Jump to content

Thorfinn

Vintarian
  • Posts

    4212
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. 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.
  2. 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.
  3. 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.
  4. I get that. Isn't the same true of most suggestions?
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. The most common mistakes I see after chiseling is slabs set backwards, having shingles/roof but no ceiling, being more than 14 in one dimension, and using the wrong kind of door. I don't know anything about the OneRoof mod, but I'd be surprised if it removed the roof and ceiling requirement.
  13. That's it in a nutshell. What would be the point? Gather more resources to replace tools you wouldn't have used otherwise? Like Helga out it in Erik the Viking,
  14. Oh, that was easy. Click on your username on the top right corner of your screen, select "My Attachments".
  15. It's the total amount of your uploads. I forget how to get to upload management, but someone will explain it shortly, I'm sure.
  16. Copper spears don't do that at present? Huh. Flint and basic stone ones do. But the rest, I agree. Nice QoL. Might be worth running Xandu's Inventory Tweaks just for that feature.
  17. Got 3 in this world already, and it's still May. Granted one of them is probably 5k or more from home, but one is maybe 50. Most games I find none. Though I don't really look, either. The trader is usually a better use of my time.
  18. You can forge copper rods, but you need to make sure they never appear in your hand. At least in 1.20.5rc-3.
  19. Welcome to the forums, @mmogaddict! I, too, like to play unmodded the first time each new release comes out. I get others prefer a different take. What kinds of gameplay do you like? Are you looking for lightly modded, mostly QoL stuff? Or mods that expand greatly on game capabilities? For the latter, I can't recommend Primitive Survival highly enough. But there's a lot of meat to it. Most find the base game itself to be a little overwhelming at first. Expanded Foods is the same way. There are so many options it can be daunting. Wildcraft, too, though it makes the game significantly easier. For the former, one of the versions of StepUp, CarryOn, one of the map markers, (egocarib's or Apache's -- most people I know use the former), one of the HUDs (Rhonen's is probably the easiest to use, though you have to use the "unauthorized" patch version at the moment), Zoom Button Reborn or something like that, latest version is from Spear and Fang (and while you have his name in the search bar, you might as well snag Buzzwords and Sortable Storage.) I'm sure there are a lot of others; those are just off the top of my head, and are pretty minimal in terms of changed game play.
  20. Since I knew what it was, I just took the pick head json (I think) and copied over whatever I thought had anything to do with stuff in hand into rod json. I know I copied extra just to be on the safe side. The lines I replaced from behaviors: "shape": { "base": "item/rod" }, "textures": { "metal": { "base": "block/metal/ingot/{metal}" }, From attributes: onTongTransform: { translation: { x: -0.9, y: -1, z: -1.019 }, scale: 0.8 } and then clear down at the bottom: guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: -48, y: 134, z: 171 }, origin: { x: 0.53, y: 0.2, z: 0.4 }, scale: 2.8 }, fpHandTransform: { translation: { x: 0.28, y: 0.2, z: 0 }, rotation: { x: 86, y: 180, z: -88 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.15 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: -0, z: 0.5 }, scale: 4 }, tpHandTransform: { translation: { x: -0.9, y: -0.05, z: -0.78 }, rotation: { x: 85, y: 0, z: 2 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.68 } Just a brute force script kiddie approach. Someone familiar with how those functions work can probably just fix it right. Assuming the engine code is working as intended. [EDIT] Once it was out of my hand, I rolled it back, because it only applies to in-hand. I could craft with it just fine.
  21. Talents of Barry Gibbs? Townhomes of Beechnut Grove? Tons of Barley Grain? Take Off, Billy Goat!? A grove is a capital idea. Downside is you never find new resources in your grove. You never say, "Oh, look, borax." Kind of a two-fer.
  22. I don't know that it was necessarily a metal rod. It could really be any block that uses the same rendering scheme. That's what the RenderHeldItem( error is telling you. That's probably why 1.20.5 is a release candidate -- there must have been a lot of background engine code rewritten, and it broke some renders, same as it broke shadows in the presence of a helve hammer. Rolling back is easy. I'd make a backup of all your saves, then do an uninstall of 1.20.5rc-3. Then do a full install of 1.20.4. When you get whatever it was that was crashing put somewhere safe, where it will never again end up in your hand, you can go back to 1.20.5. Maybe the stable will be out by then, but I doubt it -- I suspect there's going to be a few more RCs patching whatever other crashes are showing up. Not that I know of any others, just sayin'.
  23. Looks like you probably picked up a metal rod of some sort. That's a base game problem. Been reported. Ashantin rolled back to 1.20.4 and then everything was fine. I edited the rod and replaced its graphics with a pick head. Rolling back is probably vastly easier.
  24. I never actually tried that. I saw that starting to dig a dirt block, then switch to a different tool restarted the breakage percent. Chopping trees, too. Did not realize anything else worked differently.
  25. I think I would probably build the splitter for about a 50% bonus. 6 firewood instead of 4. At least then there's a reason one might want to lug wood home rather than build your pit in the woods and get the compression you get from hauling charcoal instead of wood. (One stack of wood become 2 stacks of firewood which become about 1/3 of a stack of charcoal.) But I would hate to make the initial charcoal pit even worse.
×
×
  • 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.