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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I personally find that hilarious. "We've added code to protect your server from attacks, and dramatically improved the RAM performance. Possibly resolved a mess of other stuff that people have been saying are deal breakers, like ice staying around until summer. Unfortunately, you have to disable shadows until the next release." "Forget that, dude! I'd much rather my server got hacked, and make people live with lag spikes! Shadows are that important!" [EDIT] BTW, this is exactly why I often question whether a given suggestion is worth breaking other stuff. I'm not sure what the tie-in with helve hammer and shadows would be if it does not also affect fruit press mash, for example.
  2. I don't see it that way. It's just that when this weirdness happens, there are a different set of rules. The most trivial of defenses, lighting, is no longer a defense I'm fine with that. But many are building they way they are specifically to have the beautiful facade. The ugly walls are not necessary under current game rules. Great! I'll be watching to see what you come up with.
  3. Oh, incidentally, I'm pretty sure that text box shutting down is something you control. You can set it so that you have to close it, instead of the default of it closing automatically. That said, I don't really like text box notification. My guess is they just haven't decided what they want to go with for storm warnings, and nothing suggested thus far is quite it. Thus, at the moment, I'd think HUD Clock is the best answer. You don't even have to include the stuff you think is cheaty, like time or wind or temperature, if you prefer hitting "C", but I'm pretty sure you can disable everything but the Storm warning.
  4. Not so much on the visual thing. There are lots of people who simply cannot tolerate any of that, and so beg and plead for ways to shut off things I had no idea would cause problems like happens when swimming, for instance. I'd think "glitches in the matrix" would also be problems for them. Could you do something like phasing in sepia tones? Sure. I wouldn't make it abrupt or you will have people whose epilepsy-type conditions are affected by that. Sounds? Maybe some of those garbled sounds you get during storms become more common. By far, my favorite solution to the matter is either something largely unobtrusive like @Rhonen's HUD Clock (or, currently its interim stand-in) or the temporal gear right in the center of your HUD slowly getting rusty streaks, and once it is no longer green, but fully sepia, the storm is on.
  5. How much free space do you have? The game itself defaults to closing if you have under 400m free. The message that @Brady_The pointed to is typical for the database having to shut down from write errors, by whatever means. Repair mode is the right answer; just make sure your machine is capable of repairing the error, I have encountered weirdnesses where I had to reboot my server, and by reboot, I mean cold-boot. I don't know how they happened, as it's pretty rare, and, frankly, I'm a little lazy about tracking down things like that.
  6. Welcome to the forums, @deathwolf54 Not a thing I've personally wanted to do, so I can't tell you which files need to change, but I can tell you an easy way to find out -- look at any of the mods that change player models and see which they changed.
  7. So take away their spawn anywhere rules and become a tower defense game? Sure, why not? Definitely should be a mod, though, because some people spend an insane amount of time chiseling, and, even if they were exempted from the despawn timer, would be a nightmare to figure out where they all went back before the next storm. For those of us who just use common stuff like regular old cobblestone, so it makes no difference how you put it back together, tower defense works out fine..
  8. Yes, but how? Those are things that under the current worldgen, are not knowable. The only sense in which he could tell you about bauxite is if you have already generated that terrain, but you just had not noticed it yet, whether because the new map doesn't make the color so obvious, or you don't use a map or whatever.. Otherwise, he can only "know" as much about the world as you do. Same with traders. They don't exist at all, in any sense, until you generate that chunk. And they are not seed dependent, meaning if you generate that chunk, then it gets pruned, he will most likely not come back as the same trader. With the traders, it's at least something the trader could pretend to have advance knowledge. He picks a random direction, the game sets a variable, and the next trader you find in vaguely that direction has to be that. Rock layers are not so simple because they are seed-based. The seed does not change just because you paid a few gears. And if it did, the transition in worldgen would stick out like a sore thumb.
  9. Welcome to the forums, @Josh the Just Thing is, those things are not known until they are generated by the player. One could create a mod whereby it would generate chunks around the trader and once it found bauxite, pruned all those chunks (maybe, anyway -- I'm not sure there's a way to avoid all that being added to your map), but it's not Old Jeff until you meet him. You can demonstrate that by regenning the chunk you are in. Speaking of which, that might be the easiest (though a bit cheesy) way to fix your situation -- talk to the merchant, and if its not a treasure hunter, regen the chunk until it is. [EDIT] DOH! Rather than make you look it up, the command is /wgen regen 1 You probably don't even have to leave the wagon. Just talk to the stupid artisan, type it in, talk to the new trader, and repeat until Old Jeff shows up. [EDIT2] Thinking about it a bit, maybe the most reasonable answer is just to add the dialog you are talking about to other traders. Either all of them, or a couple more, or maybe at gen, give each a chance of having such a map.
  10. Weird. Here's what mine has: "WorldConfig": { "Seed": "", "SaveFileLocation": ".\\data\\Saves\\spooky village story.vcdbs", "WorldName": "Spooky Village Story", "AllowCreativeMode": true, "PlayStyle": "surviveandbuild", "PlayStyleLangCode": "preset-surviveandbuild", "WorldType": "standard", "WorldConfiguration": { "gameMode": "survival", "playerlives": "-1", "startingClimate": "temperate", "spawnRadius": "50", "graceTimer": "0", "deathPunishment": "drop", "droppedItemsTimer": "600", "seasons": "enabled", "daysPerMonth": "9", "harshWinters": "true", "blockGravity": "sandgravel", "caveIns": "off", "lightningFires": false, "allowUndergroundFarming": false, "noLiquidSourceTransport": false, "playerHealthPoints": "15", "playerHealthRegenSpeed": "1", "playerHungerSpeed": "1", "lungCapacity": "40000", "bodyTemperatureResistance": "0", "playerMoveSpeed": "1.5", "creatureHostility": "aggressive", "creatureStrength": "1", "creatureSwimSpeed": "2", "foodSpoilSpeed": "1", "saplingGrowthRate": "1", "toolDurability": "1", "toolMiningSpeed": "1", "propickNodeSearchRadius": "6", "microblockChiseling": "stonewood", "allowCoordinateHud": true, "allowMap": true, "colorAccurateWorldmap": false, "loreContent": true, "clutterObtainable": "ifrepaired", "temporalStability": true, "temporalStorms": "sometimes", "tempstormDurationMul": "1", "temporalRifts": "visible", "temporalGearRespawnUses": "20", "temporalStormSleeping": "0", "worldClimate": "realistic", "landcover": "0.9", "oceanscale": "0.75", "upheavelCommonness": "0.3", "geologicActivity": "0.05", "landformScale": "1.0", "worldWidth": "1024000", "worldLength": "1024000", "worldEdge": "traversable", "polarEquatorDistance": "100000", "storyStructuresDistScaling": "1", "globalTemperature": "1", "globalPrecipitation": "1", "globalForestation": "0", "globalDepositSpawnRate": "1", "surfaceCopperDeposits": "0.12", "surfaceTinDeposits": "0.007", "snowAccum": "true", "allowLandClaiming": true, "classExclusiveRecipes": true, "auctionHouse": true }, I'm pretty sure that world was created using mostly defaults.
  11. Incidentally, why can't you create a serverconfig.json to your liking? If you go through and change every setting, it should give you one with all the possible settings names. You should be good to go with just deleting the lines you would rather have defaults on.
  12. Huh. I would have thought that should work. I have several old Dell OptiPlex models older than that which work just fine. Even just a piddly i3, though I did boost the RAM and changed out the HD for an SSD. One i5 is tiny, maybe 8"x8"x3", so I can just take it with me when I go visit the nephews.
  13. It's not exactly cheating to turn aggression off in single player, or even on your server. It's true that you are not getting the Vintage Story that Tyron intended, but you can always work your way up to it. There will be things that make you scratch your head, like when the lore book tells you that animals are now much more aggressive. There are any number of other potential solutions, like increasing your own HP, reducing monster strength, changing your relative movement speed, etc. And we have not even started talking about a modded experience. Just changing the challenge settings, I'm pretty sure you can take on a brown bear with nothing but a flint knife. No fancy footwork, no strategy, just mano a, uh, bearo.
  14. Kind of what I was wondering. It's built in place, not generated and modified from the schematic file.
  15. Welcome to the forums, @Chiaro Yep, same thing. Useful for those who tend to be more of a video than text person. One thing I'd note, though, is you should consider the --addModPath switch. Though the Mod Manager leaves something to be desired in terms of listing what game version each rev of each mod is good for, trying to keep your mods updated in all instances of VS is non-trivial, and bound to cause problems somewhere down the line, particularly as you start migrating saves. It's probably no big deal if you only play SP, but add a few servers to the mix and you will be pulling your hair out looking for why it's doing what it is.
  16. When I was just starting out, I would typically not hunt wolves without 12 spears and 4 spearheads ready for shafts. Now that's a whole lot of missing. And I had no real excuse. No armor to mess things up, and I was Commoner, so no penalties. I was just that lousy.
  17. Did you build this in place, or did you use the structure on the left side of the screenshots immediately before it to create a schematic and spawn this in a cave?
  18. I don't mind the difficulty. I'm pretty good at platformers. I just don't like them. At all.
  19. Sure. They will all be in .\assets\survival\entities\land and .\assets\survival\entities\land\hooved. The files specifically for sheep are sheep-bighorn-female.json and sheep-bighorn-lamb.json. Most of them are in that directory, pigs, chickens, rabbits. Even things like coons, wolves, and bears, if you have a hankering to make them able to be domesticated, though that will take some extra coding. Look at the extra bits in the domesticated animals to see what you need to change. Goats are in hooved. That appears to be where the newer, more generalized creature forms are. [EDIT] Oh, and the server question. Yes, any behaviors that are under server: { ... } will need to be on your server machine. I'd just bundle your changes up into a mod to make it easy for the other players to get. But you don't really need to worry about that too much. When you run ModMaker.exe to package it up, it will fill in all the fiddly bits about server side, client side or both. [EDIT2] And you don't have to worry about screwing up any of the files in your install. Well, apart from the rc-versions. So long as you are only fiddling with the stable versions, all you need to do is run ModMaker.exe (same directory as your main executable) and choose Restore or something like that. Option 3 maybe? It's obvious from the list which that would be.
  20. Not only that, they don't run away after you hit them with the first spear. You can just stand still and let them bring their meat and hide to you. Prey and retriever in one.
  21. Oh, I didn't know you could do that. Never tried, I guess. Definitely a bug, There's little point in having them in lots if you don't have to stick to the lot size. Does it work for selling, too? That could be a serious exploit. Potentially hundreds of rusty gears profit per trade if you can buy and sell multiple wolf pups, for example.
  22. Are you using a trader mod? That's triple the amount I've ever seen. Not that it changes the possibility of losing stuff, but I don't know I've ever seen one full stack available. And, of course, I always check the commodity trader early and often because, hey, potash.
  23. Welcome to the forums, @Hotbread100 I'd start by checking the mods. Changing that is almost trivial. No, I don't know of any such, since growth is only a month and a half at default settings, and most people who make production rebalancing mods are interested in shifting towards more realistic. But like I said, it would be a trivial mod to make For example, in the lamb, the only thing that makes sense to change would be the hoursToGrow { code: "grow", hoursToGrow: 336, adultEntityCodes: ["sheep-bighorn-male", "sheep-bighorn-female"], }, but for the ewe, you could tweak any of the pregnancy parameters: { code: "multiply", spawnEntityCode: "sheep-bighorn-lamb", requiresNearbyEntityCode: "sheep-bighorn-male", requiresNearbyEntityRange: 10, spawnQuantityMin: 1, spawnQuantityMax: 1, pregnancyDays: 20, multiplyCooldownDaysMin: 4, multiplyCooldownDaysMax: 11, portionsEatenForMultiply: 10 }, This would require nothing more than a basic text editor and a rudimentary grasp of English, or at least the ability to use the internet to translate.
  24. Welcome to the forums, @Geomancer I despise platformer games, too. Back in the days when there was Commander Keen or nothing, well, Commander Keen it is. But I probably won't repeat Chapter 2 until at least Chapter 4 content comes out. One new chapter just is not enough to make doing that again worthwhile. I have an hypothesis about what's going on, but I think it should probably be on its own, in either the Discussion or Vintarian Discussion group.
  25. Yep. And pit kilns may or may not burn up entire tool racks of copper tools placed above them.
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