Thorfinn
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Everything posted by Thorfinn
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I've noticed the same thing, @Steel General. I get better performance on an older i5 running Win7 than I do with an i7 with better specs all the way around running Win10. I am so not looking forward to the inevitable change to .NET8. Probably by then, I'll have to switch something over to Linux rather than deal with all the Windows bloat. I have no idea how you get by with so little swap space. I can watch the specs on my second monitor start to get worse when I get below about 25% of my SSD. At 15% the full-scale spikes on usage start getting disturbing wide -- over half the time, it's pegged. And that's at a piddly 512 view. @yolistenupheresthestory, 5 seconds is a long time for a server to be bogged down. I've not seen 5 seconds, but waiting a couple seconds for those blocks to fill in is not unheard of. With your system, I'd think the mapgen would probably keep up, but it would also depend on what else your 'puter is doing in the background. Browsers in particular are awful. I've taken to not only closing them down, but also in opening up Task Manager and making sure there's no residual crap still taking up space.
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Ooh, that's my favorite! Vanilla beam ice cream. With chunks of real vanilla beam!
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I can't think of a way in a world that has source blocks, sorry. Well, not that don't have the issues I'd prefer to avoid. One with several discrete water levels (like Dwarf Fortress' 8 or whatever chiseling is capable of, 16? Or is it 8, like partial sand blocks?) could be iterated fairly quickly, but only if you weren't doing something like draining an ocean into a rift valley or some massive open pit mine you created. The other question is whether adding solid blocks to a lake displaces water such that the adjacent water levels all rise. Possibly replacing the air block above a full water block with a partial water block.
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Doesn't Windows itself complain about having only 70g? There could be a lot of swapping going on there, and, yeah, that would happen as you get larger files, and your machine is constantly having to clean parts of the recycle bin to get space. I take back the mod thing now. Figure out a way to get more disk space. On a machine like that, I'd probably add another SSD dedicated to VS. $50 for a 500g drive is a no-brainer. FWIW, only the things that affect worldgen should be giving you those kinds of hiccups. So the flowers series, the biome, rivers, underground mines, that kind of thing. Last I checked, the FotSA added only runtime spawns, so I wouldn't worry about them at all.
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That's typical if you have a machine on the bottom end of the specs, memory or CPU, or if you are running higher view distances. You might try lowering view and choosing the setting for more aggressive memory management. I don't remember what it's called, Optimize RAM, maybe, but I think its on the Graphics tab in Settings. [EDIT] I'd add that I don't know what mods you are using, other than the one, but some can make mapgen slow to a crawl. That would be the first thing I'd rule out. Just create a new game with all but the core 3 disabled, and go for a run.
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I don't believe that's true, at least not anymore. The spawner metas are probably still there, at least for the locusts, but I don't think they're still used for regular old spawns. I think that was probably changed when mushrooms were. Since I was just looking at conditions for bear spawns, here's the relevant data for them: Essentially, they've parameterized the "biome" conditions under which they will spawn. At least the light level and distance to player has to be considered at runtime. Probably maxY, too. Temperature ranges and rainfall are probably those assigned at mapgen. Forestation and shrub cover probably is, too. Could it be coded such that, say, sleeping replaced a tallgrass block with a mattedgrass? Sure, but offhand, I suspect it will involve c, because sleeping, walking, sitting, standing, etc. are all coded as "idle" aitasks. And those signs could easily be given a timer as with eaten grass and trimmed cattails. But I don't think you could probably include the type of creature that left the sign, or you would have to have separate blocks like mattedgrassbear, mattedgrassmoose, etc. At least I think so. I don't know of an existing field in the structure that could be used that way.
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I liked for the waves and currents, @yolistenupheresthestory. The waves is relatively easy, so long as you have the graphics card for it. The circulation is not. We understand circulation models so poorly that we have, well, stealing from Ike, the climate change-government complex. Water models I'm not coming up with anything I like. I think at core I don't like source blocks at all. I'd like something more like Terraria, where there is a fixed quantity of water in a given body, so the surface level drops a little with every canal you dig, but that would be absolutely horrendous in terms of syncing large bodies of water. I definitely do not want griefer-city that infinite sources make of a game. [EDIT] Just think of all the waterfalls you see. With an infinite source model, eventually we would have Waterworld, up to the start of the highest waterfall. It's the same problem as leveling out large bodies of water, but now it would be over the entire 1e7 x 1e7 world.
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1.20 clearly upped the BEAR SPAWN count and it's too much
Thorfinn replied to Devkrin's topic in Suggestions
Yeah, I thought I was seeing more of them, too. They are also either a bit slower to react, or I'm a bit faster. I'm half-ways tempted to move Butchering into my Vanilla+ modlist so there's something to do with all the stupid bushmeat. At first, I thought, "Oh, good, it's DoorDash!" but now it's more, how many stacks of rot are going to accumulate before I get the saw? Brown bears can't outrun you going uphill as long as you time all the jumps right. And they are easy to give the slip to in brush. [EDIT] That's kind of weird. (Updated.) -
Crawlers can still spawn mid-air in the player chamber, because there are lots of empty adjacent blocks at head height. It's not likely. Of the couple thousand blocks they could choose outside the player chamber, there are only 20 inside. But I've seen it happen with longer odds. If you place ladders on the back wall, you can cut the chances in half. If I'm seeing that right, those slabs have their empty half facing foes, right? Ladders on that face should spawn-proof the player chamber. You just need a stretch of shoreline as long as the pit you want. [EDIT[ If we are assuming moveable source blocks, you could probably make the player chamber at least a 3x3, and turn the mob pit into a moat around the player chamber so it traps baddies from whatever direction they are coming.
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Pretty sure it's exactly 7 days.
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Absolutely the closest together...
Thorfinn replied to Thorfinn's topic in Videos, Art or Screenshots
It's a little dark to tell. Granite, slate, shale, claystone, limestone? -
I'm just wondering what "tripling" means. Presumably the original server had at least 2 players, so triple that would be another 4. That can be done via hunting. If "tripling" means an additional 24 mouths to feed, that's going to require a lot of territory. But then again, most of those hunters will be able to live off the land anyway, since crops are easy to see when everything else is brown.
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Unfortunately, not at this time. It's in the "Limitations" section on the But Server page. [EDIT] However, you could start one with the seed from your world.
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If your mount gets a little testy, give him some time to settle down before you dismount or approach him. Thirty seconds ought to do it.
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I take it your livestock are not to scale yet, either? Depending on where you are now, you might get another harvest of a fast growing crop like turnips using greenhouses. Probably best option is build some fields further south. Or skip forward to spring as the food starts running low, I guess.
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Yes, but... I do not believe they bump the nutrition bars. I could be wrong, but last I checked, eating veggies raised the nutrition bars faster than eating hearty veggie stew.
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I'm not sure what the point of it is, then. They are the only ones you can't outrun. And even polars you can outrun as long as you don't mess up. Browns were the reason I stopped burning off brushy level ground -- without that, they will run you to ground. But they climb rather than jumping, so they are slower on slopes.
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I recently got an awesome start location, but I should have realized that since there were larch at sea level... Friggin' cold! Even though it's a temperate start. Shoot, I'm still having to start forest fires in late June to warm up. Fortunately, I like starting forest fires. [EDIT] **Get to the point already!** In this game, crops are still getting freeze damage in June. It would be hard to make a spreadsheet that could account for all climates.
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Not sure. Seems it would give a massive advantage to Hunters when tracking down wolves and bears in the brush. There is a footprints mod, but I've never tried it, for pretty much that reason.
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Anybody else finding the Temporal Storms too difficult?
Thorfinn replied to Mourning Wood's topic in Discussion
Storms: I do agree it went too far the other way. Then again, my first dozen storms in 1.14 (I think) were way too tough -- I died multiple times in each. Turns out it was just that I wasn't anywhere near as good as I thought I was at the challenge. It is possible that I will come to decide these storms are also too easy, though I kind of doubt it. I mean, I'm surviving them, with relatively minor amounts of arena prep. Pillars of packed dirt to hide behind, mostly. But there are a lot of times it's a close-run thing. Heavy storms, I'm still sitting out, unless they are drifters only. Jonas tech: Yeah, it's basically impossible to assemble any device, let alone any particular one, in any reasonable amount of time. Then again, IMO, Jonas tech is mostly useless. Currently. My guess is that it will come into its own in future chapters. But even so, being hostage to the RNG for however long it takes to farm the right parts does not give me a warm fuzzy. Temporal gears: Definitely agreed. Particularly since I'm a permadeath kind of guy. I still hoard the things, but I'm not sure why. It has been a long time since I've repaired a translocator. Possibly as long ago as 1.18. I've always found what I wanted without taking the crap shoot of popping out somewhere I have no idea how to get back if I couldn't get to the TL. Upshot, there is no good reason to bother with the storms, IMO. I do it mostly because Tyron thinks it's important to the game experience he wants to produce, and I'm interested in getting that experience. [EDIT] It is possible that the current storms would be fine after the RA. Not sure, because I hit the RA early, but it's quite common for people to do RA with at least iron and sulfur-honey, so maybe? -
Anybody else finding the Temporal Storms too difficult?
Thorfinn replied to Mourning Wood's topic in Discussion
You don't necessarily have to cheese them. You just can't really find a flat spot and cheese them because they have weenie missiles and very slow movement, like used to be the case. Now they have missiles similar to yours, and movement similar to yours. True, the nightmares are quite a bit tougher, but that sort of makes up for the fact that you had the homefield advantage of creating the arena. You can design it such that it plays to your strengths and their weaknesses. The only reason we were talking cheese tactics is that there are some people who don't like to design strategies and tactics, to whom the game is more of a builder. It would be nice to give them the chance of doing lore stuff without just locking themselves in a closet for 10 minutes every 7 hours. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
And exactly how many of those helpful answers have you seen in this thread? Do you suppose there might be a reason? That maybe it's not as simple as it might seem? But, fine, I'll point you in the right direction. Have you at least read the wiki on the subject? https://wiki.vintagestory.at/Special:MyLanguage/Modding:Preparing_For_Code_Mods [EDIT] Reason for asking is if you have, I'm not sure why you are asking for help. That has already taken you straight to the API repo. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
Did you bother to even read any of it? I'm 99% sure that what the OP and you are asking CANNOT be done with .JSON editing. Or at least couldn't in 1.19 or 1.18, I forget. My replies were giving alternatives to what he was asking for, but which could be done with JSON edits. No disrespect, @Ikana but if you came to the exact same conclusion I did and I should have remained silent, why did you think it was appropriate for you to post? No, I take that back. That was disrespect, as was yours. -
Sounds like someone broke in and cooked junk in your cooking pots. From what I hear, probably a Blackguard.
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@Sjdq welcome to the forums. What specifically isn't working?