Thorfinn
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Making base building more meaningful for temporal storms
Thorfinn replied to MicB's topic in Suggestions
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.. -
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.
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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.
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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.
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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.
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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.
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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.
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Kind of what I was wondering. It's built in place, not generated and modified from the schematic file.
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
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. -
Aim mechanics are not my friend
Thorfinn replied to spiritsheep's topic in Videos, Art or Screenshots
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.- 4 replies
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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?
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I don't mind the difficulty. I'm pretty good at platformers. I just don't like them. At all.
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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.
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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.
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Buying from the tader with a (nearly) full inventory...
Thorfinn replied to Broccoli Clock's topic in Discussion
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. -
Buying from the tader with a (nearly) full inventory...
Thorfinn replied to Broccoli Clock's topic in Discussion
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. -
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.
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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.
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Yep. And pit kilns may or may not burn up entire tool racks of copper tools placed above them.
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I think maybe "technical debt" is not accurate. That implies a lot of interim solutions, band-aids on band-aids. Yet when I read the code itself, it sure appears to me as the opposite of that, if anything. For example, think of the foresight put into creature spawns. The same wildcard exclusions that made it possible to prevent what was considered cheesy, placing stones on every block as you mine, could be fixed by merely adding, "loosestone-*", could be used to grant exclusions to anything else deemed cheesy. With or without wildcards. So if people started working around the stones thing by placing a single nugget, then picking them up when ready to leave, could be fixed by adding "looseore-*", Or consider recipes. I have no idea when it was added to the engine itself, but recipes with lines like, Line 75: "G": { type: "block", code: "gravel-*", name: "rock", allowedVariants: ["chert", "conglomerate", "claystone", "sandstone", "phyllite"] }, suggest that more than a little thought went into not only the block naming conventions to make wildcard replacement possible, but also in how to create specific subsets of variants. The "technical debt" approach would have been replacing that line with 5 different recipes, one for chert, one for conglomerate, etc., not coding an "allowedVariants" option.
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For the record, leather does not depend on quern. Hammer works, too. For the reasons @Michael Gates cites, I'm fine with it being gated behind a chisel, I respect the effort to mod back the old quern. I just don't see myself ever using it.
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game mechanic Ability to disable area based temporal instabilities
Thorfinn replied to bozgi's topic in Suggestions
I think you are probably right there. Lore could have remained in the Homo Sapiens mode, but the decision was to leave them linked. No supernatural=no lore. -
Very much this. Particularly when you only have 16g to start with. On that setup, I think I would make sure to have some memory tool running on a second monitor to keep track of what's happening. If you want to start narrowing it down, turn on Developer Options and turn on at least the first couple options plus VAO. (Sounds are a lot less common than textures, but turn those on too depending on your modlist.) The logs are a lot more to read through with all the extended debug info, but it's a lot faster than most other methods of checking for mod issues.
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https://mods.vintagestory.at/morepiles
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There are changes in the works, to be sure. I'm not sure the plan is to move away from Perlin noise generation, but rather to create more "regions" of Perlin noise parameters. For example, unless there is a rework of Chapter 1, they are going to need to retain the rugged mountainous terrain, though they don't have to keep it nearly as common as it is. The lower the upheaval setting the more the RA sticks out like a sore thumb.