Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Yeah, I only play on servers with other people I know. There are some jerks out there. That's why I initially switched to non-combustible building materials. You still have to remember to claim it, but if you keep the bushes and grass away from the house, it's not too risky. I was talking about the new option to allow lightning to start fires. It's not as scary as it sounds because it's almost always raining when you have lightning, so you don't get forest fires unless the lightning strike is right at the edge of the rainstorm.
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Now that I don't bother with animals, no. If I get hit, I die. I don't build out of wood or thatch anymore, so while lightning can start fires, it's risk free. All except a direct hit on my sea-level farm, I guess. In no case does having one make any difference. If animals became a little more attractive, I sure would. But I think the game is probably headed in the opposite direction.
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Dunno. I'm seeing much the same. Maybe the multi-layered sedimentary generation is a little different? I'm on my 4th now, and, once I found a place I thought was good for building, B&L were both within visual range of 1024 from the top of a ladder. But 4 worlds isn't many data points, either. Interesting with the fire clay. I've only seen it under black coal so far. But I haven't really been looking, either.
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That's what he tried to explain. See all those different leaf colors? Some of that is frost, but some is not. That tells you there was more than one tree/shrub spawn in the region where he was logging. Almost certainly what happened was that when the logging algorithm tried to decide which leaves go with this tree, there was more than one leaf block to choose from, and it chose the "wrong" one. Could you change the heuristic to do the chain reaction for all possible leaf blocks? Sure, but then you get more or less the old algorithm, where it pruned all the nearby trees, too. It's a little more complicated, too, because it's not actually breaking those blocks, but decaying them. Breaking them would give you stick and seed drops, while decay does not. They are superficially similar, but decay is a timed process using a different algorithm. And obviously, in this case, some were touching the ground, where it should probably not be setting them to decay in the first place, as you can't tell the difference between a tree that touches the ground and a shrub that starts on the ground.
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bought friend key but his acc got immediately locked
Thorfinn replied to USER_S4V4NT's topic in Questions
Something very similar happened to me on my main account. Turns out you are not allowed to change your username, at least right away. And after that, only rarely, and might need approval. Something about making it easier to blacklist griefers. Tyron was quite helpful. -
As a fellow practitioner of the "Run away! Run away! Keep Running!" school of VS, there seems to be an easy answer to deal with critters on a lead rope trying to maul you... Would be cool to make a lariat out of rope sections, then treat roping the critter similar to, say, throwing a rock.
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I'm guessing you have never picked up an actual non-pet chicken. My big brother told me to do it once when I was quite a bit younger. He got quite a chuckle out of it. Turns out there's a reason you slip a hood or glove over their heads as quickly as you can. But I know what you mean. There's a lot you can pick up with open hand, and now that gets you the multiples of flint and ore that sometimes pop. I'm pretty sure you used to only get one. But some other things take way too long. Mushrooms, I'm looking at you. That should be like harvesting berries. You are spot on about how easy it is to herd them with rocks, and that I would not care to have my hands busy with a lead rope when I step over a rise and there's a bear.
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VS does have a game engine update feature for the stable releases. Once 1.20 drops, you will be offered the chance to update the game to 1.20.1, 1.20.2, etc. with one click in the main menu. Mods I do not want to auto-update. Sometimes servers are using older versions of the mod, and I do not want the mod manager selecting the new one just because it's new. If there was an Update Mod checkbox in the Mod Manager, or an Update All checkbox, that would be one thing. Useless for me, but for those who only play on one server, or single player, yeah.
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@Krougal reported that it also forms in deposits under water. I cannot confirm, nor do he say anything about how big they are. But he does use that radar mod, so I don't doubt he'd find things I didn't.
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Pulverizers and querns are notorious for leaking, and material despawning before you get back. I've just stopped running automation when I'm not present. I'm spending enough time hammering out plates for lanterns that I can periodically empty things, plus I'm not having to make so many chute sections. I really thought animal husbandry in the hinterlands used to work. I'd just figure out how many full troughs I needed to have to make sure there were no open females, then leave them alone. Later go back, get the next gen sorted out, feed them, and slaughter all the extra males and some number of older females. From what @goblinx13 is reporting, that no longer works.
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Personally, I'd prefer if one could use a temporal gear to set a chunk as always loaded. We already have the downside of that -- come back from an IRL vacation and all your stored food is rotten, whatever crops you had planted are long since gone, etc. It is supposed to do what you want on reloading that chunk, though. Might want to document it and put in a issue. Probably just a perceived thing. Wild hives are a lot louder than cicadas, and no one complains about them being too loud. The easiest solution is probably @ApacheTech's https://mods.vintagestory.at/accessibilitytweaks after it gets updated, which is probably shortly after the 1.20 release. If you can't wait, either overwrite the OGGs with some sound you don't mind, or, if you are ambitious, download something like Reaper or Audacity and either normalize it or compress it, depending on what you find offensive. As a starting point, maybe set the compressor threshold at about -60dB, and set a compression ratio of 1.5 or 2. Adjust it to what you want to hear.
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I'm willing to bet that this is going to be phased in as a default, maybe even only able to be shut off in n00b worlds. Right now, lightning rods only really protect your animals. Yes, I've died to lightning, a few times anyway, but that's not anything you can prevent if you are out and about. But it would not surprise me if the game eventually turned to encouraging you to put lightning rods on your world's Notre Dame Cathedral. Natural disasters, meh. Don't care that much either way. I don't spend hour after hour chiseling for the sake of chiseling. Or for any reason, for that matter. But I can definitely see the points of view of those who don't share the Frank Lloyd Wright school of architecture. Such a mod wouldn't make it into my Vanilla Plus, but one of my challenge settings, sure. As a suggestion, be sure to check the Roadmap. It's a safe bet all those animals are what the Roadmap means.
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Welcome to the forums, @gileslaw! It's probably just that the build is not at spawn. Doesn't look really easy to find, tucked under the overhang and all. Maybe if you ask really nicely, @Dude7ox will post the coordinates?
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Why not just grab the final product rather than several raw or intermediate materials and craft the final product? Wanted cobblestone and got cobblestone stairs? Just give yourself however many cobble you should have had and throw away the stairs. Again, maybe I'm not understanding. Why not just throw the "cheated" materials (or anything else in the hotbar) onto the ground? I do that in survival constantly. When I want to trade out materials, go stand on the pile of stuff I want to use next and Ctrl-Q whatever is currently in-hand.
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I don't play in creative mode, so I'm probably missing something obvious. Under what circumstances would that be handy?
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Yeah, that was the point of the wink. The dry grass is hardly the bottleneck. Probably both. There already are some that probably have that effect. The one that doesn't require fire pit materials to start from room temperature, for example. That one change may well be enough, if it means you only need a dozen pieces of charcoal to make a stack or two of calcined flint. But I would also expect to see mods that add kaolinite, among other uses, porcelain. That's probably what Tyron was going for in the original implementation of fireclay.
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I've never been able to discern a pattern.
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My survival kitchen, early June. Multiplayer, with options I usually do not choose, like excluding dirt gravity. But does include non-movable water source blocks, which is why I'm built into a lake -- so I could have water. Stuff under the slabs counts as cellar. Currently 4 vessels, room for another 3, and if I dig out under the walls, room for 11 more after that. When it becomes necessary, I can place 18 trunks under the vessels and have a total of 18 vessels and 18 trunks in the cellar, all accessible without even opening a door. If I absolutely had to, I think I could stack storage vessels 3-4 deep and still access the trunks. Or replace some of the stacks of vessels with stacks of barrels. I've just never needed that much more cellar. Currently about as basic as it gets.
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Sure there is. Dry grass is a renewable resource, so you can have as many firepits going as you want. Charcoal is a whole lot easier now with the bigger (2x2) trees. It just means you have to knap a whole lot more hard stones into axes to do your firewood crafting. Yeah, steel axes are a lot more durable, but I doubt the opportunity cost makes it worthwhile. I've decided I don't care that much about starting with peat. It only saves about 2-3 charcoal per batch. If I had a lot going on at home, and could remember to go back and add charcoal, it would probably be a good idea, but I usually forget about it and come back to a cold firepit and no calcined flint.
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It doodn't always did that. That was either a 1.18 or 1.19 change. Prior to that, if you wasted time on character generation, you could die on that screen. After a couple such deaths, I realized I don't care what my character looks like enough to do character generation except somewhere safe. And then I realized I didn't care even that much. I haven't gone back to look, but I'm not sure that wolves didn't useta have the same minSpawnDistance that bears have. For all the bitchin' I did about wolves, that wasn't it. It was always the more common complaint that if you walk everywhere you go, you end up face-checking the bushes for wolves. And finding them. Never got into Factorio myself. Not sure why. It's the kind of game I like. Something in the execution, I think. Too cartoony for the depth of the game? Lately I've been spending quality time with Manor Lords and, for Reasons, Ostriv.
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You should be good. If the ruins/structures get more tweaking, and something ends up broken, you can probably still use the command to regenerate the structure. Realistically speaking, about the worst that can happen is you have to redo the part you regenerated.
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Ore blasting bombs damage you if you are too close. I'm guessing they would harm foxes, too. How big of a hole? You should be able to place firepits or pit kilns such that when you set them alight, you set the foxes on fire. Only question is how many it takes to make sure they walk into one in a timely manner.
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Don't be so quick to write off @Rhonen. He's good about keeping stuff updated, though he generally waits for the official release rather than updating for every -pre and RC.
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Oh, that's the Primitive Survival irrigation, isn't it? In the future, please mention what mods you are running. And make a mention of whatever settings you changed from default. Pretty sure sea water does not exist with default settings. Thanks! @Durux has the answer. Sea water, it no good. Good call, @Durux, and welcome to the forums. Too bad this wasn't in Questions -- you could have had credit for an answer in your very first post! Quite an accomplishment!
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The nutrition bonus is much more important in Wilderness., It's pretty quick to get at least the first 10 bonus HP, doubling your HP. You have to be a good measure into your third nutrition bar to survive two wolf bites, but only halfway through the first in Standard. With all 4 easily filled bars mostly filled a Standard character survives 3 bites, while it is never possible for Wilderness. Similarly, a Standard character can survive a brown bear attack straight out of the box, and will ultimately have the HP to survive 2, whole the Wilderness player needs one bar almost filled to survive one attack, and will never have enough HP to survive 2.