Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Hey, speaking of which, I wonder if you could use that "feature" you talked about earlier to make that less of a timing issue. If you had a ladder in hand, could you hold down R-Click while facing straight down so it would get the ladder section installed in time to take no damage?
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With a little practice, you can Bugs Bunny falls like that. If it's far enough to be lethal, I can generally get my mouselook facing the right direction. Once I realized that, all those holes that litter the landscape became a lot less worrisome. [EDIT] I still don't do it deliberately. I aspire to be able to toss a torch to the bottom of a pit, jump down to explore, then nerdpole or ladder my way back out, but, permadeath...
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Is there a way to send files to a zip file but retain the path? The case in point is MyMod.zip. If I edit a file somewhere in recipes\stone is there a way outside of command line to add that changed file to the zip in a lower order directory while retaining the path, so if I want to make future changes, all I have to do is Extract all files? I'm trying to walk someone through this, but I've never bothered to find a way to do it from just the GUI. Thanks!
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Sweet. Did you time the jump right?
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Oh, OK. Kinda similar to what happens in a landslide, where you end up inside a block or blocks? Or maybe that's something different. If I accidentally collapse some dirt and fall into a deep, deep hole, I can usually time a jump so I take no damage, or only a little.
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No problem. You will just have to log in again if you last used the other computer. Welcome to the forums!
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I don't believe so. The first 3 usually open on the right margin, the next 3 on the left margin. Beyond that, I don't recall, because I usually remember which I need to open better than that, but maybe a second row on the left side, just inside the first column?
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Huh. Have they slowed them? I could have sworn they were catching me on the pre-releases, but maybe that was because I was stopping too soon, being used to "fast" things like wolves only taking a short sprint to outrun. Guess that would explain why I can evade them. [EDIT] Well, that's good news. I've been clearing the bushes for visibility, but leaving many of the branchy blocks for the obstacles they present to anything that doesn't jump.
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I knew that taking the floor out was always safe, but I guess I never really thought about the implications of that. I'm not understanding the bit about hitting caves. If you are only ever removing the floor (mining from top to bottom) why would rocks be falling on you? Am I just not picturing what you are saying?
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Oh. That may well be it. Because of the way I mine, I've got a bunch of 3 wide corridors, with unmined rock and/or ore for the walls. It's only if that method starts playing out that I bother trying to shore stuff up by putting fenceposts down the center of the corridor, then mine out wider. Once I start seeing 70%s, I dig alcoves into the walls and fill them with fences and/or slabs. (Two slabs facing opposite directions makes a 1 wide passage through, that I assumed was safe, since there are no empty blocks.) Since that's only deep ores, the collapse would not be evident from the surface. Maybe also why I thought I had cleared out all the ore that didn't involve a ceiling block, yet I find blocks I would have sworn I would have taken. What's currently the floor used to be the ceiling.
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Interesting. I see them go to 100% unstable, but not fall. If they go 100% without a support, they fall like right now. Am I just getting out too fast, and they fall after I'm gone? I'd think I'd see sinkholes on the surface, but maybe not?
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Not that I know of, but since they are already ground storable, it looks to be reasonably easy to add them to toolracks. You could either read some of the tool JSONs to see how it's done (Hint: look for "toolrackTransform") or just look at how DanaCraluminum's Rackable Firestarter mod did it. Cool idea!
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Welcome to the forums, @Zombine3996 We've pretty much all done it. Those who haven't probably saw it happen to someone on Youtube. Sorry about the house. Even more that you no longer have a means of giving shivers the slip.
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Looks cool. Wouldn't they look a little goofy freestanding, though?
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Disappointed with current end game story content (mild spoilers)
Thorfinn replied to Julie Brown's topic in Discussion
Maybe, but content that does not showcase a new engine mechanic is added at a glacial rate relative to how difficult it is to add. Exceptions, obviously, for things like goats, but my sneaking suspicion is that they were used as examples so that content creators would realize how easy it is to add things like FotSA and similar creature mods. Rather than the bog standard of the mount being a horse, make it an elk to get people to understand the range of possibility. -
MP is much worse for that, because the rot clock is running anytime anyone is logged in. It's possible to take off for a few days holiday and come back to find all the crocks gone to rot. Particularly as many players seem to choose to unseal a new crock rather than use the one that's already open. But, yeah, watch the rot clock. It makes sense to put up things like berries and meat, but properly stored, veggies last many months, maybe over a year, and grain for several years. Converting all your grain and veggies to veggie pie gets rid of the advantage you had that some foods cache better. Personally, I make up all the meat stew ASAP, as (it used to be anyway) any freshness loss in the raw meat is compounded in the freshness multiplier -- if it's down half its freshness, whatever you make will be half its maximum freshness. Since sealed crocks can last a long time, starting out with half that costs you months of freshness.
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Disappointed with current end game story content (mild spoilers)
Thorfinn replied to Julie Brown's topic in Discussion
Welcome to the forums, @Julie Brown Sounds like you encountered a few bugs I did not. You are absolutely right about it feeling like a different game. The RA felt like a different game, too. You go from the only places you can't affect being the trader wagons to this massive complex, where the point was obviously so you could gate the reward behind playing out the linear quest line. My hypothesis is that what's being developed is not Vintage Story, but rather a game engine. Vintage Story is a showcase, demonstrating what kinds of games are possible with this engine. And that the new project being undertaken that won't affect development of VS is something that seems completely unrelated, like an asteroid mining game with ship to ship combat. What with rafts and sailboats having a cargo hold in the new release, it would be the same game, just with different models. The Chapter 2 content is not unlike Luke running the canyons to destroy the Deathstar. -
Slice-able foods, sandwiches, toast, and fried food.
Thorfinn replied to WaltzingPhantom's topic in Suggestions
I get that. Isn't the same true of most suggestions? -
How often are solar eclipses supposed to occur?
Thorfinn replied to Dutchygamer's topic in Questions
Welcome to the forums, @Dutchygamer No, that sounds weird. Are you sure they are all eclipses? When you look at the sun, the moon is partially or fully occluding it? Clouds can make it dark enough for drifters to spawn, particularly if the fog is heavy. Not sure that was intended, but... I go ages without an eclipse (or at least noticing one), then will get a couple over the course of a game month. I have not bothered to look into the mechanics. so I don't know if that's normal behavior or not. -
Oh, no I had not seen the edit. I just reloaded the thread and noticed there was an edit. Glad you got it working. Be sure to make a backup. That looks like a fun place to explore.
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Slice-able foods, sandwiches, toast, and fried food.
Thorfinn replied to WaltzingPhantom's topic in Suggestions
You should see the plethora of new cooking you can do in Expanded Foods. If cooking is your thing, I highly recommend it. For a very minimal sandwich mod, Dana Can Cook can set you up with the real deal, Dagwood Bumstead style. -
No worries. Hope I didn't say anything that left a bad impression. Not intended in the slightest. I just noticed from your error log that you were running no mods and that you now had an atlas error. That's not on you -- I have no idea why the base game would not have enough atlas space to render all the graphics in the vanilla game. With luck, someone will stop by who understands that system.
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Weird. I would have thought if you had disabled Better Ruins, any custom blocks would have been replaced by ? blocks. Which I would not think should throw an atlas error. But we are talking graphics now. I am so far out my my lane. When it comes to graphics, being a script kiddie is about all I can do. Hopefully @NiclAss has an answer, but the only reason I was able to make it work was I knew exactly what it was trying to render. He's going to have to make his best guess from what you remember and can describe. I hope you make occasional backups of your world at significant mileposts. You will now.
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I usually use fences or slabs to hold up the ceilings. My mines would look cleaner with support beams, but they are not really tourist hotspots. Hardly worth the extra durability consumed. Maybe on iron deposits, but, frankly, I'm too set in my ways.
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Well, jeepers have you ever tried scratching the stuff? Bending it? Hammering on it? You can use steel to cut copper wires thousands of times before they start to dull. The stuff is just plain hard.