial that gets you through most of the game concepts that you can probably finish in about 20 hours, but since you can build 400 bases on different planets in different systems and galaxies, if you are a builder, you could stretch that into years. If you are a completionist, at least decades, or, if you wanted to just set foot on every planet, not in one lifetime. There are something like 18 billion of them. But in maybe 10 hours you can equip yourself and your ship(s) to the point that nothing can defeat you, unless you screw up. Self-frags from grenades, for example, or not noticing your shields are getting low. I'm getting close to running out of new content. So trade away your buff ship to some NPC for his junky ship and space pirates can be a threat again. Trade away your weapons for starting junk and experience the thrill of having to run from the basic enemies again. VS is a lot like that. You don't really need to have the game impose goals or challenges on you. If you like the challenge of rebuilding after disasters, just construct everything out of wood and burn the thing down whenever you get bored. If you aren't a vanilla purist, it would be easy to make whatever building materials you use flammable, and you could (presumably) get the thrill of chiseling the whole thing again. Or pick up stakes and build somewhere else. Or start a new game on a higher difficulty or with different goals. "Irwin M. Fletcher, you choose." -
Let’s think about players who like to play this game for a long time.
Thorfinn replied to kalifer's topic in Suggestions
I'm not sure it really helps WITH notice. Realistically, what can you do to protect your massive chiseling project from a damaging ice storm? Build a packed earth building around it, and remove it after winter passes? This is supposed to be interesting gameplay, relieving the tedium of existence? Seems to me a much better solution for those of us who enter a state of ennui as comfort builds is just start a new game. Play the fun parts over again. Set your own challenges, like you are allowed only 8 tiles under cultivation. Limit yourself to one storage. Not one type. One. You get to decide if you take the 12 slot storage vessel for the longer food lifespan, or the 40(?) slot trunk. (In case you couldn't guess, I don't use them anymore. They just feel cheaty.) Or maybe trunks are off-limits, and it's the 16 slot chest. Can you use aged crates and other found containers? You decide. Or nothing higher than stone your first year, copper your second, etc. A no armor challenge. No axe challenge. (Yes, it can be done.) There are all kinds of ways to make the later game more interesting if the standard progression model bores you to tears. -
Let’s think about players who like to play this game for a long time.
Thorfinn replied to kalifer's topic in Suggestions
I don't believe that's her position. Its more that you should not be comfortable until you achieve the advancements to make it comfortable. Farming gets rid of the constant search for food, animals for milk and eggs, windmill for manually doing everything, particularly the tedious stuff, etc. And steel armor gets rid of much of the threat from storms. [EDIT] I don't do anything more than utilitarian chiseling, and it doesn't sound like you do, either. That would be a serious problem for people who do, though. "So they can just shut that off." "Yes, or the few who want that can just add a mod." Doesn't matter much to my playstyle anyway. I rarely play more than one year before it becomes too meh and I start a new world to get some of the thrill back, as well as to work on avoiding the errors I made in the last playthrough. -
Must have been a stealth change that didn't make it into the changelog. Because, yeah, I've seen that a lot in the past, and know from personal experience it used to work that way. Don't know I could pin down exactly when it happened, because my animal husbandry efforts are purely opportunistic. Some family wanders into my immediate vicinity and I fence them in, otherwise it does not happen. Wouldn't surprise me at all if the authors of those guides drifted away, before the changes, or maybe even, like me, quit bothering because it was such a long time horizon.
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@Apache of Campaign Cartographer fame said that was his goal -- to be able to have waypoints connect to waypoints, but there was some structural thing in how waypoints are done internally that prevented it. He had submitted something specific that had to be done differently. I haven't checked in recently, as I don't use a map anymore, but maybe a good way to get this suggestion some traction is to follow up with him. Or at least his mod. Specific changes, particularly those where a mod author has already figured out exactly what needs to be changed, are almost always easier to implement.
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Things I don't understand about Vintage Story.
Thorfinn replied to WinnieTaylor's topic in Discussion
Does your 'puter act like that with older versions, too? [EDIT] Oh, I had a system with marginal ram. 16, I think, but might have been 8, I don't recall. But it absolutely could not handle the game and a browser simultaneously. Since most browsers do not shut down "clean", I had to cold-boot and go straight into VS. Mods can add a serious load to your machine, too, particularly those with large atlas changes. There are a lot of machines out there that cannot handle things like Wildcraft, for example. I'd start by doing as @LadyWYT suggests -- start by setting your graphics at minimum, and play for 5-10 minutes, then nudge it up a notch and see if that's what's causing the issue. -
But think of all the jobs it would create. Of course, paying all those people would price it out of the ability of most people to afford to play, but such is the price of providing jobs, yea?