Jump to content

Thorfinn

Vintarian
  • Posts

    4023
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. What people are trying to tell you is that is not vanilla. There is no base recipe for it. You need to ask of Combat Overhaul. In vanilla, you start with a leather jerkin (I think it's called) then add chain to convert it to chain, then add plates to convert it to plate.
  2. Good mod idea. I've always disliked point-buy systems since I first encountered them in the '80s because they are very slow, prone to min-max, and, worst of all, fiendishly difficult to balance properly. If incorporated into base game, it might be that in an on-line world, you could use revealed preference (which tweaks people actually chose) to dynamically adjust the values of each, though that would only reveal the relative values in a multi-player world. But I still think that if one wanted to do things like this, a mod like XSkills does it even better.
  3. I'm not picturing this. How do you envision it working?
  4. It's every 7 days. Figure out a route, check it every 7 days, and before long, you have more resin than you will use. Well, unless you want to glue everything together. Personally, I think there either needs to be a simpler recipe for glue, maybe something like boiling down hides, or that it takes a lot less glue to fix clutter. The solution to making it feasible for that kind of player should not make the game trivial for those who have no interest in clutter. I agree with @FlareUKCS on Knapster, though not as stridently. I think it should remain as part of an accessibility mod. For things like making firewood for charcoal, with Knapster, stone is a no-brainer, but without, only if you had a lot of time you were unable to work through the night on something productive. Same with shears. There's little reason to ever make better than copper, other than you have iron coming out your ears. But I agree the whole vision is not to cater to every conceivable playstyle, bur rather to move away from insta-crafting, and into a more immersive experience.
  5. Agree with most of that, though I don't share your dislike for some of the terrain features. Much of what you call "difficult to traverse" are simply "difficult to traverse in a straight line." If you are willing to follow the contours, the lines on a topo map, most of those are not all that hard. And, really, when you are scouting for resources, you are better off covering a lot of ground and following the highest continuous contour you can. And, yes, 97.5% landcover is not nearly enough sea. It wasn't until June that I first encountered the ocean, and it turned out to be quite small. I had encountered much larger freshwater lakes by that time.
  6. Weirdly enough, when I downloaded 1.21, Windows did populate my PW. It never has done so before. [EDIT] Then again, I had never downloaded 1.21 before.
  7. Because most of the gameplay has not changed, I'm going to focus on what has. Bear armor is awesome. Would be nice if there were a way to repair it, but bears seem even more common, so it's not that big of a deal. All it means is you don't end up with as many trunks full of leather with no use. No, I don't have that much yet, but now that I have gambeson... More ground placement is great! Early game, anyway. Not sure if it's still worth it to make 4x crucibles, 3x for nugget storage or not. Falx definitely worth using, at least on rusties. The auto-looting is very nice, and gives a great excuse to despawn in storms rather than kill, since you have already looted everything they have. Bears and wolves much less scary. Now if you want to kill them, you have no choice but to chase them down. They are still aggressive when undamaged, but I'm guessing you can't cheese them with fences now. I should check, I suppose, but if they flee when there's not a fence betwixt you, I can't see why they would stick around if there were. Love the sea. Still needs sharks and squids and octopodes and such, but the schools of particle fish are very appreciated. Great job on the ruins. Still think basements are a thing of myth and legend, but I figure myths and legends had some basis in fact. Terrain seems to be a lot more traversable. Possibly just a lucky seed, but I am spoiled for options to settle. Might also be the new default 500% scale? I haven't fiddled with changing defaults too much yet, other than the obvious stuff. Healing. I don't know what to think of this. You can't jump or even change Z-levels while applying poultices, which makes them far less useful for when you really needed them in the first place, when you got mauled and are just trying to get away. The run time on the healing I'm mostly indifferent to with the proviso that it is going to make the RA a much different thing. If you needed poultices to get through it, you need to come up with a different plan, because there is not a lot of area you can just run around in which is both outside of his range and does not change Z. Obviously, I have not yet seen any of the story changes, but what 1.21 I've seen, I'm really liking. Your thoughts?
  8. One other thing: most of the JSON mods should be fine. If you know which those are, you can probably enable them all right from the start. If you don't know which those are, just search for *.dll but be sure to enable "Zipped" under advanced options. Those are NOT JSON, so the ones which you should either b search or, if you don't know what that means, add one by one.
  9. I have not looked at that mod specifically, but most of them have a "Source" tab at the top of the page on ModDB. [EDIT] Oh, he did not do that. He did say where to post questions, though.
  10. Back when I ran a software business, the standard was "look and feel". As in both are required. There's not much you can do to change up function in a SCADA (Systems Control and Data Acquisition) system, and there's a huge benefit of having similar Windows-ish functionality, like R-Click opens a context menu, and even most of the text is going to be the same, like Kobold KP46 Explosion-Proof Pressure Transmitter, so you have to add functions that do not exist in your competitor's products. VS has plenty of distinguishing characteristics, like knapping, clay-forming, metal-working, story, etc. Not that they could not be sued, and cost them boatloads of legal bills, but they would probably not be found to violate copyright.
  11. But the advantage of such terrain is how often you can find ores and minerals exposed in those formations. Maybe its more of a min-max view than a hardcore realist view, but I think the second and fourth are almost ideal. Simple to traverse, and lots of exposed strata. Plus, there's a higher elevation (i.e., cooler) farm available to those who allow source blocks to move, plus you are spoiled for options for windmills. The first and third are fine, and nice to look at, but basically useless.
  12. Pulverized iron could probably be ground placed, allowed to rust for a month or two, but that locks writing behind pulverizer. Squid or octopus "ink"? Oak tannin was used, but it's too acidic to last. You could probably boil down strong tannin in a cooking pot, then neutralize it with ground lime, then filter it through linen? Not saying you are suffering cog dis, @skymynight. I'm saying you need to. Suspension of disbelief is essential to most games. Plus, it's the only way for HS mode players to set a spawn point.
  13. Check out Combat Overhaul. There's quite a lot that can be done, including creatures with multiple hitboxes. But I don't expect something like that to ever appear in the base game. It distracts too much from the main gameplay loops.
  14. I'd nest it one deeper. Target: C:\Games\Vintagestory\VS21\Vintagestory.exe --dataPath=C:\Games\Vintagestory\VS21\mygame
  15. Best I've found are buckets. A single chest holds nearly 13 barrels full of liquid if you keep it in buckets.
  16. If I'm guessing what you are asking properly, what you want is about halfway down the page of the Server Config link that @xXx_Ape_xXx posted // Point to world file which should be loaded on server start (or created if not exists). "SaveFileLocation": "/absolute/path/to/Save/world_file.vcdbs",
  17. Pretty sure you are talking the other mode of the pick, not node search. If you remove every block with ore in it, the results per mille should not change. That mode is telling you the weighted average chance of an ore node existing in that matrix, not in any way affected by what's actually there. I'm as sure of that as I can be without save scumming.
  18. If I understood the patch notes, there should be less of this now with the spawning code having shifted from cylindrical (mantle to worldheight) to spherical, so they won't spawn in the depths when you are on the surface prepping for a ruin dive. You won't encounter nearly as many if you don't lollygag around letting them spawn. Be like a guy at a store -- go in, get your stuff, get out.
  19. Fair. I meant that in HS mode, there is absolutely nothing to fear in caves unless you have cave-ins turned on. And you are right that the threat from wolves and bears that was quite low on day 1 drops to essentially zero once you have armor and weapon. Somewhere around 95% of my deaths in Wilderness are from falling, and that's just carelessness. The rest are one shots from things like sawblades. Again, from carelessness. Hate to be "that guy" but you really need to butchify the foes if you want HS to be interesting. Something like the Phanerazoic mods or the Stone Age mods. And there needs to be some kind of cave denizen. You don't even have stability driving you to complete your caving quickly.
  20. My guess is, "Yes." There was another block game that gave such a hard time to someone who wanted to develop a food spoilage mod (yes, me included) that whether that was Tyron or someone else who wanted to develop something similar, my guess is it would have happened. Though probably not in that other block game. It would probably have to be developed on its own, at least at that point of the other game's development cycle.
  21. Welcome to the forums, @ElvenMage13. You can do it with mods. Several come to mind. Unfortunately, not all people use sensible units, and they have something of a Stockholm Syndrome about the whole thing.
  22. Do they not? Last time I played Snowball, I'm pretty sure I could ground stack stuff, albeit only 4 per tile. But then again, what else are you going to do with all that space?
  23. Cog dis, my friend.
  24. Welcome to the forums, @SETHI Interesting thought. Should be easy enough to tweak night spawn rates, but as has been said, many people play HS mode to avoid the danger. Do you want a HS mode that has higher mundane spawn rates?
  25. Thermal shock is a big deal IRL. Just get used to doing something else. Not like there's nothing to keep you busy...
×
×
  • 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.