Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Bowtorns and shivers are a good combination. Serious missile damage if you can't mitigate, and if you design an arena, shivers can climb at least 2. Building an arena that lets bowtorn pin you down and shivers attack from above is... suboptimal.
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Huh. So all that lore stuff isn't just a click-through EULA? Guess I'm going to have to start paying more attention to it, too.
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Using what equipment? And by what kind of a margin? If you can do it in gambeson, copper weapons and half a stack of poultices, probably. Though the challenges are somewhat different, they can also be handled with proper preparation. Unfortunately, there's not much of a hint what proper preparation means, like @SlateSlavens says. If you can do the RA pre-copper anvil, nothing greater than leather, you I'd give you decent odds, though it's hard to say because you will be using skills that the RA does not require. Ultimately, RA comes down to not much more than your dodging skill and how quickly you recognize patterns. This involves more. In any event, it is a good idea to upgrade your stuff after the RA. Well, unless you are already in steel. And if you are in steel, I don't believe the RA is very good at predicting the outcome -- that gear is way OP for the first boss. There are a lot more ways to die in the new one. At least I'm guessing there are. I didn't die, but there were a lot of times where I thought I was pretty close. Including death by knockback, which isn't spoiler per se, but maybe spoiler adjacent.
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I'd think I'd just go with a mano, which is sort of @Steel Generals answer. Knap the corners off a stone to get something that feels/looks like it would fit in your hand, (historically, it would look something like an oversized hoe head from the game) then go with the "immersive" process of putting what you want ground on the top face of a stone block and right-click on the item with the mano in hand. You could probably limit it to one item at a time, but I think I'd probably go with 4, since that could be done with the current ground placing.
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Help witth lighting my Base needed (mod or vanilla both is fine)
Thorfinn replied to Tam Hawkins's topic in Questions
The easiest way is to not care about baddies spawning in most places. You don't need lanterns in your pastures to keep the livestock from despawning, only places where they are roofed over. Yes, including roofed over with glass. Go for a brisk morning run. You need to get 64 blocks away for only a few seconds. Then come home for a nice hearty breakfast. You will find your uninvited guests have all left. And your heart will thank you for getting some exercise. -
Prospecting is tedious and ruins the game for me. {Help!}
Thorfinn replied to Danny97's topic in Discussion
Maybe. The only one I have personal knowledge of is malachite, and that's in the ballpark, if memory serves. I have no idea if the rest are reasonable or not. But, yeah, I don't use the numbers for anything other than maybe moving to a higher likelihood location. Even so, the difference between "Decent 3.02 versus Decent 2.84" is miniscule. A few hundredths of a percent. Assuming the RNG is more or less random, you couldn't tell the difference without several hundred blocks mined, and then only if you are good at statistics.. -
Prospecting is tedious and ruins the game for me. {Help!}
Thorfinn replied to Danny97's topic in Discussion
Sort of. Like @Streetwind reminds every time this comes up is that it's not just a simple math problem. It doesn't in any way represent what is there, but what could be there. If the RNG fails the roll, it's not there. It's even worse for iron, where there is in essence first a check to see if that chunk should even have a check. And, of course, it's meaningless to someone without a lot of experience at the game. Does that number mean its a good chance or not? Unless you've seen a lot of other values and what they actually spawned, you are better off sticking to the description, and using the numbers to split ties, like @Maelstrom says. If you IRL are a mining engineer, or possibly a metallurgical engineer, you can compare those numbers to what you learned in school were likely prospects, but you are drawing on some special knowledge then. -
Ability to control the type of monsters in world spawn
Thorfinn replied to midknightowl's topic in Suggestions
By far, the funniest way to deal with arachnophobia would be to replace the model of the shivers with the model of the bunny. I wouldn't swear to it, but I think @DanaCraluminums ConfigureEverything does what you want. And more, if that wasn't obvious by the title. -
That should remain a render-time matter. Even on fairly high-end systems, you are forced to choose between faster movement and view distance. In the illustration, you have a view distance of, what, 16? 24? Yes, you can make some very pretty things with that. But you will also not see land in time to avoid running aground with a quasi-realistic boat. And for me, seeing the land on the distant horizon was the whole point of exploring. A huge flat surface with nothing complicated to render means I should be able to increase view distance, not be forced to decrease it. If you are going to go with such a short view, it should be rather easy to just count the water blocks around you, factor in the wind speed, and display a mask of the computed wave heights. If you have unused GPU, you can turn up the view distance to whatever your machine can handle. But please don't put that into mapgen. People with potatoes already have enough problems. Enough so that they can easily crash the server when they think they are just seeing lag spikes, causing problems for the rest of us.
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Vintage Story needs a mechanical logsplitter.
Thorfinn replied to Michael Gates's topic in Suggestions
That may be true. It depends on how much durability the sawmill has. If it's infinite, sure, why not? If it goes through blades as fast as it does with the hand saw, plus you have to wait...? More stuff to juggle through the one windmill you have, but I often have nothing running on it so that's usually not a big deal. The big deal would be bringing your 20 stacks of logs all the way home, waiting for them to convert into 40 stacks of firewood, so you could make charcoal. When that's something you could have done on-site with a couple stacks of flint axe heads. -
I don't even know what libraries they are using. Nor am I up to snuff on .NET7. So it's a safe bet that I won't be doing anything with it anytime soon.
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Vintage Story needs a mechanical logsplitter.
Thorfinn replied to Michael Gates's topic in Suggestions
The reason is obviously that it wasn't anywhere nearly as bad as we thought going into it. It takes, what, 9 to make an oven? Only 32 to make a stack of firebrick? It makes it worthwhile to spend a little effort getting tier 2 refractory, but only a little. But that's also with relatively easy charcoal production. A half-dozen stacks of logs is sufficient, if you aren't going nuts like building roads out of charcoal. But if you had t split all 96 of those logs, even at 3 hits per log, that's 288 clicks. I'm reasonably patient, but I'm not 288-clicks-for-a-minimal-stake patient. -
Vintage Story needs a mechanical logsplitter.
Thorfinn replied to Michael Gates's topic in Suggestions
There is a more immersive log splitting mod out there. And I wouldn't swear it wasn't just a dream, but I I thought there's an automated version of it. And there's now a wear and tear mod, too. No idea if it scrapes for machines or if they have to be specifically defined in the mod. Nice last sentence. Must be the day for literary references. -
I didn't see one in the JSON, @Zelger, which is presumably what you meant by easy. I haven't done much looking around the git, and I've been told that not all all of the source is available. You could try making a fork and seeing if it will compile your changes. Whether or not that's "easy" depends on whether you are a c programmer with collaboration experience. If you are, first thing I think I'd try is bumping the SpeedMultiplier. But keep in mind that might break other parts of the game. Assuming there are link object files you cannot modify, it's kind of like yanking a random wire out of your computer to see what it does. [EDIT] I've not tried the mod, Joy of Sailing in a coon's age, but I've been told it incorporates faster boats. Might be worth a try.
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Oh, to get from point A to point B, you first have to go halfway. Then you have to go from the midpoint to point B. Then from 3/4 of the way to point B. Since the distance can always be split in half (mathematically) it will take an infinite number of steps, and therefore, can never reach point B. That's kind of what's going on here, but due to the number of digits, eventually it really is 0. And just like IRL, you can actually get to point B. Interesting. Not surprising, as that's good coding practice, but interesting. It strongly suggests that the intent is at some point to fine-tune movement of the various means of transport by tweaking just the constants relative to each other, or maybe even put access to it in world settings.
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So what happens if/when it's discovered that doubled speed is too much, as in, unbalanced with the rest of the game, or causes other problems? What about when new hazards are introduced? Are you going to be OK with speed being adjusted? Is everyone else? Incidentally, that's kind of what @traugdor is investigating Is SpeedMultiplier at least derived from Walk Speed from worldconfig? If someone has a speed buff/debuff, is his sailing speed affected?
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Oh, yeah, should have noticed. Subtracting ForwardSpeed in the parenthesis would set a limit, as it would drive the increment to 0*dt. Not quite the same thing as second order, but close enough. Closer to a Zeno's Paradox. You would have to do a lot of testing to see the difference.
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I suspect the reason for not being included is that wind speed at sea level is not terribly impressive. Until late fall or winter, you can't count on being able to drive a quern at sea level with just a single set of sails. Might be fairly easily addressed -- I can see something like reducing the altitude penalty to windspeed by 1 for every block you are from shore, so at 50 distance from shore you are at the same windspeed as your windmill at 160. I don't think that would be that bad CPU-wise, though it would be more intensive than just the one-time calculation it needs to do for your windmill. [EDIT] If I were coding it, I think I'd put the penalty as an attribute of the rotor at the time it is placed. It will only ever change when you move the rotor. The boat's JSON is interesting in that it includes things like water resistance. Not sure how the physics there is done. IRL, it's a second -order differential equation. Does resistance increase as the square of the speed? Dunno.
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Prospecting is tedious and ruins the game for me. {Help!}
Thorfinn replied to Danny97's topic in Discussion
Good way to do it. I add one more step -- something, anything to presumably make the pit non-spawnable except in storms. (Hmmm, is there anything at all I could craft with the 6 stones I just picked up?) If I hear drifters when running cross country, I want to know for sure that there is a cave nearby, and not just an old prospecting shaft with it's own unfortunate Fortunato. -
Was your biome just too cold? From defaults you can end up with reeds or not, and heading east or west finds different climates where they may spawn.
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What mention of dt there is in the code is consistent with it being the dt from calculus, but in this case, to allow it to be numerically calculated. Since you can't use the infinitely small dt of calc, you use the algebraic version, delta t, which would necessarily have to be adjusted by framerate.
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Interesting. I figured it was more a proof of concept at this point. Simplifying the model makes a lot of sense. Until there is variable wind direction, there's not much point in writing code that uses it, if for no other reason that you can't really test the code. But it does not consider wind speed at all? I had thought there was a dreadful row about sailboat speed, but this morning, I see it was just a terrible nightmare. "[A]n undigested bit of beef, a blot of mustard, a crumb of cheese, a fragment of an underdone potato." But one dollop of unintended wisdom remains -- it's always easier to give than to take away. The Great Mining Speed Riot may well be the reason for things like a somewhat underwhelming glider and sailboat -- people will be happy to get improved versions, but will not tolerate them being nerfed. What comes as no surprise is that the SpeedMultiplier is already written into the code. Or is that walking speed?
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Oh, right. It should be a mod, and ideally a player mod. That would make it possible to have several different implementations and you could choose the one whose characteristics you like. The vid someone ( @Brady_The?) posted of the boat going up the waterfall gives me a lot of confidence that the multi-block entities are capable of vertical control.
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I think that's a good start, but would love it if it played into the steampunk genre with steam/Jonas -powered airships.