Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Doesn't it autosave now? Even with the pre-releases, I don't believe I've ever lost much time, because the last commit that flushed the buffers wasn't that long ago. If that's the case, can't one just open the handbook to pause the game, alt-tab to the saves directory, and make a copy whenever a you are at a position where you might want to do a savegame rollback? There have been people suggesting something that sounds very like that to make sure your first cracked tool vessel drops a pick, or the translocator takes you to somewhere with the resources you want, instead of somewhere worse than where you started.
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Few suggestions. Eating Cooper's reed roots is more or less admitting you are going to starve to death this game. They take way too long to cut and to cook. Time is better spent foraging for berries and crops. Don't know if it still works this way in 1.19, since I don't use it because it feels like cheese (and it slows down hunger, which reduces your ability to accrue bonus HP), but wait until you take hunger damage, then eat one food. Berries, veggies, fish, grain, whatever. Don't eat any more until you start taking damage again, then eat one. Mushrooms are not really worth it unless you see a massive group of field mushrooms or something, because different mushroom types do not stack. Don't spend a whole lot of time on building an early base. You are almost certainly going to want to relocate anyway, and the time spent could be better utilized. If you have to have a base in the first few days, a 2-high dirt wall is plenty for anything but bears, so long as you light it up so nothing spawns on the top of your "fort". If you worry about bears, a 4x4 "fort" only takes 4 blocks to roof over, a 5x5, 9 blocks. Building this "base" on top of a clay deposit might be best, so you can spend the night clayforming. Remember you can carry more unfired storage vessels than either fired vessels or raw clay. Alternatively, you can build on as little as a single tile of water surrounded by sand or gravel and pan the night away, but you will need to leave a lot of stuff behind. Some can ground-stack, some you will have to create a firepit, each of which gives you 2 storage slots at the cost of 1 dry grass. Speaking of firepits, while exploring, you can use them to cache stuff you think you might want someday, but don't have room to carry. Again, mark the map, and, ideally, put them on the top of some obvious terrain feature like a hill. If you care to, you can use a description like "Spelt/Rye Seeds" or "Borax/Quartz" so you return in the order you want to retrieve them when you have more inventory space. If you have calm or low rift activity, even as a novice player, you can generally spend the night collecting grass or sticks. You can collect sticks holding a torch, for grass, you have to put it in your off-hand. You will want to have somewhere you can escape to you find the drifters too bad, or if it changes to Apocalyptic at midnight or something. Early game, make use of the layer of sticks. Yes, you have to place and break it to get the sticks back rather than the crafting grid, like works with hay, but it lets you carry 9x as many sticks at once, which you will appreciate when you start making a dozen pit kilns. Plant seeds every evening/night, so long as you can find medium fertility soil. Do the 8 soil around 1 water, filling in small ponds as necessary, surround it with a fence, and, since you are playing survival, mark it on your map. Leave the hoe behind, leaning it against some nearby block just in case. Elevation is your friend. In the first day or so, you may have to rely on terrain to get you high enough to see copper or crops or bears, but try to get a dozen or more ladders as soon as possible. Dirt is quicker and easier to nerdpole, sure, but it will cost you the time you saved having to dig your nerdpoles back down to the ground. Ladders, take out the bottom ladder and the whole thing comes crashing down. Check ruins for cracked vessels and storage items, but don't waste any time digging. Not yet. In 1.19, the loot table for ruins is much better, so you are closer to breaking even with ROI, but most of the finds still have no early-game use apart from filling your inventory. Don't mess with gathering cobblestone. It's quicker and easier to craft if you decide you want some in your build, and you will be trying to figure out what to do with all that stone anyway. There's no shame in a dirt home, at least to start. You can always build a large, better home around it, then tear it out after your new home is safe. Probably lots of people disagree with me. That's just what I found to be useful. YMMV.
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I'm pretty sure I tested all that before rough doors were a thing. It would not surprise me if things were tweaked in the meanwhile. Then again, until the stair gets the same treatment the slab got, I don't see much of a point to a cellar. It's just a 1-deep hole with a vessel, with a stair on top. If you are a little creative with crouching, I think you can access as many as 13 vessels through that one stair. Maybe 5 (possibly 8 )more than that. I've never had the desire to go beyond 6, rarely more than 3, and generally only 1. It's not like stairs are that hard to come by...
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Wasn't too bad before redoing the water "healing". You could pretty easily destroy water as deep as needed, then fill it back in when you were done. Now it seems you have to do it with cofferdams. It shouldn't, but I have yet to figure out the exact deets of how to do it. Not that I've tried all that hard, either. I'm not a huge fan of building on sand or gravel, but if that's where spawn is, cest la vie. The big advantage is it's much easier to find copper. My ideal start would be medium fertility soil grassy rolling hills (plenty of 3x3 flats) with a few "peaks" a dozen or more high in granite, with gravel/sand and a forest visible somewhere. Since I play without map, it would also have obvious landmarks, but I can always build those myself. A "+" built of packed earth a half-dozen blocks on a leg, 25-30 in the air, is hard to miss from any direction within a few hundred blocks. [EDIT] Oh, forgot to mention. Ideally, it would have a lot of birch shrubs to make it easier (possible?) to escape brown bears without having to construct something. And there's a lot of sticks there, which is never a bad thing. [/EDIT]
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Very nice. I don't have the patience or inclination to do something like that, but I do appreciate seeing what others can do.
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Interesting. 1.19 didn't make any changes to your map, or was it just that 1.18 was able to deal with the unsupported blocks? That's quite good! The other voxel games of which I'm familiar use some form of unrecognized block placeholder.
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Hmmm. That must be a change. A few versions ago, I set a jam on the floor of a valid cellar, and tried using a door and pretty much every blocktype. That's before there was a rough door. I don't remember the specifics, but of the things that made sense to use, cobblestone, dirt and packed earth gave the longest shelf life, hay and the door were worse, but I don't recall which was better than the other. In any event, for as little as I needed to access the cellar, why bother with the "convenience" of a door? Particularly when you could fairly easily put 6 vessels under a single staircase and get the benefits of a cellar without any of the hassle. [EDIT] I don't use the wiki. I'd rather figure it out on my own, and back when I first started, there was quite a little of the information there that was not right. Maybe it was from another version, but for whatever reason, actual play experience differed. I'm not knocking wiki, those who update it, or those who use it. Just that I consider it as subject to being wrong as any other thing called wiki. [/EDIT]
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There's not really a rollback that I know of. If you saved a copy of your world, you can create a parallel 18.15 install and copy your backup over to that install. If you don't have a pre 19 save, good luck. I've never had luck with that. [EDIT] Oh, missed the other part of the question. Click on the "Client Area" at the top of this page, and look for "(Show all available downloads and mirrors of Vintage Story)" [/EDIT]
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Stability is randomly determined at mapgen. No reason other than RNG. I've just come to accept that anywhere I'd like to live IRL is probably bad for stability.
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Farm plots and Moisture question, what am i doing wrong?
Thorfinn replied to Brian West1's topic in Questions
Hmmm. I never really pay attention to that. But I'm pretty sure that's right. The block that touches water us supposed to be 75%, one block away from the water is 50%, etc, So the center block in your array should only read 50%, barring rain. You aren't use to playing in a rainy climate, are you? FWIW, the standard way of doing the farms is 1 water surrounded by 8 farmland. Makes a nice 3x3, and if you put a cooper's reed in the tile with the water, it makes scything easy. -
And bees in apiaries swarm, but I'm not sure wild hives will. I'll see the message that it will swarm in 2 days, come back in 3, and it still says it will swarm in 2 days. Other times, it will have swarmed. No idea why. Maybe if you end up loading too many blocks exploring, it unloads that one?
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Heck, if the best I find is "Decent" I'll dig an exploratory hole or two. Like you say, you need so little to bronze, and it costs very little in terms of pick durability and ladders.
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Pit kilns have always done that, I'm pretty sure. The only flammable thing a pit kiln won't set afire is a diagonally adjacent pit kiln...
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While I have not tested this in 1.19 yet, I usually have a vessel under the outside wall under a flipped stair (now that the slab supposedly does not work) for the stuff I want quick access to. Twelve crocks of food lasts a mighty long time.
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I can't get over the fact that there appears to be no "good" cellar door. Not even passing through 2 doors airlock-style does it. I still refuse to take the hit, so use packed earth for my "door".
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After vs_install_1.18.7 I get black screen with sound.
Thorfinn replied to Paulo Jorge Dias's topic in Questions
Didn't figure it would, but since your old version worked, I thought it was worth a shot. I have a 4070 Super on Win11, a 3080 Ti on Win11, a 1080 Ti on Win10, and a 1080 Strix on Win7, and haven't had any problems, other than when my Win7 machine thought it should try to update .NET beyond the version listed here. Maybe try asking on the Discord? Those guys tend to know everything. -
That's certainly true IRL. Though IRL, we'd be able to reuse the wax.
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While it is not a biggie for me, if you look at the pictures of others' builds, I think most people play VS over other voxel games because of the chisel. You have already seen that as a survival game, it's pretty much a cake walk, and as a combat game, well, it leaves something to be desired. There are mods that help some, but at the very least, targeting needs a pretty serious revision before tower defense would be anything other than frustrating. But the point I'm getting at is that few people share your building design choices. Most prefer some intricately carved decorations on their builds, which are extremely time consuming. Then to have to collect all the fallen blocks in the middle of the siege so they don't despawn and they have to painstakingly chisel them again. And then try to figure out where they all go. And maybe finish this all up just in time for the next wave. As someone said above, first thing he'd do is figure out how to disable that setting. I'm more like you in terms of building style, though I do tend to build with local woods and stones so it looks like it belongs there. I tried chiseling a time or two and decided it wasn't for me. So, yeah, I'd give your mod a whirl, but you really need to do something about the combat mechanics, too.
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Good start. Needs to be a bit more than that, or a 2 or 3 wide moat in native soil would be all you would ever need.
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[rant] There's waaaaaay too little flat build land.
Thorfinn replied to Devkrin's topic in Discussion
True, 1000 block flat squares (about 30x30) are pretty lean outside of sand or gravel, but a bunch of flat, buildable ~200 block rectangles on different levels summing to way over 5000 blocks? They are all over the place. Elevation changes makes the build more visually interesting anyway. If that's all that bothers you, just fire up worldedit and chop off a mountain near your spawn. You still get all the interesting worldbuilding to explore. -
@ifoz, how about if the invaders were not just able to break blocks with a single hit, but were more like grizzly bears -- able to outrun the seraph and one-shot him? Oh, and to make it a real challenge, make them invisible and let them fly. Ooh, or teleport! It is an interesting idea, but there are a lot of things I think would need to change. Do blocks just drop, so you have to go around and pick stuff up before it all despawns? Are they destroyed? If a trunk is broken, what happens to the trunk? What happens to all the stuff that was in it? What happens to chiseled blocks? What happens when the block-destroyer takes out the one block that is holding back a gravity-block landslide, and is now at ground zero? I agree that this might not be the ideal game to convert into a tower defense.
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Unless it were permanent, I wouldn't bother. Sure, for those of us who play without map, candles make great route markers, though you might have to wait for dark for full effect, but how many routes do you really need to mark? 'Course, part of my VS problem is my life philosophy -- anything worth doing is worth overdoing. An apiary with only 64 skeps? What are you, a quitter?
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Maybe if the resin converted the crocks into resealable crocks? Though by fall, you are yeeting wax because you already have 2 trunks full...
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If your aim is less than stellar, a good way to deal with it is to yeet spears all over the place where your battle will be. Pretty much no matter where you run you can pick up a spear. At the end of the battle, just lean them against the pillars you put torches on to light the arena. That way they are handy for next time.