Jump to content

Thorfinn

Vintarian
  • Posts

    4023
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. Meh. I've built one of those late game devices, and its a stretch to call any of them even underwhelming. So don't flippin' do it! Build your bedroom with windows and a skylight, so you know when it's morning rather than using "C". Right clicking on a bed isn't really all that "immersive" in the first place, nor is the fact that time fast-forwards while you do so. There's no functional immersion difference between setting a macro for that console command and right clicking on a bed, for Pete's sake! [EDIT] Spoiler tags, in case someone might think those are spoliers. [/EDIT]
  2. It's an interesting idea. Another use for temporal gears that still wouldn't make it worth bothering killing drifters.
  3. I'd add my dittos to what's said above. The brand new machine my IT guy has on his desk sometimes crashes out, too, while it's still playing fine on even as low as a few i3s, though most of my LAN machines are i5s and i7s. A couple i9s. The fact his whizbang machine crashes and our others do not strongly suggests it's a machine issue rather than a game issue. It could be simply that some of the 3rd party libraries have timing issues on sufficiently fast machines with enough cores. Issues that cannot be duplicated without a machine of that caliber.
  4. It already does. Instead of right clicking on the bed and answering "Yes" or however the bed works, just look at it and type, /time set [lunch|day|night|latenight|morning|latemorning|sunrise|sunset|afternoon|midnight|witchinghour] as appropriate.
  5. Of course its likely a soft poll. That's why I bothered to respond. To say that IMO, "Wake at Dawn" is a low priority for me. That's not a bug. That's working as intended. There is a constant effort to make Vintage Story NOT a clone of that other voxel game which is deliberately not named Might be just a vision thing, but considering how ruthless M$ has been to small developers in the past, it wouldn't surprise me if there's a legal reason for maintaining the distance. If this were as as popular as you think, don't you think someone would have already modded it in? The reason is likely that there's no reason to create a mod that is no more than typing, /time set sunrise For, what, the 5th time this thread, I don't object to a "Wake at Dawn" option. To me, it's ultra-low priority, as its something I can't see myself using ever until there is a substantial change in what sleeping means. Particularly when your fondest desire is just a dozen keystrokes you can do now, and, if you cared to, assign it to a macro, and it becomes just a single keypress.
  6. I'm not sure how I got to be the bad guy here. My first 3 posts were, "OK, that's a perfectly fine suggestion. I personally would never use it, and would prefer the time spent on other features." That's it. But apparently I can't say that? Because it's discourteous or something? Everything else in those posts was politely answering your specific questions. I believe I was the first to point out that my game style is nothing like yours. Opening up the several versions I still have installed, it looks like what I considered to be a "full game" -- accomplishing whatever goals I set for that playthrough -- to be somewhere between 50 and 80 hours, compared to your 700+ and evidently still are not done. I don't doubt there are features that would be more worthwhile in that game style, but for the life of me, I don't see why you would care about that particular one. You don't play a time-critical game style, not at 9 years+ in. So why is it that important that you get the maximum hours of daylight? Whatever you don't get done today you can finish up tomorrow. Or next year. It's not like you are trying to beat the clock or play a speed-run or anything like that. BTW, the bottleneck for sheep is the saw. If you want to do animal husbandry, you should be able to get them started that first month. Day 3 is typically easy if you are not pushing any other projects too hard. Chickens are another story. You need grain. Maybe you can forage enough, but more likely it's a project to get going in June. But like we agree, you are not going to get them much above Gen 1. So for me, that has become a, "Why bother?" At a guess, I've probably seen most of the ruins, just not in the same world. But play enough worlds, and pretty soon you know where all the hidden stuff is in any set of ruins you come across. You are right about fruit. Fruit is like high fertility soil. I did it once, realized it was not worth the effort, and never did it again. Same with the butterfly collection. Same with cunning traps for bears and drifters. "Why am I doing this?" I can generally accomplish everything I find interesting enough to bother doing within about a year. Why would I want to drag it out another few years, building the bridge to nowhere, and playing all the stuff that's not fun? When I have the alternative to start a new game...
  7. The big 4 are sleep through them, create a non-spawnable bolt hole, get better at evasion and spear chucking, and just plain running.
  8. Depends on what I want to do each game. Minimal on new releases. Usually CarryOn, not for extra (if inconvenient) inventory, but so I don't have to empty storage containers just to move them. Been fiddling with that new pair, Favorite and something that mimics Terraria's Sort To Chests. Often the fixed firepit, because it does automatically what I could have done manually. Pretty much stuff that I could be doing at night anyway. Once I'm satisfied I've experienced the game as intended I'll try out others' visions - Expanded Foods, Primitive Survival, Wildcraft, Meteoric something(which could probably fall into utility category for as little difference as it makes to gameplay), the @Vinter Nacht mods, Medieval Expansion, etc. Not all at once, though.
  9. This has gone way beyond a suggestions thread. In every reply here, I've said your's is a perfectly fine suggestion. It's just something I doubt I would ever use, and I'd prefer if programming time were spent on other priorities. @BalmoraPete, yeah, sounds like you have taken it to a degree I never have. I build only two basic room shapes -- rectangle and whatever strikes my fancy at the moment, usually something that conforms to the location where I'm building. Split levels and walk out basements are nice. And you are definitely right that it's not much of a survival game, even if you crank the hunger, spoil, etc. settings. I build a huge field for flax, then after maybe 2 plantings, everything goes fallow except for a single plot designed to be greenhouse-able. In all the games I've played, I've created exactly 1 block of high fertility soil, realized, "Well, this sucks" and never did it again. I've even taken to leaving terra preta right where it is, because there is so little point -- I'm only going to use it a couple times in the whole game. Much quicker to find a relatively flat spot of medium fertility and plant the 8-around-1 in whatever best fits the terrain. @Malnaur, I have a lot of time in the game, but I've never played a single player world for 700+ hours. What's that, like 9, 10 years? What I consider mid-game is maybe mid-summer of year 1. By early to mid fall, I usually have everything done the game has to offer except animals are often only 2nd generation, and, of course, chiseling. Yes, that includes at least a full set of steel tools (which basically requires at least 1 fully-upgraded windmill) and the Resonance Archives. Most of the time I'm starting a new game well before 100 days. There's no real "secret" to ignoring drifters. Just light your work area with a plethora of torches so you can see them coming and learn when to run away. Rocks don't hurt all that much -- a poultice or two max while you run to the next job site. If you have 3 or 4 possible jobsites scoped out, its not that hard to cycle through them leading your pack of drifters. Yes, even at apocalyptic. Just don't run so far they despawn. At low, you often don't even have to use more than one site if you base your decision on where the rifts in the evening. BTW, you want to know a good time to travel? During a temporal storm. You can't do much of anything else, unless for some reason you want to collect temporal gears. So you might as well see what the world has to offer, assuming you can imagine what it would look like if it weren't warping all over the place.
  10. I don't know that you even have to use it. Downloading it is enough that so far as anyone can tell you are using it. I'm not actually recommending any of them, including one I can't quite remember the name of, and cannot seem to find right now. I used to use one a couple three versions ago, but anymore when I want to use more color in pottery, I go to Bricklayers. What I used to use is MoreClay. I see there's also BetterClay, but have no knowledge of it other than someone on my server said Hypnotique AKA Hypi uses it, and likes it, but doesn't look like it's been updated to 1.19 yet. While MoreClay does all the recipe stuff just fine, the resulting object is the same as the object made of blue clay, with the exception of shingles, which already have the distinct colors. I also like the kaolinite idea, though it's not something I'd go out of my way for. "Yippee! I'm eating Cabbage Gruel (15% Spoiled) out of a porcelain bowl!" said no one ever.
  11. I don't know. Travel? You can outrun drifters. The only guys you can't outrun that you have to worry about are the brown bears. Those you just have to outmaneuver. There are other answers, too, depending on the purpose of your travel. If all you are doing is looking for purpleheart, yeah, you will probably have to bed down. Or alternatively, not look for purpleheart... I don't much distinguish between night and day. It makes no difference at all in mining, cooking, clay forming, smithing, casting, knapping, leatherworking, beekeeping, animal husbandry, crafting, etc., and very little in planting, harvesting, woodchopping, sticking, collecting peat/clay/dirt, etc. I suppose if I were so inclined, I'd add chiseling to that list, but that part of the game does not really appeal to me. Not since maybe 1.14. Like I said, I've got nothing against it. I'd just prefer they used those "3 lines of code" on a feature I'd use.
  12. I have nothing against the option, just that from my point of view, whatever time was spent on development of that feature would be utterly wasted because it's an option I cannot imagine a single situation in which I would find it useful. Not in the current game design, anyway. There is always something you can be doing to improve your situation, and there is no benefit at all to sleeping, only a cost. But if someday sleeping provides a benefit of some sort -- substantially reduced hunger rate, faster healing (though healing in a non-combat situation is a non-issue by no more than end of day 1) -- anything, I'd reconsider whether it might be of use.
  13. I'd strongly suggest adding to your game one of the mods that adds the two clay Just looking at features that get added, it appears to me that if it's a popular mod, it often gets fast tracked, unless it's in a direction away from the game's vision. Animal traps, prospecting info, and new sheep all come to mind in this release.
  14. There are plenty of converters. Just do a search for them. There used to even be a plugin for Notepad++ that did it, though I do not think it has been updated, so may not work anymore. The N++ Hex editor plugin that has not been updated is a bit flaky. Feel free to convert, edit, convert back, make sure your edits worked as you intended, then submit.
  15. I struggled with that because I was putting 16 in a pit rather than 12. Not saying you are as big an idiot as I am, just that it's flippin' easy to make that mistake if you are placing them 4 at a time, and fill out the layer from 13 rather than taking away that extra brick.
  16. That's a good point. There's almost certainly a command to switch back to the old style map to see where the changes are, then to the new to see if you can identify the transition. I'm not the guy to ask, though. I don't play with map of either flavor.
  17. Granted, but have you seen pictures of the kinds of places these bad boys can walk? And Mountain Goats? Fuggedabowdit. At least you still have other options for milk. [EDIT] Oh, and my brother raises bison, so uses fences about 6' tall. It's fun to watch antelope and even elk just bounce right over it. Bighorns are not local, but I've seen enclosures for them that have to be 8' tall out by Yellowstone. That does not mean the game must reflect realism. I'm more about gameplay than realism any day of the week. [/EDIT]
  18. And because it's preview, consider using Streetwind's
  19. Probably the most dangerous place in the game is in 1 tile deep water. Check it out thoroughly before wading, then head on a swivel. Nature Red in Tooth and Claw and all that...
  20. Welcome! Sure enough. It's on the wiki. https://wiki.vintagestory.at/index.php/Setting_up_a_Multiplayer_Server Happy gaming.
  21. How would we know, barring use of some xray mod? Should be easy to check, though. if you use that mod the OP is talking about. If you find a single shallow vein without bits, you have the answer. Within a half hour, you will probably have either a definitive answer or one close enough for all intents and purposes.
  22. Trap? We have traps now? Gonna have to check that out! Thanks!
  23. Whenever we back it up, we shut down the server, then either manually back up the save file, or if it was a single player world opened to the multi, through the Backup button. For what it's worth, we've only had to restore one backup, and that's because the guy hosting it had a flaky hard drive. We have never had to restore a dedicated server, though we have migrated one.
  24. Thorfinn

    Game menu bug

    You need to provide a bit more information. System specs would be a good start. I've never seen it stop there, and have it installed on Win 7, 8.1, 10 and 11. Are you certain you used the right .Net7 for your OS?
  25. Back up, but with Captcha.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.