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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Pretty sure its from Better Ruins. I have only run into it in a game with BR installed, and it is OP for a standard ruin. Though they have teased a massive new vanilla ruin, I can't see them abandoning the rather parsimonious loot schema. Does something like the ExtraInfo mod give any hints? I don't recall if that tells you the mod that a given block is associated with or not... [EDIT] Maybe @NiclAss would swing by and let us know?
  2. Yeah, HFS is a bad idea. Or at least was. I have not grown any in 1.20 yet. The vines are time based, so the longer the plant takes to grow, the more chance it has to grow vines. Use Low. Maybe even Barren, though I've never bothered to try it. [EDIT] You do want the water closer, though. Diagonally adjacent is ideal.
  3. If you want consistency, you need to do similar with things like metal tools on a toolrack. Though personally, I think its probably just like the reason for tool durability. There's plenty of metal to be found. Go and find it.
  4. Right, @Michael Gates, me, too. If you want those sweet, sweet hides, you almost have to trap them or build a series of nerdpoles with ladders pretty much anywhere you encounter bears.
  5. Welcome to the forums, @Deicide Good idea. I'd add a chisel to the recipe, just because. That said, I no longer use wood as a building material. Lightning fires are no joke, and it seems there's always something that I didn't get covered by lightning rods.
  6. IME, it wasn't the spawn rates or the foes themselves. It was that strategies and tactics developed for drifters no longer work very well, and I had to develop others.
  7. Better than search, a filter. Lack of a filter is one of the biggest reasons I don't bother with map. It's way too easy to get cluttered with pins and be basically useless.
  8. They can be hunted on foot. Heck we wouldn't even be here if our ancestors hadn't figured out strategies to hunt faster prey. Hint: they are easier to herd than chickens.
  9. Y'know, maybe I have seen this on my Win10 machine. It is prone to just locking up and eventually crashing after a month or so of game time, and always after a lot of sustained sprinting, though not with me standing at the void. But maybe that's because I'm in already explored territory. Single-block resolution is somewhat less than 500, so it's not obvious that the cache is the problem because my new blocks are all being created at a greater distance than that. My normal exploration is sprinting between things -- flax, copper, parsnips, that kind of thing, and taking fairly frequent pro-picks, so things have a chance to catch up. That would explain a lot. As things start to stutter, I'm frequently seeing more than 2g of RAM taken up by shared, i.e., due to be shifted to virtual memory, or possibly delay in updating the world file, and when it goes much above that, if I don't stop, it eventually crashes.
  10. I take it yours is "My Recording"? Or are you "Gewitter"? Or both?
  11. Pretty sure this is what @yolistenupheresthestory is running into.
  12. Incidentally, there is at least one mod updater on the ModDB page, @Beef Taquitos
  13. You traveled a half million blocks in 3 days?
  14. Two reasons that I know of. To use a "reasonable" amount of fuel, and to avoid material cooling down too fast while smithing. [EDIT] Oh, and welcome to the forums, @Marotte! [EDIT2] Be aware that this makes things very cheaty. Since it takes so long to cool down, you can save on expensive fuel like charcoal in lieu of peat. For this, for smelting, to name two.
  15. Yes, it's intentional, and yes there is a mod for it. https://mods.vintagestory.at/show/mod/5589 If you are willing to babysit, you can heat the whole stack, then pick them up and put them in one at a time. It starts from whatever the stack in hand is, not cold.
  16. I have no idea what the other game does, so for what it's worth -- What if source blocks replicated only horizontally (on the same y level) AND there are no non-solid, non-source blocks one y-level lower within 3 in any direction? You could build a canal and it would fill. You could remove an accidental block in a lake and it would refill. But, if you could not fill a valley with water from an upland lake. If you had an Archimedes screw, you could build a lock system or even aqueducts, though your fountains would behave the same way current water flows. I'm sure there's got to be something wrong with this. Have at it.
  17. When you type the "/" it opens the console.
  18. Not sure about time played, but maybe progress registered? Like there are blank deeds as random loot? Or heck, real deeds that give you ownership of some of those ruins?
  19. 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.
  20. Ooh, that's my favorite! Vanilla beam ice cream. With chunks of real vanilla beam!
  21. 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.
  22. 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.
  23. 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.
  24. 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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