Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Part of the reason is probably the current coding for sylvite. There is a permanent buff for seeking out the quite rare mineral. You should probably revoke it if you make potash available from wood ash. The various potash mods show how unbalanced that is. Though I'm not aware of any mods that do so. Well, apart from my own.
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Probably because roosters will kill each other, so this gives you a chance to separate them.
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Agreed that Gygax/Arneson did not emphasize the story elements, or skills, other than levelling. The story and the play-acting and the goofy voices came later. Maybe 2e, though there were local variants. The Stanford contingent had numbers-based gaming that led to the question of 67th level Waldorf pushing Thor off a cliff and wondering how many XP he should get, while lots of Chicago players described in detail how they were attempting to pick locks, and bypassed the whole idea of having a thief in the party to roll his "pick locks". I think it's mostly tilting at windmills, though. Those of us who remember the historical roots are getting a little thin on the ground. It's kind of like insisting that "liberal" means "lover of liberty" like it used to, instead of the modern definition of "government supremicist."
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I like it for floors in my smithy. More for the feeling it gives than anything else.
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They do. Clear at the bottom of the main forum page. I'd put it in Other Games.
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That's a thing? I think that's intended behavior. In the case of cobblestone, if you used an entire stack, you would have 8 per slot. If you wanted to put 2 stacks into the crafting grid, just drag each stack over only 4 spaces.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
No big deal. I just had not run into anything like that, and can't understand why that would be true. Unless maybe it was a mod compatibility thing, I guess. That might be what you have to do to force a mod to load after yours. Still pretty hit and miss, but to the best of my knowledge, there's no way to force someone else's mod to depend on yours. -
I should mention there are a lot of people who don't bronze rush, and enjoy the copper or even pottery age for an extended time. Since it's a sandbox, your pace is up to you, mostly. The only real important thing is getting food cached before winter, and not even that is necessary if you are a good hunter or are willing to do the winter as a nomad.
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I'm usually bronze in 3-5 days. Yes, that includes traversing several thousand blocks. There are roads, yes, but you have to build them. Look up "stone path". Personally, I only use them in my homestead, not speeding up travel cross country. Sprinting is quite quick enough for me. There is a rideable elk, but it will take a matter of months to get one. No carts yet. But a single stack of tin ore is way more than you will use in the entire game, so it's not like a cart would help there anyway.
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I got the better part of a bison in my freezer as we speak, and it isn't doing anything.
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Yes, but the seed doesn't do that. Check it out. Pick some seed you can remember, like your name, and generate a world. Type "/gm 2" and give yourself a prospecting pick and a steel pick. Type "/gm 1" and use the propick. Screenshot your numbers. Go back into creative and dig to the mantle, noting where you encounter ores. Exit out and create a new world with the same seed and repeat, using the exact same propick locations, and the same exact location for your mineshaft. The ores are generated at run time, and, at least last I checked, were not seed based. I don't remember offhand if the prospecting permilles were seed based, but I don't believe they were, either. In any event, a good seed does not give you the same ores. Seed is pretty much your basic landforms. It is not like that other game in that respect.
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To he best of my knowledge, the size of an ore bed is independent of the readings, as is the quality of that ore bed. You can find roughly the same size ore body of bountiful copper with both miniscule and ultra-high readings. It's just not worth putting a whole lot of effort into finding one in a miniscule region, because the odds are so very low. The probably apocryphal Willie Sutton answer. I'd have never looked for a second ultra-high, TBH.
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I don't know that it's necessary, but I do anyway. Depends on the rock strata you spawn in. And what you are asking for is not seed-based, anyway. But is having to travel a kilometer or two unrealistic? [EDIT] Oh, and I meant to ask. Pre-3?
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
If you are only using a couple instances, this is true. It becomes more of an issue when you have several for every minor release of the game. There is one mod for more casual gaming that we occasionally use that has not been updated since 1.13. There is exactly one copy of it on my machine, despite the fact there at least two instances of almost every minor game release since 1.18, and multiple games within each minor release. Sure, I doubt we will ever again play the game that I started with a few nephews who stopped by a couple years ago, but we could, and without any tweaks, if not for the odd (to my way of thinking) behavior that games store the mods disabled, rather than the mods enabled, which means I'd have to go back through and try to remember which are the newer mods I need to disable. I did not know that. Never run into it to the best of my knowledge. Got an example? Oh, that is a no-no now. Yes, it works, but there's a nastygram in the main directory that you are not supposed to do that anymore. I'm guessing that's where the game selection (VS, Adventure Mode, Secret Project, etc.) will be pulled from. That there is either a pointer to or a directory for assets for each game mode, and, as mods don't supply all the assets needed for gameplay, have to be handled differently. -
Lost with errors/warnings of mods during game loading
Thorfinn replied to Denis_Noob_On_Line's topic in Discussion
Some of the warnings are meaningless. If the mod still works, who cares whether the modinfo has the correct version info? But there are some that are a bit more worrisome. It looks to me as if, while the mod "works" and is just throwing warnings, the errors should not let you do that function. The mod may "work" except for that thing it's warning you about. Another of those, if you don't use that particular bit of he mod, who cares? When you encounter something it won't do that it supposed to, or it crashes the game, be sure to let the mod author know exactly what you did to get that result. -
Goats are the archetype of new creatures. I think it was mostly to highlight how easy it is to add creatures. Will they create a more appropriate archetype, whatever that is? Dunno. But open .\assets\survival\entities\land\hooved\goats.json in your favorite text editor. You could probably figure out a way to move them into moose.json if that makes more sense. Or between the various behaviors and aitasks, you could probably figure out something that is more temperamentally appropriate. Can't really help you out much. I have no idea how they are supposed to act.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Right. But the problem with that approach is then you have to update mods in every instance you have, any time one of the mods in that instance is updated. --addModPath lets all of them pull from a single repository, in, say, your Downloads\VSMods directory. -
Lost with errors/warnings of mods during game loading
Thorfinn replied to Denis_Noob_On_Line's topic in Discussion
That is a lot of large mods to try to get to play nicely together. And only a few I have much experience with in more than onesie-twosie. I recognize several as ones that do play nicely together. HOWEVER, wildcraft, expanded foods, and the workbench expansion are throwing enough warnings/errors that I'd try dropping them first. Is there a reason you are using both Apache's and egocarib's map markers? I have little personal knowledge of the pair, but it would hardly surprise me if there's an incompatibility there. [EDIT] Oh, and ThriftySmithing and SmithingPlus give weird results when used together. Enough to cause a problem, I don't know, but definitely infinite metal once you get a few ingots. -
There's a good reason there's lots of confusion about RPG. Filter for RPG on either GOG or Steam, and you will find no common factors other than "Playing Game" Torchlight and II had what I consider to be a good ARPG, but the "story" was just about defeating a number of bosses. Din's Curse and whatever the ones that followed, same. Almost Diablo with some different graphics and a more robust skill system. Oh, and you could improve equipment rather than just replacing it. ETA: Oh, and you can include the various iterations of Fate here. IMO, "Role" means more than you have to be the one to stab yourself in the forehead with a crystal in a cutscene.
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Personally, if it were worth the effort, I'd just mod it to be able to run them back through the kiln and burn the residue out of them.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Not that I'm aware of, but I'm getting really good at typing my PW. Maybe 2 seconds. If only I hadn't done the secure PW thing, but instead went with something simple like "fred" or "asdfjkl;" -
Not understanding the question. What is this "labeled" thing of which you speak? I, too, organize by function, toss excess that won't fit, and try to remember not to collect any more.
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Nah. Count Vlad is an excellent example of how little one might have to do to make their decrees stick. Assyrians knew how to impale people such that they could live for several days. Same with crucifixion. You do not need a compliant people if you kill off all the troublemakers in public in a grisly enough fashion. Not even remotely true. People are compliant out of fear. People pay taxes out of fear of having their stuff taken from them, plus the fear of "the process is the punishment", plus the threat of taking away years of your life in prison for non-compliance. Fear. It's why this whole scam works. But as applies to the game, there are vastly easier methods. Don't log in for a month? Your claim gets the "Traversable" priv, another month, "Lootable", another month, "Unclaimed". Should be easy enough for an admin to take care of. If you want to turn the game into some economic sim, mod away. Scaling the traders' goods for number of players does not do what you think it does anyway. It just makes more reason to farm gears to buy up everyone else's share of the stuff that's worth having. It may not have been worth it to take the chance to travel to see if you can buy a lantern, but if it's a dozen or more? Off to do more mob farming.
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This might be partly true under modern sensibilities, but historically, no. If the king says use pancakes for currency or be put to death on the rack, you will use pancakes for currency. Whatever he says goes, because his torturers are fine with exacting a pound of your flesh. Inflation is nonexistent in the game, at least at present, precisely because the traders have what they have and nothing more. Their prices have nothing to do with how many gears exist. They don't buy whatever you bring them, so mob faming can be a source of gears, but so what? Most stuff can be purchased for a dozen gears or less, and it doesn't matter how many thousand gears you farmed, they still have not one more item. And it's not like you need Acorns or Maple Seeds or Cranberries or yet another Shepherd's Pants or your 12th linen sack. Mob farming soon becomes a colossal waste of time. That is, UNLESS you start incorporating ideas like they will buy what you bring them, and they will take orders. At that point, Katie bar the door. The game morphs into another one-trick pony, where there is an optimal method for "success".
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You can definitely ask in the mods and mod development forum, as @Michaloid suggests. I wouldn't condemn my worst enemy to Discord, so I'll have to take him at his word that is an effective means, too. Depending on what it is you want to do, you might be amazed how easy some mods are to do, even with no coding ability. There's a lot you can do with nothing more than a little common sense and a 5th grade reading skill.