Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I built a scaled down farm (64 plots of 8-around-1) a half dozen blocks into a lake, and had it mostly planted by 1 JUN. In addition, I had 30-some populated skeps that would probably be ready to harvest when I got home. But... I miscounted. The entire length of the second row of fence on two sides of my farm were juuust outside of the protection of my lightning rod. It needed to be 34 tiles off the ground, and I had it only 33. Not a huge deal normally, but I always enable lightning to cause fires. So evidently the storm that passed through was lightning but no rain, and my fence drew the short straw. Not a single thing left in my farm. Fences, crops, skeps, even the handful of grass that always springs up, just gone. I'm just now getting things back going, but I've found only around half as many seeds because I'm now circling around 3k block radius looking. Sunk by a mistake a kindergartener with limited experience with a number line should not have made. Any rookie mistakes of similar significance in your Vintaging?
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Is hunting/combat supposed to be really hard?
Thorfinn replied to ToothedMammal's topic in Questions
Until you get a little better at it, I'd suggest going somewhere safe and building a pillar 4-high with a ladder on the third block on all 4 sides. Practice jumping up, catching the ladder, climbing up, and not running off the other side. The 4-high pillar and 3rd block ladders are important in case you happen to activate a bear. Then build a similar structure or two somewhere near the wolves, and if you have too many problems, run back to your Irish friend, Pillar O'Safety. If you are lucky, you might get to lob a spear or two at him from there. -
Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
A little additional info. I think they try to maintain a range between 15 and 25, and based on what I'm seeing, you are already drawing them in because of how far away they are when you are at the top of your little tower. That means you are probably only a dozen or so vertical blocks before they can't target you, so you only need to block up the four cardinal directions for that far before you can nerdpole yourself to worldheight, if need be. However, I think I would try to bridge the first dozen blocks after you deem yourself high enough to not be a valid target with ladders or at least hay, so you are quicker to get back to cover if you misjudged. Be sure to take a look around while up there. You should at least be able to identify bears or wolves in your intended path, plus probably traders and most likely, the easiest path to take that avoids crazy mountain ranges. -
Exactly! There is no other reason I can come up with to change how it worked. The beauty, though, is that it is so easy to mod that I can think of at least a couple already, one of which says it does exactly as you wish -- 4 at a time. If you think it should remain as is until your first iron bloom, fine, just add the mod once you iron.
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Just set out basket traps. What else are you doing with all that flax grain?
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What kind of 'tube content are you looking for? For things that teach you basic and medium game mechanics, it's hard to go wrong with Mischief of Mice, Kuzzarh, Ashantin, Rhadamant, people like that. If you want to see chiseling in a very relaxed atmosphere, Hypnotique aka Hypi is very good. Hardcore game mastery without a huge focus on building, GGBeyond, though he has decided not to continue his 1.20 series until the devs nerf the baddies. But check out his 1.19 playlist if that's the kind of thing you are looking for. There are a lot of others out there, too. BTW, I would not swear that any of those are current. They may have discontinued producing content for all I know.
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Alternatively, you can either mine coal or produce more charcoal in less time than it takes you to stand there feeding it in piece by piece. That's just it. I don't think it's broken. It's kind of like sticks rarely falling when you chop down a tree. The point was to incentivize you to make shears or do something other than just go chop down trees and build up massive quantities of sticks.
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Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
How many ladders do you have? Stacks of packed/rammed earth? I think the magic number is once you get 64 blocks away, they despawn. Alternatively, you could sideways build over to that slope and escape that way. I don't know what you are carrying in your packs. If you have a dozen hay bales, (and if you don't, shame on you ) you could easily dig out enough dirt to make cob. 4 dirt gives 10 cob, 28 dirt gives you enough to despawn them. How wide is the ridge next to you? Could you tunnel through to the other side? Or at least partway and tunnel up? Which is going to depend on how many ladders you have... -
It's climate-based. IIRC, they will not spawn in regions with an average temp of under 10C, and won't grow below 2C. Like @idiomcritter says, patchy climate can create warm regions.
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Once you have a little play time under your belt, food is never an issue in single player, even with hunger rates cranked. Food in multiplayer can be, if many of the players believe their foraging range is wherever they can still see home base. I've lost count of how many servers I've joined where everything was stripped bare for the first 1000 blocks, but after about 2k, I think it was probably virgin territory. Fields were what I would consider pathetic considering this was mostly vanilla -- though flax is essential, between them all, they had fewer than a stack of flax planted, many at only 50% watered, and this was already in the second year. But even cranking surface ore to never, and ore generation rates down to minimum levels (60%) metal is so commonplace that unless you are dragging your feet for the purpose of dragging your feet, it's still easy to steel in under a year. And then? Start another game and do the parts that are fun.
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For something easy like that, you could make a compatibility patch mod. If you then upload it, you can get an immediate idea of how many others prefer the kind of game experience you like, and if it's a pretty good fraction of the player base, a good case can be made for inclusion.
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Boy, if I had a nickel for every time someone straw-manned the argument for keeping the game lean. The game needs to be only as fleshed out as is needed to tell the story. No, @N EL, it's not an argument against anything being implemented in the game. Rather that anything, anything that gets added to the base game has to be compiled at runtime, so adds to load time, and adds to the memory requirements, which directly impacts performance. Keeping the fluff out of the base game means it does not outgrow people's machines as quickly. You can easily expand the game in whatever direction you prefer, and only you pay the price of the performance hit. Read some of the complaints -- lag spikes and "optimization" are high among them, but, largely, that's people asking too much of their fair to middling machines. Or, to be fair, even high end machines with several dozen hefty mods. Personally, I don't think this particular suggestion makes for a better game. I don't think it is as good as Thrifty Smithing. YMMV, which is why it's if things like this remain mods, each can select the manner he prefers to improve his game experience.
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But the flip side is if it is in game, it takes the dev team that much longer to come up with a new release. The first pre of 1.20 was last July or something like that. If everything people think should be part of the base game were included, it would be years between releases. [EDIT] Plus, the whole point of having put so much work into making the game mod-friendly was to encourage the use of mods.
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I thought you said they were full of extraneous crap like extra privileges for this and that role in the community. BTW, one exclamation point is usually sufficient, and bold isn't really necessary to make a point either. You will rarely find any such in a well-written book. In my last reply I forgot to answer the question about claims. https://wiki.vintagestory.at/Land_claiming/en.
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That would be a cool patch mod to the Butcher mod. That already has the models made for a skinned animal. Might look a little goofy on something as small as a firepit, though...
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I think in an ideal world Team VS would work hardcore on game engine, implementing limited proof of concept JSONs that serve as examples for creating mods. Which is, I think, mostly what the vision is. It's up to the community to expand from the specific instances into the broad panoply of realistic options. Skeps are proof of concept, @Vinter Nacht's From Golden Combs is the more full-throated implementation. The cooking pot is proof of concept, @l33tmaan's Expanded Foods is one of several expansions of the idea. Windmills are proof of concept to @Spear and Fang's Millwright or the waterwheels from @Rhonen's Medieval Expansion. But to make this into a general solution one thing @Tyron's team has to implement is a rock solid dependency resolution system. A simple dependency chain is easily resolved, and, near as I can tell, is always done correctly. So modding a single mod which has a dependency is fine. But it's easy to end up with cyclical dependencies if you are modding multiple mods, particularly with some of the more popular ones being essentially megamods on their own. Those are not always resolved correctly, and, depending on the load order, can give very inconsistent results. That's a long-winded way of saying I'm not a huge fan of expanding base game content, apart from things central to the vision, like the story. Let 100 people come up with their own visions of cooking, or animals, or mapgens, or whatever, and let people pick and choose from amongst them for what they think the game should be. Or, indeed, introduce a few tweaks and make it their own.
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You've done yeoman's work in making that happen, @Vinter Nacht. But there is so much else in the game that needs to be changed to get a balanced slower pace. Crops taking realistic growth times is all well and good, but something needs to fill the gap for food. At a guess, you would have to strip everything in about a 4k radius to get by. Which is tiny IRL, but in game, seems to many to be a daunting distance. Animal respawns are too slow, animal domestication way too fast. Building is insanely fast. Orchards start bearing fruit after a single vernal cycle; IRL they take several years. Any thoughts on making an internally-consistent, slower paced game? But which won't drive people away for the tedium?
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At present, yes. You are probably standing right next to a forge, though. The Axles in Block mod addresses this, as does Millwright, in a different manner.
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I prefer a combination. Alternate de-jank (which IMO, there is not a whole lot to do) with polishing and creating releases. So the cycle would be something like new, de-jank, polish, de-jank. At the moment start with de-jank. Collapsing high fertility soil that disappears is disheartening. Taking damage in rockfalls where your voxel is not affected is puzzling. Taking damage because you were standing too close to a block where you were digging, and a loose flint falls on your toe is funny. At least in most circumstances. It would be nice to know where a given feature is headed, too. For example, the new calcined flint is a good step. But is that the end of that idea? Is the firepit just a stopgap, or is it the intended vehicle? Was there a reason that only tools move to the hotbar when the old one is exhausted? Why not firewood or dirt or rammed earth? Understanding the vision behind those choices would help a lot. [EDIT] I think I know the answer to the firepit question, though. I take it the stove still needed some work, so is for a future release?
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I'd be interested. I'm not sure what could be done to make it easier. If you understand enough about JSON to make the changes, ModMaker 3000 handles pretty much everything else.
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I never bother with claims. Even in multi, I just don't care. It's just a game. If some losers want to loot or destroy, I'll just find a server with more... selective criteria of what kinds of people are allowed in the neighborhood. When I'm admin, I rule with a steel banhammer. If there's a field of mushrooms growing in a fenced off area, it's obviously claimed. Unless there's a sign on the gate, "Take only what you need" if you loot someone else's stuff, you are gone. Forever. From any server I run. No appeal.
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I don't know of an existing mod. I'm just saying that your request is so unusual that at least for the moment, it should only be a mod, not base game. There's no point in adding to the compile/load time and adding to the memory requirements in all installs for something that, so far, is only for one server. Isn't that what I said, but with fewer details? I don't have any idea about MC. Never played it, doubt I ever will. But the fact that your idea was not even popular enough in the huge MC community to have such a mod... If there were such a mod, couldn't you as admin simply not give those special permissions?
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Oh, I have no idea how much RAM the map takes. But if it remained in RAM, it would be almost instant -- the bus to the GPU is butch relative to the SSD or worse the HD. I'm talking all the RAM that VS takes while running. It's a pretty near-run thing on a 16g machine. Doesn't take very long for a memory leak to sink you.
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game mechanic Ability to disable area based temporal instabilities
Thorfinn replied to bozgi's topic in Suggestions
OMG! I completely forgot to check on this playthrough, and it's late June. The first of the flax is getting close. I usually don't care all that much. It's just a place to stash your stuff so you can go out and get more stuff. -
For things like that, I would enable all the options in the Dev tab, then go over the client-debug log. You will still likely have to do a bunch of trial and error, because some of the log entries are a tad cryptic, but you can narrow it down to what kind of mod might be involved. Most of the big names are good about catching things like that, but from time to time, even those end up with memory leaks. FWIW, you mostly only have to check the Code mods. Only very rarely will a Content mod glitch like that. It either works or it doesn't. That will usually be flagged on startup. [EDIT] Incidentally, don't wait too long. Many times errors will crop up in the first minute or two, and it is an absolute pain to go through thousands of lines and try to remember to the minute what you were doing a couple game hours ago. When you do something you know is associated with a mod, and particularly after seeing a freeze, check it out immediately.