Thorfinn
Vintarian-
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Everything posted by Thorfinn
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It would be worth a try. I don't know how the farmland stack fills. Don't even know that it is a stack, but it seems to me the game code is tight enough that it must exclude blocks that don't have future events, No use checking to see if rocks will remain rocks, or if air will remain air, etc. But it could just be an indexed SQL file or even a linked list for all I know. First thing I'd try is a reload. For whatever reason, a lot of those appear to be skipping growth checks. Could be nothing more than a bugged pointer. Or it could be that a single low temperature puts a 24h hold, so will check again tomorrow when it's also too cold.
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It seems eating a single grain keeps you going for a while
Thorfinn replied to Flexbyte's topic in Discussion
Works the same for any food, not just grain. But by the time it might be useful, you have so much food, it's still not useful. -
Does anybody know the formula for fall damage?
Thorfinn replied to Michael Gates's topic in Discussion
I suspect (but have never rigorously tested) that armor provides protection in falls, too. It can break from falls, so the armor mechanic is at least partially in play. I guess I'd just test it with ladders. See how much damage you get stepping off 15 ladder sections, heal up, put on the various armors you expect your "friends" to be wearing, and see how that works. Then keep adding sections until you have a good idea how high it will have to be. -
Early spring can be a problem on default starts, depending on exactly where it spawns you. I've had starts where the crops I planted on day 1 and 2 did little to nothing until day 4 or 5, and the crops planted day 4 and 5 matured first. I suspect what's happening is that at the moment that tile was checked for growth, the temperature was too low. If that particular tile's check happened early morning, no grow for you! Same happens with heat stress -- one turnip is fine, its neighbor is a partial harvest. If this is really a place with seven months of winter, you may not get crops to grow reliably until June.
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Is the basic problem you are addressing that it's not realistic that the traders restock without leaving? Re: gears, the more reliable way is to go caving and bring back all the aged crates you find. You can also arbitrage goods from other traders. There are usually a few gears at every translocator you find. If you are the kind who likes to buy a lot of stuff, probably arbitrage is your best bet, but you can top things up selling things lke bread or clay or charcoal. Even tin-bronze tools. It's pretty easy to make enough on a pick to buy enough tin to produce another half-dozen.
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Does anybody know the formula for fall damage?
Thorfinn replied to Michael Gates's topic in Discussion
I know it takes about 30 to kill a nightmare drifter, if that helps. -
Fair. I don't do Costco, and dislike restaurants. I vastly prefer more "free range" chicken where I know they have not been fed growth hormones, and, fortunately, there's a lot of growers around here. There's even Amish-grown, if I travel about 20 miles. There's only a couple pounds of meat on a chicken, so long as it isn't a Big Pharma chicken. Costco frankenfoods might be different.
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Consider the very popular mod, https://mods.vintagestory.at/farmlanddropssoil Pretty sure the similarly popular Dana Tweaks does something similar. https://mods.vintagestory.at/show/mod/2531 Can't you improve soil in the base game already? Or is that a 1.20 thing? Considering how easy it is to find med fert, at least in 1.20, I can't think why I would want to do that. Much better off saving the compost for making TP.
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Don't know about that. It's pretty common for a restaurant to offer bbq chicken by the half or full, intended for just one serving. Yes, including salad, bread and veggies of some kind or other. It would be nice if you could harvest, say, 1-4 feathers twice a month or so, kind of like you harvest berries. Though, TBH, I thought flint arrows were plenty powerful because of how big the stacks are. They probably aren't quite as good in 1.20, since now doing damage to critters spooks them.
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The other reason I stopped was because it tends to break at stupid times. A drifter throws a rock? Big dea...*CRACK* Oh, it was a big deal. If my health bar is at max and I still have some nutrition points to go, I'll deliberately take some damage to get the faster hunger rate, and it's kind of a pain to remove the armor, jump off a short cliff, put the armor back on. Why not after my nutrition bar is filled? I'd like to say it is a conscious decision, that I hadn't needed it so far and all, but if I'm being honest, it's the same as @LadyWYT -- I forget it's an option.
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Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
I'm not trying to rag on you, @Rudometkin. It's just that as I watched your early play, you are not remotely in the same range as the normal player. You are at least my 10th world or so. I still remember some of the challenges I faced, and how frustrating they were. And you are suggesting cranking it up, not just to 11, but to 24 or so. I really don't want to turn off people who are trying this game. Make it a mod. Fine. I might play it, but probably not without sufficient adjustments like first aid kits. Inventory is just too scarce to add extra fluff. You will probably learn that whenever you start exploring more than a half-day from your base. -
Don't think of it as wasted. Think of it as learning how to design your base to deal with 1.20, maybe particularly, the new missile foe.
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It slowly drops from whenever the fire burns out. I suppose you could set things such that, say, 4 pieces of peat or 3 of coal/charcoal brought it up to the same temperature as 6 pieces of firewood. OK, fine. Don't care one way or the other, except that "realism" means that the rate of temperature gain between wood, peat and charcoal (and whatever someone else wants next week) needs to be tweaked, which will affect pretty much everything else, like cooking, smelting, etc. Again, don't really care. I'd much rather have an oven with a higher latent heat than one that accepts multiple fuels.
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Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
Sure. I think the same is true with the bleeding mechanic. Even if it only applies to piercing missile, and not to claws or teeth, it's going to be hard in 1.20 to avoid having bleeding damage pretty much constantly, unless you simply never go outside or into caves. Maybe there's something in all climates that stops bleeding, but if not, a couple encounters with one of the new monsters means people are going to just have to sit at home and mend. Also keep in mind that one of the complaints about starvation damage is knockback bumping you off some precarious perch. Presumably this would also be the case with all other special damage. "So take away knockback." OK, but that has to be a part of the package. I'm not a Debbie Downer about all suggestions. Just ones that demonstrate one does not yet have enough time in the game to understand the implications. -
Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
But what else is there to do? You are 10,000 blocks from home, in terrain you would never build in. (I get it; you have not seen the RA yet. Trust me. Whatever you do, you are not going to be able to bring it back with you, and neither are you going to consider moving here.) I didn't pick 25% out of the blue. Being on fire currently causes something like 0.5/s. Unless you are near water, you will be down 5HP. You play Wilderness, so you start with 10. If you fill all 4 of the non-dairy nutrition bars, you get another 10. Losing 5 out of 20 is 25%. Sure, but now you apparently are thinking of splitting damage from, say, fire into 3.5 points of poultice healing, 1.5 points of special salve. Not that it's not possible, just that I don't see the big advantage. So instead of 4 poultices, you now use 3 poultices and one burn cream? Presumably you have some health status screen where you can figure out which salves you need to use? OK, but that's drastically different than the current 0.5HP per second for 10 seconds, that you can heal back with a couple poultices. There are mods that do status effects like what you are talking about. There are alchemy and first aid mods. Have you tried any of them yet to see how they work in practice? -
Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
Unless you get that burn damage just outside the RA or maybe one of the new chapter locations, and are thousands or tens of thousands of blocks from home, and possibly probably not even close to an environment where such herbs grow. I can't think of many things that would be more irritating than just standing around waiting for wounds to heal up over the course of a few days. Particularly when if you get mauled by a bear or fall off a cliff, and a few poultices later you are right as rain. And going into the RA missing 25% of your max health is a big deal. [EDIT] Oh, or if you are just starting the game as a n00b and take one of these special damages, and now instead of 10 max HP, you now have 5 max, until you can figure out how to explore forests without getting killed by wolves. While you are still learning things like you can't just use a knife blade, you have to put a handle on it. [EDIT2] It's not necessarily that I hate the idea of special damages. Just implementations that make the already steep learning curve much steeper. You would likely need to spot the n00b some salves so he even knows it's an option. And probably something like a medicine bag that is capable of holding a stack of at least several of the possible salves. -
Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
It is. It's just not a separate thing. Damage is damage, whether hunger, cold, falls, pointed sticks... Personally, I prefer to keep things simple. I don't want to have a dozen kinds of damage, and take up more already precious inventory with 12 kinds of healing salves. -
It's really easy to overheat a stone oven just using wood. I have no IRL experience with burning peat, but if it's really 200C hotter, seems to me it would hard to avoid a burned crust over raw dough. [EDIT] I do, however, have real life experience with putting coal in a wood stove. It's not pretty. Cast iron is fine, but don't attempt it in steel.
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I usually don't bother with improvised armor, either. I know, I know, there are no penalties and all. It's just that knowing I'm going commando gives me that extra incentive to be hyper-aware. Carrying a stack of poultices and keeping the food bar topped up works better for me. BTW, I think probably what happened is you moved just as the wolf lunged and he went right past you. I don't know for sure, because you turned instead of just side-stepping, but that's kind of what it sounds like if you time the side-step right.
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This year was a bad time to get into Vintage Story...
Thorfinn replied to tibbers's topic in Discussion
Monsters are, I think, probably pretty close. My guess is the light levels are going to go through some tweaking, but even on very high nights, so long as you keep your distance from rifts, you will probably only see one or two at most. The face-huggers are the most annoying. They are at least as fast as you, but don't do much damage, even with no armor. You kind of have to shake them off in brush. Maybe deep water, too. Not sure. The others are slow and pack a decent ranged punch. You will have to run far enough to despawn them. Either that or maybe try sword and board? I tried tolerating one until noon on a bright sunshiny day and finally had enough after burning through most of a couple stacks of poultices. Felt like Foghorn Leghorn -- "Go, I say, go away boy, you bother me." If you are the type who likes to do things in your base at night -- cooking, crafting, smithing, knapping, building, etc., you should be fine, though you will probably want a relatively low roof so you can despawn critters by running in any direction, until you can figure out how you prefer to deal with them if they are meant to be less light sensitive. FWIW, so far, I have not seen them able to climb 2 blocks, so even if they do spawn underground and roam the surface, you can render pretty much any cave safe with a few blocks of packed earth. [EDIT] Oh, forgot to mention it. The new mobs make characteristic noises. After I figured out what I should be listening for, I have not been surprise-attacked. -
This year was a bad time to get into Vintage Story...
Thorfinn replied to tibbers's topic in Discussion
I agree with the VIVs. You will probably want a new world in 1.20 to get the full deal. You will probably be able to add the new locations, sure, but the last time it did not come out as seamlessly. That said, there is no reason not to start a world now, in either 1.20 pre-13 or anything else, and start a new one when it drops. You will probably be able to carry a 1.20p13 forward, but even if you can't, hey, you got your VS fix. -
Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
To some extent, I think that's true. But I highly doubt you will have the choice of potentially hundreds of variations on heat stress. There would be just the one. Just as with anything else in the game, figure out that challenge, and from then on, it's just fine-tuning. -
Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
I hear you, @hologramblue. I don't enjoy combat, either, despite the fact I'm quite good at it. I just choose to run from or otherwise avoid basically every combat situation. I'm particularly not a fan of boss battles, though I have to admit the one currently in the game is plausible, unlike in pretty much every other game I've played. (Looking at you, cyberdemon. And you, D'Sparil. I see you trying to hide, daytime Empress of Light.) Heat isn't a particularly good threat, though. As you note, it has to be solvable from nothing in maybe 15 or 20 days, And whatever the solution turns out to be, once solved that first year, it's no longer a challenge ever again. Not just this world. Every world from here on out. All you are doing from then on is optimizing that process. Even something as trivial as taking a siesta has no downside -- you are under no time constraints, as you can grow crops pretty much year round, and face no "winter" pressure. And further, it shouldn't get in the way of people who are playing the game of Tyron's vision. Not me. And, as I understand things, not Tyron, either. That's the stated purpose of mods, and why he's put so much effort into making things so mod-friendly. There are people who enjoy games with a plethora of status bars. If you want that in a VS experience, you can create that. IMO, this is the kind of challenge that should be dealt with through Mod Manager rather than World Settings. Rather than just one challenge, you can experience the various challenges envisioned by dozens or hundreds of others. -
Some of those are definitely worth assigning a macro to, rather than standing still in possibly hostile territory and futzing with the map. Say you want to mark all the quartz you find. Go into the macro editor (Ctrl-M) and add a macro whose command is, /waypoint addati pick ~ ~ ~ false white Quartz Assign it to hotkey (say) Ctrl-Alt-Q. When you hit that hotkey, it places that marker where you are standing. Ruins, caverns, traders, translocators, unopened storage vessels, coal, clay, peat, resin, your own caches, bees, maybe even crops or mushrooms or berries may also be good choices, depending on the stage of game you are in. [EDIT] In answer to your question, I don't know what they are, though, sadly, orange rocks are also copper. When I play with map, I don't stand still long enough to use that interface. 1.3 /waypoint