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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I'd be half tempted to quarry as much as I could to use as building material. So while they wait in my green room, they say, "Dude, this is bountiful malachite!" and the interview goes more respectfully as they are still in awe of the conspicuous consumption.
  2. Just wait until Chapter 3 comes out...
  3. It's just a learned skill. Lots of people prefer the colorized map because that makes it trivial. But even with the standard map, before too long, you can recognize the pattern and guess where the traders are to within about 50 tiles. If playing without a map, nerdpole one you found, go out to where you can just see it, (at least with my graphics settings) and there will be another one about there somewhere. Climb up 50-ish ladders and if you were headed in roughly the right direction, you should be able to see it. If not move one direction or the other, while still keeping the pole in range, and you will probably find it before too long. The RNG can still get you, though. A couple games ago I explored for, I don't remember, 2,3 days, maybe, and found 22 without a single Treasure Hunter. As you can probably guess, he was the next one I found. I saw his light from atop a ladder around midnight. I would mention that changing world parameters makes a huge difference here. Oceans more than about 30% this rarely works, though it may well be because a full third of the time, the RNG will have placed it in a tile that's underwater. Once 3 or so of those are "skipped" you are talking about variation of something like +/- 200 or more.
  4. @Yerik, Calm? No, they should not spawn on Calm nights. Most likely, what's happening is they are spawning in nearby caves and walking to the surface. You just need to add a few blocks to the cave entrances to make sure they can't get out.
  5. @traugdor there are two others -- mix of drifters and shivers, and mix of shiver and bowtorn. The drifter-only is just 10%. @Gwendal Steven, they are functionally the same as regular old supernatural spawns -- get at least 64 tiles away, wait at least six seconds there, then come home.
  6. Do it. Use his mod as an example. Refer to the original file that spells out the storms, which is .\survival\config\mobextraspawns.json to see what he's replacing. Set those values (in your version of the mod -- it's bad taste to just copy it if you intend to distribute, but if it's only for your own use, doesn't really matter) to anything you like. That's plenty easy. If you are up for a bit of a challenge, add compatibility with ConfigLib, so that you can tweak those settings to your desires. It's not that much of a challenge, TBH. @Maltiez has done an awesome job making it fairly easily approachable. [EDIT] If you are serious about trying out ConfigLib, I highly recommend downloading @Spear and Fang's Buzzwords and look at his configlib-patches.json. It's an awesome example. 'Course, that's always good coding practice. Find someone who is good at it and imitate his style.
  7. Just noticed there is a new mod that says it turns storms back to drifters-only. Looking at it, I thought it would have been cleaner to replace the values of groupWeights in the spawnPatterns field of the very same file. Just change the drifter to 1, the shiver and bowtorn to 0, just like it is for drifterstorm. Which he did, but he also changed things that don't look like they needed to be changed, like the weights of the storms themselves. As a bonus, he also doubled the chances of double-headeds in each storm. But I have not tried it. Just glanced at the code. Maybe there's a good reason not to do it that way. [EDIT] Assuming changing the weights of the storms themselves works, I suspect the most elegant solution would be simply to set all weights of storms to 0 except for drifterstorm.
  8. That's probably everybody claiming they wanted it more immersive. And there's nothing immersive about a popup text box...
  9. Welcome to the forums, @Scythe88, and good call on /time stop. I was going to suggest skipping forward to the next May, but yours is a much more elegant solution. The only downside of it is that I'm pretty sure predators will still kill off any animals around spawn.
  10. @j0e, sea level is the important thing, though if you have nerfed rain, you are already in a world of hurt regarding clay, because they only form in places with a certain minimum rainfall. Uncommon, I think. Something like 0.24, but don't quote me on that number. It's not necessary that the marshy areas have water, merely that they are at the right elevation. I only included the "marshy" descriptor so you know what kind of landform to look for. [EDIT] Since I still had the directory open, it's 0.27 minimum rainfall, and 0.1 for the larger patches in bauxite sand/gravel, though those are quite rare. So if you turned down rainfall so far that it's not even 0.27, your only shot is going to be bauxite sand/gravel deserts, and even then, only the fiendishly rare larger deposits, which are the same size as the regular deposits. ETA: Oh, wait. There's always panning. Unless something changed there, I think the only clay that can give is blue. And you should have plenty of sand.
  11. Blue clay is still very easy to find. Just look at sea level. Those marshy areas are thick with the stuff.
  12. I was thinking the same thing. Cozy. Efficient, what with the paths throughout. I have not had a chance to look into it yet, but when someone else asked a different question about crops, I noticed the following: beeFeedByType: { "*-1": false, "*-9": false, "*": true
  13. @Dilan Rona, sorry, I don't know. I've not had a crash yet. Back in 1.19 when I was using mods, I didn't wait for the box to pop up anyway. I put a shortcut on the desktop for Notepad++ to open all the logs.
  14. Tell me about it. I swear I've eaten more honeycomb than squeezed it.
  15. I thought that's what was meant by: Tweak: Don't message box the player on thread crash on exit, just log a warning.
  16. Don't know if you are aware of it, but watch rift activity carefully. Caving in even Medium is not for the meek. Try on Calm to see the baseline, and work your way up to your comfort level.
  17. My concern turns out to have been misplaced, @buddahballs. I thought with the new release only a few hours ago, no one else would be stopping by. I was kind of afraid that if no one responded you might take it the wrong way. I only stopped playing to get food cooking, and now to check on it. Make sure I didn't do something stupid like setting the heat too high and burning it. Looks like one of those mods will probably work right now, the other, maybe, though they will likely display a warning in Mod Manager. Wanted you to be able to get to playing a game more to your liking as soon as you could.
  18. Welcome to the forums, @buddahballs Depending on your taste, people highly recommend https://mods.vintagestory.at/show/mod/13227 or https://mods.vintagestory.at/show/mod/13245 Incidentally, this has come up many, many times in the past. Enough that it was added to the Frequently Suggested thread over 4 years ago. There are many since then, as recently as a couple months ago. There's nothing wrong with starting a new thread. Heck several many people started new threads in the last 24 hours about the authentication servers. It would just be nice to not rehash all the old discussion. Particularly right after a new release. [EDIT] It may well be the long term plan, though they have resisted adding it to the Roadmap yet. Fruit juices at the moment don't do much but extend the Sell By date in exchange for reduced Satiation and increased storage space.
  19. Doesn't serverconfig only load when generating a new world? I thought you had to chance settings via console, like @traugdor is doing.
  20. The mod maker doesn't have an update yet. There's an unofficial; one somewhere on the forums that ran on one of the RCs, but it might run on the stable, too
  21. So far as I know, you have to despawn them. It's not too bad -- get 64 tiles away and wait there for 6 seconds, I think. It's why I've taken to build a vertical cofffin at least 6 high on top of the mine shaft. Since 1.20 came out, I've found bears and wolves and shivers and bowtorn just milling around waiting for me. Dig out a couple blocks up out of bear climbing reach, climb up, and take off running.
  22. You could run it on a second machine, so long as you only had it crunching when someone was playing. Otherwise, like @traugdor says, time will keep flowing, so when you resume playing, your food will have rotted, wolves and bears will have thinned out the animals around you. etc. Now that you mention it that might be a pretty good idea, as long as you teleport to wherever you want new chunks generated and reissue the pregen, rather than just an ever-expanding radius where no one will go.
  23. Heavy rain, yes, in several of the pres. Never noticed it in bright sunlight, though there were bowtorn emerging from caves in bright sunlight, and shivers running around in broad daylight if I didn't despawn them.. Have not played very long on 1.20.0 yet, just a couple hours, and I wasn't exactly watching because all but the shivers are too slow to even notice while sprinting about, but, no, have not seen anything like that yet.
  24. Take out HUDClock for the nonce, @Frikidark09. It must not be compatible. Yet. If you get another message like that, look for the SystemMissingMethodException message on line 5 of your screenshot to see what else is not current, and disable those, too.
  25. Did something change in animal husbandry? Or are you talking about Gen 3 pigs?
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