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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. If there were such a thing, I probably wouldn't make it. Ever. Porridge is a good way to extract a little more grain nutrition without stopping the hunger timer too long, and flour is useless until I have an oven, which requires fireclay. I have a chisel long before I have an oven. While I don't believe it changes the rate of drops, it gives you the drops on all the leafy blocks which otherwise would have decayed. Pretty low rate, yes, but it adds up in the thousands of blocks you harvest with shears.
  2. Oh, gawd, no! Without the brown bear having to "climb" up single block slopes, you could not get away from them. Your only option through at least midgame is to use your ability to time jumps so you don't have to stop, which lets you outrun them. I don't mind changing up the visuals, but you definitely need to do the stop, climb, run, or probably even wolves would become deadly well into or even beyond copper.
  3. The real problem is it's hard to switch from sprint to crouch fast enough. Which, realistically, it should be, I think the trick to them is to close to within about 20 being ready at any moment to crouch, then sprint right after he fires. Then you only have to cover a half-dozen tiles before he will try to flee.
  4. I think I'd avoid defined groups, as it makes it much more difficult to add new creatures. You end up having to incorporate things like global spawn rate sliders to accommodate those who use multiple foe mods. What I would prefer is that the check for spawn be made, a tile selected, then add up the weights of creatures that can exist on that tile, and figure out which one it is.
  5. Right, but how do you do that? Resolution of a monitor is, say, 1920, The left half is 960 pixels, as is the right. Even if you hit the screen exactly in the center, that mouse will resolve into either being on the left side or the right side. There is no pixel in the dead center, so you cannot, with current mouse drivers, move straight ahead on the cardinal axis. [EDIT] What you probably could do is build a nerdpole directly on top of the road, and remove the bottom few blocks. You can see that at 400 blocks or so, and if you pointed your cursor directly at it, that should work. I take it the goal is to use some auto-walk, or put a ball bearing on the "w" key? [EDIT2] What might work is tweaking the move ahead 1 tile routine. Without a road, I still want it to move at whatever angle I'm pointing to, without any "correcting", but I would not be averse to having it correct to stay on a road if my mouse were, say, a degree off. That is, it won't jag to follow a road that's not on a cardinal direction, but gives you a little wiggle room on the cardinal direction roads. That said, you know that even if such a thing were developed, the very first complaint would be that people want the algorithm to "correct" for greater and greater inaccuracies in game skills, and ultimately, a slider and/or toggle for it.
  6. Conceptually, how would such a thing work, apart from making the mouse "snap to grid"?
  7. You can make "X"-shaped just fine. Cross ( "+" shaped) should not work. Replace noon, 3, 6 and 9 with non-flammable blocks and Bob's your uncle.
  8. I never look for one. If I stumble across one while spelunking, bonus. Maybe 15-20% of the worlds? Back when I did search for halite, I'd get to the bottom of the world and tunnel horizontally. There's no telling how high a dome will go, but it always starts at the bottom of the world. In answer to the last question, I don't believe I've ever intentionally searched in a "Poor" since I started understanding how prospecting works. "Decent", OK, if I can't find better,
  9. Ooh, check out the new rc2. A patch was released respecting sound issues. I didn't run into this exact issue, but was having sound issues. Don't know if it was this specifically, but certainly could be.
  10. I'm not sure anyone actually cares what the model used for the mode of transportation. Or even if there is transportation. There was a mod several versions ago that converted the wagons to cabins. I'd even be fine with them just vanishing when the player does not have eyes on. Come back in a week, no trader, no wagon, come back the week later and he's there. I'm also perfectly fine with just handwaving the whole restocking thing, i.e., the status quo. What I was responding to was the background information you presented which led to your suggestion.
  11. I strongly suspect it's Block Overlay. Every time I've seen the error thrown from the API, it's been a user mod. The message about the "instance of an object" is also a red flag Additionally, I have about 6 hours into 1.20.4-rc1 and have not encountered that yet. I've had crashes that are apparently related to the sound, but not a crash on load. Try disabling the Block Overlay mod and see if it's a vanilla install issue. [EDIT] Try creating a second install of VS and see if the issue exists in that instance, too. [EDIT2] If coreclr.dll is a persistent issue, there is a chance it might be your .net install. An error in clearing memory. You could try reinstalling .net7?
  12. I know you meant this facetiously, but that's kind of what I meant. I already verified that the RA can be done with day 1 equipment. Chapter 2, no I can't do that with just stone spears and improvised armor. But my point was it's easy to buy 16 cassiterite nuggets, which is all you need for a tin-bronze pick and anvil. The best all-around armor in the game, gambeson, can also be purchased, starting with a minimal stake -- a couple three aged crates and you are good to go if you treat the game as a trader sim.
  13. Rain needs to be at least Uncommon, and it's possible under defaults to spawn too far north, where it is too cold to form. You might have just had bad luck. Welcome to the forums, @Jindřich Kugel
  14. Anyone else getting sounds dropping out after 10-15 minutes? Sounds like bees still function, sounds of tool usage or drifters/bowtorn/shivers do not? Happened three times in a row.
  15. Well, obviously if a tactic worked in real life, it's a safe bet it would work in the game. Things like buffalo jumps, driving them into box canyons or other prepared positions, etc. Not that I intended to spell it out and spoil the sense of accomplishment from figuring it out from just a hint...
  16. Wonder if the original last line was Rutger Hauer's last line in Bladerunner, but changed to avoid copyright.
  17. Nah, that's pretty much the same, except for the preps. I gather stuff on the way. I usually only choose a place to settle down when I have 60 copper, or I'm out of inventory space, which is generally with linen sacks by then. The only time I deviate is if I find somewhere way too sweet to pass up. I turned on coordinates the other day just to see, and covered at least 14,000 blocks in one game-day, sprinting almost all the way. At least, because while I was intending to keep heading south, I was having to go east and west to get around mountain ranges and other crappy terrain. That and how else am I supposed to accumulate all that flax if I don't try to stick to regions where it grows?
  18. Huh. My crashes have been mostly in explored areas. Spent some time digging through the crash logs, and noticed this: System.IndexOutOfRangeException: Index was outside the bounds of the array. at Vintagestory.GameContent.RoomRegistry.FindRoomForPosition(BlockPos pos, ChunkRooms otherRooms) in VSEssentials\Systems\RoomRegistry.cs:line 395 at Vintagestory.GameContent.RoomRegistry.GetRoomForPosition(BlockPos pos) in VSEssentials\Systems\RoomRegistry.cs:line 379 at Vintagestory.GameContent.EntityParticleInsect.playsound() in VSEssentials\Systems\ParticleEntity\EntityParticleInsect.cs:line 112 at Vintagestory.GameContent.EntityParticleInsect.doSlowTick(ParticlePhysics physicsSim, Single dt) in VSEssentials\Systems\ParticleEntity\EntityParticleInsect.cs:line 39 at Vintagestory.GameContent.EntityParticleSystem.OnNewFrameOffThread(Single dt, Vec3d cameraPos) in VSEssentials\Systems\ParticleEntity\EntityParticleSystem.cs:line 427 at Vintagestory.GameContent.EntityParticleSystem.onThreadStart() in VSEssentials\Systems\ParticleEntity\EntityParticleSystem.cs:line 192 at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) There appears to be a problem with insects. Might be why the silly thing is so hard to duplicate. [EDIT] Incidentally, next time it happens to you, check your log files. So far, all of my unmodded crashes have been "explained" in client-crash.log Among them: System.IndexOutOfRangeException: MapRegion data, index was 2004147647 but length was 512 Which appears to be butterfly-related.
  19. From my last crash log (last night), stripped to the lines with verse: 7.2.2025 23:06:08 [Event] It pauses. 7.2.2025 23:06:08 [Event] One last gaze... 7.2.2025 23:06:08 [Event] Then all goes quiet... 7.2.2025 23:06:08 [Event] The waters recede... 7.2.2025 23:06:08 [Event] The mountains fade... 7.2.2025 23:06:08 [Event] The dark settles in. 7.2.2025 23:06:15 [Event] It sighs... 7.2.2025 23:06:15 [Event] Alone again... 7.2.2025 23:06:18 [Event] Time to rest.
  20. Pretty sure its from Better Ruins. I have only run into it in a game with BR installed, and it is OP for a standard ruin. Though they have teased a massive new vanilla ruin, I can't see them abandoning the rather parsimonious loot schema. Does something like the ExtraInfo mod give any hints? I don't recall if that tells you the mod that a given block is associated with or not... [EDIT] Maybe @NiclAss would swing by and let us know?
  21. Yeah, HFS is a bad idea. Or at least was. I have not grown any in 1.20 yet. The vines are time based, so the longer the plant takes to grow, the more chance it has to grow vines. Use Low. Maybe even Barren, though I've never bothered to try it. [EDIT] You do want the water closer, though. Diagonally adjacent is ideal.
  22. If you want consistency, you need to do similar with things like metal tools on a toolrack. Though personally, I think its probably just like the reason for tool durability. There's plenty of metal to be found. Go and find it.
  23. Right, @Michael Gates, me, too. If you want those sweet, sweet hides, you almost have to trap them or build a series of nerdpoles with ladders pretty much anywhere you encounter bears.
  24. Welcome to the forums, @Deicide Good idea. I'd add a chisel to the recipe, just because. That said, I no longer use wood as a building material. Lightning fires are no joke, and it seems there's always something that I didn't get covered by lightning rods.
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