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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. It's swapping memory. Supposedly a minimal install will run on 8g, but I think 16g is too small. It's commonplace to see the actual use climb to 14g or higher, which does not leave a lot of room for anything else in the background. Like the map.
  2. I'm more concerned with shifting the balance of the game to farming monsters. That is self-evidently not the intent, or the drops would have been higher. I'm not sure how to make fighting random monsters any less of a good idea than changing them to no drops at all. All downside, no upside. But @Mac Mcleod, several of your suggestions are easy to implement as mods. Some of them already are. There are lots of drifter loot mods, for example.
  3. Like @traugdor, I think some of those are great ideas. But great ideas for a mod. Or more aptly, mods, so that people can choose whichever they prefer if they don't like the default game. Dirt gravity makes it very dangerous to go around sprinting everywhere, because in order to see, you are often jumping, which can collapse everything under you. Especially with the new mapgen that is often 4 or more blocks of dirt on top. Lots of caves within that range. It also means you end up having to strip mine most surface deposits. At least at present. Maybe the fix for falling blocks disappearing will deal with this, too. I can only hope.
  4. Welcome to the forums, @Raúl Eduardo Martinez Santiago Going to need a whole lot more information to help you out. What specifically is it doing? Can you at least screenshot what you see?
  5. Yes. I'm not sure which of the plethora of options affect mapgen, but many or most do. It is remarkably deterministic after that. If you regen the block you are standing on, for example, it will put back the surface nugget or crop you just collected, and you can pick it/them back up. Things that are time-based, like animal spawns, not so much.
  6. Are you absolutely certain it's a VS issue, @yolistenupheresthestory? Reason I ask is I've started enabling all the dev debug aids, and I'm amazed at how many mods there are that have memory leaks. Dispose errors, I guess they call them. I don't know of any in your list, but then again, I only use 2 of them very often at all. I have not tried any of the rest of them in 1.20. And there were a lot of API changes there. Most of the content -only mods will probably be fine, but those with code are a whole 'nother story. Anyway, I'd enable some of the dev options, for sure VAO logging, as that's one of the more common I'm seeing, and check your client-debug logs early and often.
  7. Hey, that's a great idea. Not sure it meshes very well with the level of realism they are seeking, though. What would be kind of cool is if you could place a screw of archimides at the bottom of the basement (or whatever) and connect it to a windmill. The apparatus works by destroying the highest air-touching source block closest to the pump, say, every 10 minutes of game time. It would mean you have to come back tomorrow, but, hey, seraphs have forever, to the best of our knowledge. Oh, dark thought. What if seraphs are the re-embodied spirits of what became drifters?
  8. Not that I know of. Not without cheating anyway. Hay blocks is my go to. And, like you say, you still have to either contain or destroy the non-solid blocks anyway. It's not that big of a pain, though. Wall off the ruins with rammed earth or something and you can place and remove hay blocks at an obscene rate.
  9. On default starts, it can take a while. Pretty sure the counter resets anytime the temperature drops below 10, and they've apparently changed the algorithm a tad -- spending the nighttime on 3 or 4 May propagating your apiary no longer works reliably. I have not looked (because I haven't yet figured out the rule; I usually only look it up to confirm what I thought happened, and way too often stumble on other tidbits I wish I had not seen) but my working hypothesis is that there is now some kind of latch involved -- if the previous night dropped below 10, the hive will not propagate that day. That's how I think it's acting anyway.
  10. Welcome to the forums, @Shodingus Filtering by age is still probably overwhelming. Definitely for the Stone and Copper Age. You can sort of filter stuff by looking at what a given thing can be used for. Every time there's a new release (or I'm playing with new mods) I'll look up pretty much everything, particularly stuff with few uses and stuff with few to no uses. Sticks, for example, are heavily used. Alas, the ferns are still useless...
  11. Peat is 16 hours, which is too long, but brown coal only 14 and black coal is 12. It's really tight. The worst of it is waiting for the hammer to cool, as your time drains away.
  12. This game, I made it to bronze at 00:14 of day 2. Insane luck. Spawned in a region with something like 15 native copper rocks, right next to red clay and brown coal. Cracked vessels dropped a copper pick. The nearby trader had cassiterite for cheap, and peering into a nearby cave, saw a translocator ruin that had enough gears. I would have made a first day bronze, but, alas, in my excitement, forgot I needed tongs. Usually, though, I bronze mid to late May, iron sometime in summer. Large farm, but I don't bother with orchards, and only with animals if they are in my way.
  13. What in your novice would not be met by the existing group? Other than spawn point, obviously. At present, I believe there is only the worldspawn. { "Code": "limitedsuplayer", "PrivilegeLevel": -1, "Name": "Limited Survival Player", "Description": "Can use/place/break blocks only in permitted areas (priv level -1), create/manage player groups and chat", "DefaultSpawn": null, "ForcedSpawn": null, "Privileges": [ "controlplayergroups", "manageplayergroups", "chat", "build", "useblock", "attackcreatures", "attackplayers", "selfkill" ], "RuntimePrivileges": [], "DefaultGameMode": 1, "Color": "White", "LandClaimAllowance": 0, "LandClaimMinSize": { "X": 5, "Y": 5, "Z": 5 }, "LandClaimMaxAreas": 3, "AutoGrant": false },
  14. Guess I'll have to start a game and see. I've never started a game without storms before. Meanwhile, if you type in the commands, /worldconfig temporalStability /worldconfig temporalStorms what does it tell you they are set to?
  15. Oh, are you pausing the game? Then just take a crapton of horsetail poultices. No need to go for the faster healing. Horsetail is do-able if you don't pause, you have to do a lot better job of dodging. I end up cutting it a little close sometimes, so prefer some better healing. Alcohol heals 21 in the same time horsetail heals 6. At a guess, you were probably missing. His hit box is smaller than his image. Nuff said. All except the massive market for FPS, the aptly named First Person Shooter genre. You have the option to choose easier settings. I'm aware that you can get to steel without caving, though caving gives you invaluable combat experience. You are not the only one who found him a tough nut to crack. But eventually most figure out how to do it. The frustration, the lying awake in bed thinking about what you could do differently, is part and parcel of a boss battle. It's what gives you the exhilarating feeling of accomplishment the first time you win.
  16. There are several mods that do this. The most lightweight is Sortable Storage. A more robust inventory management mod is Xandu's Inventory Tweaks. There were several others, too. I have no idea whether they are current.
  17. Honestly, no. I've never used a shield long enough to do more than realize I couldn't see around it, so tossed it. You can get double-distilled spirits surprisingly quickly. The longest time is the initial fermenting stage, and if you plan ahead, that's only 7 days from whenever you have an anvil. The only tricky part is the lead, so keep your eyes peeled. Sometimes there are enough nuggets on the surface. You really only need about 20 nuggets. I agree there. They had to abuse the claims system to make it possible, but had they not done so, it would have been relatively easy to cheese him. There I disagree. If you are going to bother with having bosses and all, it should be a challenge.
  18. Not sure that's the point. Remember, they put the Chapter 2 stuff what some people thought was insanely far -- something like 25k away. That tells me they were not expecting the kind of world the dev team is envisioning. VS is expecting to keep you busy for several years, so your orchard comes in and your pigs are all later generations, Progression is hardly an issue, though. You don't need limestone. Even if you think you need leather, there's plenty of seashells. The OP had his heart set on bricks and mortar. So he's probably going to have to find limestone. Either that, or build with available materials in this world, and bring his brick manor house to life in a different world. What you HAVE to have to progress into iron is commonplace. But beyond iron is kind of a stretch goal at this point of the game. You don't have a Chapter 3, set 50k west of you, so you might as well either go exploring or start a new game and hope the gods of worldgen are kind to you.
  19. If lightning hits the roof, it damages you 7 or 8 tiles below, in an inverted pyramid. If you see maple or walnut, you are in the ballpark. It can grow quite far south. Into redwood territory, for sure. If you see larch, you are too far north. Makes hypothermia more common. Mostly late fall to early spring. Not a huge effect on Standard, but Wilderness, you might need to start fires in June or July if you get wet.
  20. Sorry. Slipped my mind. I see no one else has popped in. What specifically did you do to add storms? I believe the default settings should be: /worldconfig temporalStability true /worldconfig temporalStorms "sometimes" If those do not exist, you have to use the following: /worldconfigcreate bool temporalStability true /worldconfigcreate string temporalStorms "sometimes" [EDIT] It is possible you might have to disable storms, restart, enable storms, restart.
  21. Just shut the door (or if it's a crude or sleek door, replace it with hay or something) and listen to the sound effects change, most noticeable when it's raining. If they go away, and they don't come back as you walk around the place, it's most likely a good room.
  22. Welcome to the forums, @Sentirozo! I don't usually use a fruit press. I'll look into it this afternoon and report back if someone else hasn't already answered your question. Just to confirm, these are newly created fruit presses? Made with the metal bar, not the metal ingot? That would help narrow down whether it is an updating error or a block error.
  23. Excellent. Now you just need to hire Pinky, and they can do what they do every night -- try to take over the world. Likely should be a mod at this point in development. Completely useless in SP, and nearly so for the distributed settlement style most servers IME adopt. And trivial to exploit, requiring an admin to come in and fix. How do you see this working? Details, please. What I could envision is an admin setting aside a region for his city, then have some process for the city to approve building permits. Say the basic permit covers 4 16x32x16 contiguous boxes. This is intentional -- 8 maximum-size rooms with a block to spare in any direction where there is a shared wall. Filing that as a 2x2, you have a spare block for outside decorations on the side facing the street, even on a corner lot. Then put in place a process where the city approves variances, additional claims on open adjacent property, again, in 16x32x16 blocks. Or maybe variances are only 16x16x16. So the guy who wants to build a cathedral files for a building permit and a couple dozen variances. The guy who just wants a rowhouse might need no more than his basic building permit. OK, that should be a hard, "No." For the exact same reason it became unworkable IRL. Already doable with commands. From the 1.19 release: Bear in mind that pruning will cause those blocks to be regenerated when they come into view distance, the immediate effect being things like surface nuggets being regenerated. Might be good for a largish server that constantly runs out of flint, for example. Go a few hundred blocks outside of town and everything is virgin territory again.
  24. It's interesting how little/much in the game is affected by forageStatAffected. There was only 1 surprise.
  25. From log-withresin.json: forageStatAffected: true,
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