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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Yeah. If you copy the updater to the directory you want updated, sometimes it selects the right one, sometimes not. No idea why the difference.
  2. Alternatively, if you still have a full installer from 1.18 on in your downloads, you can install that (in a new directory called vs1.21 or something, then simply apply the update. That's what I generally do. You can even just copy your old version to a new directory and run the updater on that.
  3. Well, first off, welcome to the forums. Second, update ProspectingTogether. You are using an old version.
  4. I think of Terraria. Where the 2-point increase in power making flaming arrows is really significant, but your endgame sword can be reforged to, in some circumstances, 70k dps.
  5. Oh, I won't. I just never notice unless it's spinning like it does when you walk into a rift. It always comes as a surprise when my stability is lower after doing some smithing than before.
  6. Well, there's your answer, then. You don't need to disable instability to get good building spots. You just need to install Xskills.
  7. Does that still insist on suevite as the pan material?
  8. Prune deletes any blocks that have fewer than a specified number of changes to them. /prune, but I don't recall the parameters. Like most stuff, it's too easy to look up when I need it, and I need it so seldom that I'll probably get it wrong anyway. When you re-explore the chunk, it will use the new worldgen parameters. Huh. Nothing under /wc, either? I'm not near any of my gaming machines, so I can't look it up right at the moment, but if this topic doesn't get updated, I'll check it out this evening.
  9. Also check out the prune command. You may find that you want to regenerate large sections of your already explored map that you have not built on. Make a backup first, obviously, but I had very good luck with it. Got a nice ocean not too far away from base camp. Used to be plains, I think. [EDIT] Oh, and remember that you can use .chb in-game to get the most up to date info on commands, both client and server. Command HandBook, I'm guessing.
  10. This is the biggest piece of evidence to suggest they were not setting out to create just another "me, too" combat game. The rewards for combat could have been set higher, but were not. Why not? Look at all the effort that has gone into flowers and reef fish and butterflies and mushrooms. The diversity of deer-like species. The detail they put into just plain old grass. Or even automation. Combat Overhaul exists to fill the niche of those who want a "me, too". Various loot drops to turn VS into a rogue-like. Salty's and lots of other movement mods for those who don't want the disadvantages cooked into the system. Oh, and crude damage is not a good way to look at how combat works. First, because what's important is how many times it takes to put the foe down, because that affects how much damage you take. You need to do something a little more detailed -- how many attacks does the foe do in the time it takes to put him down. Hit boxes for melee tend to be a lot easier than missiles. You start not counting a third or more spears because they missed, and the numbers start changing. Second, because things like bowtorn love it when you stand at a distance. Maybe not the best of tactics. Unless you have some other weapon to switch to, pointed sticks do much less. And third, as a mostly flint spear chucking commoner, even late game, there are lots of instances where your spears are not recoverable in combat, at least not conveniently. The falx never has that problem, except for those of us who fat-finger "Q" before remembering to remap the controls again.
  11. This is a strong statement, and, unfortunately, nowhere do you back it up. To assess whether or not something is a good design, you have to know what it was designed to do. It would be silly to say a wine glass is poorly designed because it does not make a good tool for hammering nails into boards. Rather than say it is poorly designed, it is more correct to say that's not how you would have designed it.
  12. Sure. Easy enough. Just type "git anego survival" into your browser. Somewhere in the top few hits is the repo. Go there. Now, you have to know a little about how the game is structured. The difference between items, entities and blocks is essential, at a bare minimum. Anyway, go into whatever seems the most appropriate to what you want to look into. There's no way I know of to do this apart from a little intuition and the assumption that the codebase is reasonably well structured. You can't very well read all the C# out of context and hope to understand the whole. Depending on what you are looking for, you might have to go up a level to Anego's home git and select the essentials repo. Or the API repo. Again, depending on what you want to know.
  13. The only way I would do it is to run it from within a virtual machine. In fact, that's what I do even having reviewed or written most of the mods I use. But, again, how many full-time people do you want to pay to do that? Seems we recently had a big kerfuffle about people concerned that having a few people working on Adventure Mode was pulling people away from the core mission.
  14. Not at all. It's just that instead of the mod being compiled dlls, where you will have to count it being in the virus scan database, or fail a heuristics, mods would be simply source code, and the game itself would compile them. It's just that like all other open source projects, there are lots of people who can read code who cannot make sense of a decompiled output. Do you have any idea how much anti-virus companies spend and how many people they dedicate to doing basically the same thing?
  15. https://mods.vintagestory.at/configureeverything
  16. It would not surprise me if .dll mods get discontinued, and all such get compiled at runtime, so more eyes can look to see if there are things embedded that should not be. Slows down load time, to be sure, and also put more strain on the server, since you can't really offload that onto the client, at least easily, but only for those using mods.
  17. When I looked into it several versions ago, I did not see anything other than random placement. Take that with a grain of salt. Not only might there have been changes in response to complaints, the whole "absence of evidence" thing applies. The code is pretty well structured, and I looked where it probably would have been if it were there, but it's always possible to fiddle with another module's namespace, protected or not. Maybe not in C#, but C itself, sure, it's way too common to use the pointers to pointers trick.
  18. Extending a bit on @CastIronFabric, it also gives the team immediate and direct access to crash logs. Particularly in EA, it's critical to get that right away, and not have to fiddle around with disabling mods until they find the offender.
  19. No, it does not. Thus how VS's approach deviates from the genre. Something different you haven't seen before. Like it or not, it's not the same old, same old. Well, you can, but you pay a price. You lose stability when you are home. Which is not a deal-breaker for me. I'm pretty much only home when planting, harvesting and smithing. But my point was, again, VS is different than the herd in this respect, too. Whether you like the idea or not, it's different.
  20. Exactly. Skins to add new AI routines, or to adjust the likelihood of any particular choice. Easy-peasy to change up the chance of flee on damage or seek to get out of sunlight, or whatever you like. It looks a lot to me like a paint-by-numbers -- the outline is there. Just "paint" them whatever color you like using the JSONs.
  21. It's just that combat has become stale, and deliberate or not, the game is seeking to discourage it. Try out a different gameplay loop. Base-building (I hate that term in this or really any game. In this game, homesteading would be more appropriate) has also become stale. This game deliberately chose to make some otherwise lovely building sites undesirable. You may not like the mechanism, but few have come up with anything at all to discourage slapping buildings down willy-nilly anywhere you see fit. You have to adjust your playstyle to the game, not the other way around.
  22. Exactly. Which is why I'm at a bit of a loss why you don't like the changeup in stability. Everyone does combat, and mostly in the same way. I don't know of any other games that used any mechanic to make you not settle down in the very first location you liked. It may not be the greatest thing since sliced bread, but at least it's different.
  23. As long as you don't do to this game what VR and built-in controller support has done to other games -- turn them into basically glorified console games that limit your choices to however many distinct gestures you can make, or buttons on the controller. Look at the mess of awfulness No Man's Sky has become. The keyboard-mouse interface is effectively no more. You have essentially 6 hotkeys. Just 6, the numbers 5-0. Like we are back in the '80s or something. You can't use Ctrl-anything or similar because there's no gesture or controller button to do that. You can't see things clearly anymore because everything has been rendered with that stereoscopic VR goofiness so that lines become rainbows.
  24. Unless you change your playstyle to always bobbing and weaving all the time you are not in a green zone. The AI that can address human unpredictability has not yet been written, at least not that can run in real time on a potato. Use your human advantage. Be unpredictable. Falling into a rut is also human, and that's why roadside IEDs were so devastatingly effective. The AI is predictable. Use that against them.
  25. I hear you, @CastIronFabric. "Let's make this game just like all the other builder games since the '80s." It's gone stale. The idea of boss battles seems to be the one product of the boomers that people love and want more of. But I've been on this topic before. I love thinking tactically, and find the changeups in monsters a challenge. Unfortunately, it usually doesn't last. For example, storms are still as easy as they ever were. It's just the preferred terrain is no longer a flat arena, but a lightly-forested hilly one. I'm pretty good at boss battles, too. But the "AI" chooses between too few options. The Eidolon is one of figuring out how to trigger the almost comically weak melee attack every time, all the time, but dodging. And that lets whatever healing you do need go through. This game has a refreshing take on making the penalties for armor enough to give one pause. Better armor is no longer an unameliorated good thing, but rather a trade-off that makes you think about the foes you are going to meet and prepare contingencies for if Plan A fails. Nerfing those penalties was not a step in the right direction, unless the goal was to become just another "me, too" game. I just no longer find the combat arms race good gameplay. I've moved on.
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