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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Check Apache's Accessibility mod. It might have something like that already. Otherwise Spear and Fang's Buzzwords does exactly that but for wild hives. If you are comfortable with modding, it should not be that difficult to use that as a base.
  2. And wouldn't it be cool to light 'em up so you can use them as light sources during the night or temporal storms, or see what's deeper in the caves? And maybe not quite realistic, but if they walk across saltpeter...?
  3. By the time I have reached the level to build a distillery (but why bother, apart from role playing?) I've pretty much burned off everything I care to. But it would be cool to have some way to make low-tech Molotovs. Craft with one flax thread, one beeswax, and either a fired jug of blue clay or a fired/unfired fire clay jug? Doesn't quite make sense, but needs to be no higher than that tech level or what's the point? Sets a 9 block area (3x3) around the point of impact afire. Including drifters. Ooh, and a reason to build distilleries? One word. Flamethrowers.
  4. Interesting thoughts. At a guess, you would probably have to double the price or more, or prospecting for traders becomes more lucrative than prospecting for tin or flax. And definitely eliminates any reason at all to waste time domesticating milk animals. It's already kind of borderline, buying from one trader to sell to another. If you aren't careful with exchange rates, it would be easy to turn the game into just another trading sim. Buying more slots? Nice. It always seemed weird to have all those empty spaces in his inventory.
  5. It will make you log in again if you have run it on another machine in the meantime. Otherwise it does a pretty good job remembering which machine you last used and skips the login. Pretty good. Sometimes it makes you log in again regardless.
  6. What specifically are you finding unfair? The unerring aim with rocks? Yeah, that kind of bites, but it's not all that much damage. Just keep a stack of poultices and you are good to go. Melee combat? Yeah, those buggers hit hard. You might want to use a shield. I'm no good at it, but one of the guys who works for me can go through one drifter after another without taking damage. The loot? Yeah, that stinks. Hardly worth bothering with unless you want to set a spawn point or fix translocators. Personally, when I have no choice, I'm a spear guy. Ideally obsidian, but flint is plenty. My usual tactic is live and let live. They despawn once you are out of range.
  7. Yes. [EDIT] Ideally, any thrown piece of flint would start a fire. [/EDIT]
  8. Like the idea, but, as @Maelstrom points out, it's competing with basically free. Use once and throw away. So your flint in each hand would be good, so long as it doesn't interfere with other shift-rt-click operations. Then again, what it's competing with is only 2 sticks and 1 grass...
  9. That's the problem, @Maelstrom, you have to be patient and wait for all the critters to move closer before you let that trough go empty. I don't know what it is, maybe the feed time is "randomly" determined per animal or something, but not all will migrate at the same time. On the other hand, it means you can make an effective trough line with only 2 troughs. Largely not a problem with pigs anymore.
  10. Maybe. Pretty sure the one I was thinking of went obsolete before Cats because my daughter commented on wishing she could feed her cat fish. In any event, the number of downloads is highly suggestive that it is a feature that lots of people want. Rebalanced, probably. My complaint about it was similar to my complaint about Wildcraft et al., that it pretty much eliminated the hunger mechanic. Overall food production rate needed a massive nerf, at least 50%, and farming something closer to 75%, for hunger to be meaningful at all.
  11. In my case, I've heard coons, so I'm pretty sure they are out there somewhere, but I've not seen one, and I've been paying attention since my last post. Rabbits are no longer clustering around my farm, for whatever reason. Possibly to nerf the standard rabbit trap? More than one anywhere nearby is odd. Foxes are about normal, bears are way down, wolves might be a tad high, domestic animals maybe a little low? On the other hand, there are a whole lot more moose in 1.19...
  12. I don't know that the reason to limit it to 8 was lag. Doubtful. How long could it possibly take to check only, um, only 4094(?) blocks? I think its more likely that you end up with useless information if you expand the radius too large. It's probably set to no more than allows you to distinguish between one disc of ore and another. In your specific case, it's probably just potential magnetite. Those deposits are huge enough that you sink a single mineshaft at the highest density reading, you should hit it if it is there. Wow. That's a lot of itty-bitty words in a row. "...hit it if it is.." That's probably a personal best. [EDIT] If this were not a family friendly site, I could have added to it by saying, "...hit on...", though that's a completely different meaning. [/EDIT]
  13. There used to be an actual pole fishing mod, too. No idea if it's been updated. I last tried it in 1.14, maybe 1.15, I think? Cooking perks would be nice, I guess. I ignore class (press Esc every time I load the game), but for those who like classes, it's probably a good idea.
  14. Incidentally, when I was talking about smelting the sample, I was thinking something on the order of smelting a nugget, so would be finished in a few game minutes with a single piece of charcoal. It's really only confirming the results of your main propick are "correct" and not just "on average, correct". [EDIT] Maybe the output of the crucible is a block that has the assay results written on it? Or maybe it's an approximate (or exact) count of the number of nodes of each ore within, say, 7-blocks? [/EDIT]
  15. I don't want it to become even less useful or intuitive than it is, though. I'd never build a core drill if it took even 2 hours to get an answer back, let alone the hours of game time to get a windmill going. Within a few game hours, I've narrowed it down enough via the main propick mode, and probably am already mining the actual ore. Unless it somehow marked the ore nodes (which is much more difficult without map), just telling you there's something within 60 nodes is useless. Barring that, the only reason I can think of that I would consider it is if it actually mined those nodes, kind of like the autominers in The Planet Crafter, but even at, say, 6 nodes per hour, it's just not worth the investment. Kinda like the glider or the Jonas devices. Maybe if you have absolutely nothing left to do but slit your wrists, it might be worth the effort.
  16. This isn't fleshed out to the point that it's worth putting in Suggestions. More something to brainstorm some ideas after a recent post got me thinking about how confusing it is to those new to the game. And, heck, those of us who haven't put as much effort into figuring it out as @Streetwind One reasonably plausible (and only coincidentally realistic) idea is to actually perform an assay. Maybe the third prospect dig returns a sample in addition to the current information it gives you. Maybe you select a different mode on the ProPick. Anyway, you put that sample into a crucible, smelt it, and it spits out the actual concentration of the ore, weighted in whatever distance formula the current prospecting does? Instead of just what the worldgen says might be there, it's based on what blocks really generated, and did not get destroyed by caves? If it says there is trace, it means there is at least one (or whatever) block of that ore within whatever weighted radius? It would get rid of the odd results you can sometimes get with iron. And having to wait for the smelting means it doesn't worsen possible lag, because it has all the time it takes to melt the sample to figure out what's actually there.
  17. Unless you told it to, no. There was a pretty big update graphically speaking between 1.18 and 1.19. At a guess, I'd say you are using new textures in the old version. Did you follow the procedure shown here? Guide: Multiple Parallel Installations of Vintage Story [EDIT] You do have your 1.19 mods in a different directory than your 1.18 mods, right? And your game files in different directories? Because there is a cache folder in .\Vintagestory that might have to be cleared if you are trying to share the same directory. [/EDIT]
  18. Right, but that's true of killing them at all. Too little reward for too much effort. The double-headed might be worth killing, but you don't dare get within reach of them.
  19. Sorry about your bad experience. Mine was not much better, but I got through it. Like you, I wanted a saw, and it took me probably a dozen ingots. (After figuring it out, I think I could have saved it with just the one original, but I hadn't figured out how to pull voxels? voxettes? back onto the plane you can move them around on.) It wasn't intuitive what the colors of the cubes meant. Not to me, anyway. And unlike knapping, which you cannot mess up, and clay, which not only can you losslessly fix, you can't go on until you get it right, smithing doesn't allow much margin for error, a lot of it really difficult to figure out how to undo. The top of the anvil (iron) allows no screw-ups at all without costing you another ingot. What would really help is if you could cancel the job and get the ingot back so you can try again. Have you considered setting up a creative world (or even just entering creative mode and replacing the ingot) to learn on? I wish I had done so early on rather than getting as frustrated as I did. It wasn't anywhere near as complicated as I was making it once I understood what I was looking at, and what I was trying to make it look like. If that feels too much like cheating, just throw the saw into a cavern when you are done and it will despawn, and all you are out is a few game hours, and maybe a half hour of real time. Prospecting isn't as hard as people make it, either. What makes it complicated is insisting on understanding what's going on under the hood. Keep it simple. Don't worry about numbers or chunks or rock strata or anything like that. Sure, you are not going to find anything in bauxite, but your prospecting will tell you that if you don't remember it, and it only cost you 3 durability to find out. Do some prospecting, drop vertical shafts at the highest readings you find that are at least "decent", and if that hole comes up dry, try another one a dozen or so blocks away. Node search mode is unnecessary. I even forget it's an option when playing Survival. It's not really a cozy farming game or anything like that, nor is it hardcore survival, but somewhere in between, with the opportunity for a lot of creativity. Maybe not everyone's cup of tea, no. But there's no such thing as an unrecoverable error, either, unless one is a min-max perfectionist or insists on playing Permadeath.
  20. I wasn't all that impressed by its drifter-slaying. I tend to stick with flint or obsidian spears the entire game, and have an axe in case I absolutely have to melee. But drifters hit so hard I'd rather just run away, even if I probably won't get back before I lose a half-dozen flint spears to despawn. [EDIT] Oh, or do you mean harvesting flax from them instead of melee? The leaf-cutting speed is used as drifter-dissection speed? That could be useful. If you could shave 20-30% off loot time during a storm, that would make quite a difference. [/EDIT]
  21. So not a reskinned axe, a reskinned sword? I never did think to check how good it is at harvesting branchy leaves. Seemed to me it was taking up durability way too fast to be worth the copper. I take it that it still does that? Is it that much better than a stone (obsidian) axe?
  22. Huh. I thought falx was new as of a couple versions ago. Didn't it replace the longblade?
  23. My guess is reusing code blocks, and change just the parts that need to be changed. That's probably one of the bronze axes that had roughly the animation speed they were looking for.
  24. I don't care either way. It is so trivial to have vastly more charcoal than you will ever use that it's not a big deal to me. I often find myself using charcoal for pit kilns and cooking because I don't want to allocate inventory space for hauling peat or firewood.
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