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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Go to settings, and see if one of the header tabs is Dev. If so, just deselect Extended Debug Info. You might also have to look at the Interface tab and deselect Developer mode. [EDIT] I always enable it, because then it tells you the name of the block you are looking at. Otherwise you have to search through the .jsons to try to find its internal name. [EDIT2] In this particular case, if you enable VAO or texture (I forget which throws that message), you can find out what's causing the problem.
  2. I don't know of any other way, @Facethief. Other than if you can tolerate Discord, maybe. I used to read the PRs at least as it was getting close, but I've since decided I'd rather go into things blind. 'Course, that also gets you things like not knowing there's such a thing as crimson maple seeds...
  3. Wilderness also sets surface tin to never and surface copper to very rare. It's always a shock to see how fast you get the 40 nuggets in default mode. Usually by sunset, sometimes before noon.
  4. At a guess, probably because it makes the game way too easy. You should try one of the various salt mods. You need, what, 6 batches of this mod to cure an entire barrel of meat? Which lasts next to forever? [EDIT] Or maybe all you need to do is tweak the recipe to require some realistic amount of salt. There is absolutely no way that 20 liters of sea water has enough salt to cure an entire barrel full of meat.
  5. Primitive Survival isn't really a fishing mod. It has fish in it, yes, but it's not really about fishing. It creates "fish" ex nihilo, and is basically traps. There was a fishing mod that had a fishing pole (which must be hidden at the moment -- probably not updated) which also created fish instead of catching the ones that were swimming around. From hints over the years, the intended fishing mechanic will catch the ones you see. I think that's waiting for the fish to be developed, though. This is a digression, though. Like people are patiently explaining, it will probably happen. (Prospecting, probably not.) But until then, if it's really important to you, just use a mod. Incidentally, you do not need to prospect for tin if you are playing defaults. Tin is an Extremely Rare (?) surface deposit, so it's pretty easy to bump into it as you are collecting seeds. Plus, there are merchants that sell tin nuggets (cassiterite) and even tin pickaxes, It also drops in cracked vessels. Plus, you can make it all but omnipresent by setting it to Very Common, or, alternatively, have much better luck prospecting by simply cranking the global deposit rate all the way up. The devs have made all kinds of options for people who don't have the time or attention span to play the game as designed. Why not at least try some of them?
  6. Yeah, that's a better answer. I didn't say anything about that because I've never gone through the tutorial. The bigger problem I see is that people build in more or less neutral places (which is most of the world, so far as I can tell) so are complaining about not restoring stability no matter how long they spend in their houses. Because you wouldn't get much built before noticing if it were negative.
  7. True dat. But the Devastation is an extreme case. Mostly instability seems to only affect seraphs. The appropriate place to convey that info is the HUD, similar to the way it conveys hunger and damage. I'd propose changing the gear to yellow for more or less neutral and sepia for negative. FWIW, it was like the 4th or 5th game before I realized that gear was conveying any useful information at all.
  8. That's not what this does. All you are making copies of is the desktop shortcut. That's why we were talking about why it would have been loads better to default to new mods not being enabled in existing savegames, but instead you have to decide to include it. Otherwise you get goofiness like older versions of the game with newer versions of the mod, or even mods using a completely different API.
  9. Areas with low stability are, by your own reckoning, not desirable locations. "This house is in a great location! What are you talking about? The planes taking off go only a couple hundred feet right over it. Most of the time you can't hear music even if you crank it to 11."
  10. And that's part of the charm of VS. It's not a Superman kind of game. Except that he can run around with a freight train's worth of stuff on his back. As I'm reminded way too often, it's the kind of game where you have to pay attention anytime you are out and about, because death is only one Siberian sinkhole or one surprise brown bear away. Combat is something you make the conscious decision to engage in when you are prepared for it, whatever that means for your skill level, or you are forced into it and likely bolting if the chance presents itself. It's not the kind of game where you go fight things because you are bored of smashing pumpkins or milking chickens and want a change of pace. Used to be you could go around smacking up through maybe corrupt drifters with torches or even sticks, but now it's really easy to get in over your head if you don't take it seriously. And, I'll admit that from a philosophic point of view, I like the fact that the game is balanced such that battle is generally a net loss. Very few games out there are like that. They either have no combat at all, or combat is how you farm resources.
  11. Combat Overhaul is all about head shots and "criticals". I think adding headshots would be funny as heck. "What? I didn't mean seraphs could die from headshots, too!!@!@!"
  12. Maybe. The only good way I can think of to do it is to lower the HP of the creatures you want to be able to one-shot. But this takes away from the specialness of the crossbow/gun/whatever that's being proposed because it affects every weapon. You can't just give rusties armor so the new weapon doesn't take them down too without having to redo all other weapon damages or rustie HP damage or some combination. Heck, even something as easy as changing the percentages assigned to any given action in the AI could well have major impact on the survivability or complexity of encounters. Ask me how I know this. It's just that so many of the combat suggestions have far more wide-reaching consequences than I think the people making those suggestions think.
  13. Sure. The major theme of most of the combat threads seems to be variety. More creatures, more weapons, more tactics, whatever. Maybe some RPS mechanic. Weapons with special abilities, often with little thought how that would impact gameplay. And the majority would just become an arms race. Weapons to one-shot creatures get offset by creatures getting buffed. Which means other weapons need tweaks. There's no practical reason I can think of that the longblade went away. The game had plenty of room for two kinds of swords. I suspect it was largely to simplify the basic balancing of the game, like you do in any prototyping stage. Limit the number of variables and see how it works in play. (Incidentally, also the best explanation for the various tweaks made to nerf drifter cheese. Whenever humans are involved, things get a lot more complicated. Fast.)
  14. Maybe. That's something I have not looked into. Way back when, Craluminum (presumably DanaCraluminum now) said something about how the menus were handled in an entirely different manner than the rest of the game. "Not parameterized" was I think the phrase chosen. It's why most of the config options are settings, not sliders. It's why things like ConfigEverything exist -- because changing the base game options was too much work.
  15. Right. This is sometimes stated in no uncertain terms, though it's more common to say that no one should have to play under a broken system. The poster child was the discussion about distances involved in Chapter 2. Even when given the exact filename, line and numbers to change with notepad or your favorite text editor, the main characters in that discussion flat out refused, and insisted that it must be turned into a game config setting. Someone at Anego got tasked with turning that into an option, and whatever he had been working on was put on the back burner.
  16. No, but it is a matter of opportunity cost. Anyone spending time on redoing combat is not able to spend that same time making a waterwheel. Maybe. But CO is not as popular as you might think. Not compared to things like Expanded Foods or Primitive Survival or Bricklayers or From Golden Combs or QP's Chisel Tools or CarryOn. It's about on par with Smithing Plus and a lot of others. That is, a lot of the more peaceful domestic homestead mods are much more popular. You are seeing a lot of it largely because people who want combat changed appear not to be satisfied with downloading a mod.
  17. Indeed. IME, playing on large servers requires a community pantry.
  18. I maybe misunderstood. I thought that was two separate ideas. One replacing a backpack slot, the other as something you equip on your paper doll to get extra slots.
  19. Wait. It drops crimson maple seeds? When did that happen? I was disappointed when I found out it dropped regular maple seeds.
  20. Those are all good ideas, particularly the pole arm. I doubt I'd throw steel spears anyway. It's not uncommon for me to simply lose around 10% of my spears, and more than that of arrows, because combat is never a static thing. It's always run and gun. Flint and even copper, whatevs, but even bronze is hard enough to come by that I don't want to spend most of my playtime looking for a stupid spear. N.B. Wilderness has no surface tin. It's pretty much only found while caving, since Wilderness also lacks node search. I often end up buying my two bronze picks, and quite often the alloy for the anvil comes from either the commodity trader or cracked vessels. And once I'm in iron, I don't even take notice of bismuth or zinc or tin.
  21. What? Sure. It's that whole triangulate step that replaces the hotter/colder game you would otherwise play. One check gets you in the ballpark, rather than several, maybe a dozen or more. And if that's what you want, whether you call that easy or speedy or whatever, you be you. Better Prospecting is your thing. Don't take anything I say as dismissive of your preferences. For me, yes. It just has the feeling of a participation trophy. You obviously have a different opinion. Better Prospecting probably makes a whole lot of sense to you.
  22. And, unfortunately, way OP. You can't come close to having the same firepower with spears that you do with just a single stack of arrows. There is just not enough inventory space. Maybe that's OK. Maybe the spear should be made obsolete by arrows, yet there's a reason the military still does bayonet training.
  23. Also, "meta" gets thrown around like its a bad thing, and way too often. All IRL weapons training is "meta" -- you learn all the little tells, and learn enough psychology to predict what your opponent's action will be when he comes under fire, so you can cover all his contingency plans. That's what the whole overlapping fields of fire and L ambushes are all about. Protecting your own while minimizing your foe's threat.
  24. I just think this obsession with combat is counter-productive. There are so many things on the roadmap which would have greater impact on your game. Herbalism, steam, waterpower, Jonas tech, changes to farming, heck, even little things like StepUp (for whatever reason, the people who complain the most about this refuse to use the mod, and also refuse to git gud). Same with the gazillion bed spawn or stick crafting mods. And if the team were to focus more on making combat "better" (apart from possibly hit boxes and nerfing/buffing as required, though I suspect you are not supposed to Hugh Glass grizzlies, and there's a reason they created boar spears), that would just make combat a more common solution to every problem, and attract the kind of person who would really be better off finding a good combat sim.
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