Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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]
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And because it's preview, consider using Streetwind's
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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...
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Welcome! Sure enough. It's on the wiki. https://wiki.vintagestory.at/index.php/Setting_up_a_Multiplayer_Server Happy gaming.
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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.
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Trap? We have traps now? Gonna have to check that out! Thanks!
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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.
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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?
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Back up, but with Captcha.
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It does. But in my experience, surface copper nuggets appear above ore bodies maybe 5 or 6 deep, often right at or 1 or 2 below the dirt/sand. I don't believe I've ever had to dig down a dozen blocks below a surface nugget before finding ore.
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Fair. That's a game mode I don't play much. I don't do a whole lot of terraforming. My constructions instead adjust to whatever the terrain is. A perimeter fence is just wherever looks about the right distance and stops short of where hills would make the pasture have to do something weird or make them close enough for wolves to hop over. And I've gone out of my way to avoid the wiki as much as possible. If I do need to know depth, there's always a stack of ladders. Paths are however long they need to be to connect locations I want connected, not any specific distance. About the only things I don't do by gosh and by golly are apiaries, which are easy 2-space things that don't need measuring, and cropland, which, I lay out such that they are easily covered over with greenhouses if I ever feel the need. But those, too, are trivial. The basic crop "tile" is 3x3 with the central block being water. Put 16 of those "tiles" together in a 4x4, wrap with a single row/column of good soil, and you are at 14x14, i.e., greenhouse sized. No measuring. I'm sure I could do things more efficiently but for me part of the charm of VS is doing what you can with what you were given. Don't get me wrong. I have nothing against a measuring device. I just doubt I'd ever use it, so I'd vastly rather see it be a mod that gets so popular that it becomes obvious that it should become a core function.
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As you have evidently not yet learned how to coexist with bears, yes, though it is not a perfect solution. They will despawn after a time (14 days?) so when you see your cage bearless, take appropriate caution until you cage the respawn.
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You can also try playing with your view distance. Halving the view distance means you only need to load/render 1/4 as many blocks, which can make a huge difference, depending on your system. Actually, go through all the graphics options. The hover will tell you how much of an FPS drag you can expect.
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If decent is the highest you can find, I might be tempted, but generally if you try a ways away from there, you can find it either increasing or decreasing, and usually I find there's high or ultra-high not that far away. I'd be comfortable burning through 3-4 prospecting picks before consigning myself to settling for decent, though. I'd spend some time looking for caves in the area, because if there is decent iron, a cave of any size often intersects it. Re: gold, silver, depends on what you want to do. Me personally? Nope. Quartz isn't even that big of a deal, since I only need it for lanterns and a limited number of refractory bricks and generally have picked up enough quartz bits in my travels.
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Are you running ONLY VS? If you have anything else running, virus scanner, anti-malware software, even (especially) a browser with several tabs open, 50gb doesn't go very far. [EDIT] BTW, BG3 isn't too demanding. Hardware a decade old or so, and I've heard people running it adequately on systems well below the minimums. Still, something that meets the minimum for BG3 should run VS fine. Like @Steel General says, most likely it sounds like it happens when you are swapping chunks from RAM to disk. Do you know how to open the resource monitor and see if your HDD is pegged? [/EDIT]
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You mean it doesn't work in the latest pre-release, or in the versions supported? I thought it was working in 18 and the releases of 19 a month ago or so, though admittedly, I only use it to move filled containers, not for extra inventory space. I figured the backpacks and such were the packs you wore on your back, and you would have a hard time wearing 4 of them at a time, let alone strapping a trunk over the top of them.
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Not critical, just curious -- why would one want to know something like that? But you will need to do something more with that, since left and right click are already taken. Maybe Ctrl-K B to mark the begin block and Ctrl-K K to end it?
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No. When you "Use" the map, it will tell you how far away the archives are. You triangulate from there.
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You aren't going to get a whole lot better than 86% moisture. That's not the problem. You didn't do something like select 30 day months, did you? Crop growth rate scales to month length. Flax, for example, takes about 2 months to grow, so if you changed month length, you have to ignore what it says on the seed packet. If you planted it early May, it won't be mature until late June, regardless of how many days that is.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
I'd add that the easiest way to accomplish multiple versions is to use the "Update" version of VS. Go to wherever you install parallel copies of VS, if, say "D:\VS\119.2", go to just D:\VS. Copy/paste the 119.2 directory. You now have something in that directory like "119.2 - Copy". Download the update to wherever. Run the update. Select the directory you just created, in this case, "119.2 - Copy". Do not uninstall the old version. Once done, rename "119.2 - Copy" to "119.9" or whatever. Go into that directory and create a shortcut, then edit the switches per the above description. -
I'd agree. Might involve something like a linked list for each chuck, ordered by when the next update to each particular entity (grass growing, crops maturing, etc.) happens. IOW, instead of a chance of some event, like progressing to the next growth stage, and checking that percentage every so many ticks, do something with a Poisson distribution to generate when a tree on a given x-y coordinate should be updated to the next stage. This means, of course, that any chunk which has been unloaded for a while might have several of its entities that update multiple times once they come into range again. Large entities like trees would likely have to happen many chunks away or it would look weird, but smaller or more subtle changes could be handled when the system has time. You are not going to be able to tell what growth stage the turnips are at more than 20 or so blocks anyway.
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I suspect the mapgen will have to be rethought before going to faster transport. You can already outrun the mapgen on an i7 in singleplayer and an i7 local server has a tough time with more than 2 or 3 coop players if they are sprinting away from each other. It may well be that it could just generate down to the first stone block in any column, (maybe more with cave-ins) and leave underlying strata alone until you start digging or the CPU has some idle time. Carts and I think ships are planned, but require development of multi-block structures that function as a unit. Someone did a mod for tree growth a while back. @jakecool19 maybe? Seems to me the issue with the forest becoming over-crowded was never resolved, and IIRC, it was a serious performance hit with all the trees in several chunks having to update constantly. Check it out and see if that's kind of what you were thinking. There are also several wolf domestication mods, but IMO they make the game way too easy. [EDIT] Oh, and I think maybe Featherstone horses mod might do that, but don't quote me. And @Rhonen's excellent mod Medieval Expansion includes aurochs, a large form of cattle. But again, the game is already easy enough. And with all the deer variants protein is easier to come by than berries. [/EDIT]
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Right. That was my problem, too. I'm a good enough programmer that I can get the first 80% or so no problem, but I'll run into something and end up rethinking modularity, or even my whole data structure. And then you are done. Or I was. What a programmer needs is someone to say, "What you have is good enough. Work on this functionality. We'll come back to the stuff that's bothering you in MyGame 2." Without someone stopping the perfectionist tendencies, nothing ever gets accomplished.
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As someone who fancied himself as a good software developer, the hardest lesson to learn was that I was not as great a coder as I thought. I was vastly better off providing the vision, and hiring people to do the coding. My game development experience is limited -- my chief claim to fame is coming up with a game that was more or less 1E AD&D for a Novell network. As I would learn later in developing software for small to medium sized banks, I was too deeply invested in the project, and spent way too much of my time doing the coding. If you are good at coming up with ideas, you are better off doing that and hiring people to fill in the spaces between the dots. Gaming might be different, though, if you end up with a core of people who are happy to finance your development process. For example, while I think there were a lot of mis-steps in the development of Dwarf Fortress, it is hard to argue that Zach and Tarn did fine. Nor that whomever the guy who did Gnomoria did well by going with a limited version of Dwarf Fortress, but produced deliverables. Those are both obviously viable options, even if they both ended up on Steam anyway. Tim Cain has posted a few YouTubes about the things that went right, and the things that went wrong. Definitely worth looking into. You have to look a lot harder, but Rich Carlson and Iika Keranen also have some great advice, though they did not reach the level of success that their employers did, maybe because they continued coding rather than being the idea guys? If you are good at game design, you might be better off hiring your programmers if you want an early payoff. If that's what you really want to do with your life, though, knock yourself out. There are plenty of examples of people who did fine with that.
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Doesn't change my answer. I don't play with classes, nor do I enable class recipes. Gambeson is still "best" for how I play, apart from special circumstances. Mobility loss is almost unnoticeable -- it does not change which enemies you can outrun, and doesn't keep you from dodging the one big threat you can't outrun, the brown bear. And the one protection tier over leather is definitely worth it in almost all battle situations.