Thorfinn
Vintarian-
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Everything posted by Thorfinn
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There's my favorite way of dealing with, well, pretty much everything. It helps a lot to keep your head on a swivel and get on high ground often to look for foes. Ladders are faster, but bears climb ladders, so nerdpoles might be better. At least nerdpoles up 3 blocks, then build your ladder on top of that.
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The first few times I opened this thread, I was so impressed by the workmanship that I failed to note your environs. Is that spire near your home andesite, bauxite and limestone??? I'm so jealous.
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Since I do permadeath, I always expect to start a new save. Made it to August once last time in 1.20-pre6.
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OK, I'm wrong. That sure was convenient for him. I'm always several thousand into unexplored areas. Wonder why they do it that way? The RA is horrendously tall. Yes, the world does spawn terrain that rugged, but RA terrain is typically different than standard mapgen. Merging the terrain would have been a whole lot easier if it generated after the trigger. Unless, I guess, it generates a dozen chunks around the RA at worldgen. Which means you could probably figure out from the save where it is... @Artos, there is a command to generate the first of the special areas, if for whatever reason it was not on your map. Generally because an older version, but also if you just want to repeat it, typically for a multiplayer world. Let's see if I can go 0/2. They will probably include a command to spawn whatever new special areas there are, just like last time. [EDIT] OMG! One game I was running south-ish for several days to find a place to settle and encountered a blockhouse-looking ruin that seemed weird. Now I realize where I have seen that "ruin" and understand why I've never randomly encountered it since. [EDIT2] Has anyone ever bothered to do a backup before triggering the first special area, then reloaded that backup and gone to see what it looks like?
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Guide: Multiple Parallel Installations of Vintage Story
Thorfinn replied to Streetwind's topic in Guides
Since this came up in another thread, and none of us could remember exactly how to do the second part of this... 1. Install new version. Do not remove the old version. Add a desktop shortcut. Do not start game. 2. Rename shortcut to something appropriate, so it does not get overwritten next update. I use VS [version], so VS120 p7 for version 1.20 pre-7. 3. Right-click on the shortcut, select Properties. 4. Make sure the Start in: is where you installed. 5. Put your cursor on the end of the Target: box. 6. Add --dataPath .\[save location] --addModPath [mods location] There must be a space before the --dataPath, and note that is a double dash. This nests your saves in your install directory, so relocating to another computer is easy. In my case, my first playthroughs are all vanilla, so I want them in the directory v for vanilla. My Target: reads, C:\Games\vs120-p7\Vintagestory.exe --dataPath .\v --addModPath \\THORFINN-PC\Inbox\vs120 Substitute whatever is appropriate for your setup. 7. Play. When you want to use a different modlist, and don't want to have to go through the mod manager and try to remember which modlists go to which worlds, 1. Copy-paste the Shortcut on the desktop. 2. Rename it. Maybe VS120-p7 PS for Primitive Survival. Or VS120-p7 V+ for a very lightly modded game. 3. Edit the Target: to change the --dataPath, in this case, maybe something like C:\Games\vs120-p7\Vintagestory.exe --dataPath .\PS --addModPath \\THORFINN-PC\Inbox\vs120 or C:\Games\vs120-p7\Vintagestory.exe --dataPath .\vplus --addModPath \\THORFINN-PC\Inbox\vs120 4. Play. Now if only @Tyron would add an --addMacroPath switch so you don't have to copy your macro files manually... -
@Arasine, banner at top of the page, Devlog --> Roadmap.
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Run a flatpak install from Heroic, Lutris, or Steam?
Thorfinn replied to sthowe1's topic in Discussion
Welcome to the forums, @sthowe1! Don't your worlds have play time listed? Or are you playing in so many worlds that adding it all up is a problem? -
Oh, drat! Maybe that's how they fixed the exploit of having ~1500 flowers (don't remember exactly) such that every hour when the hive split, the new hive would immediately be harvestable. Guess I'll have to see if it can still be done by removing all the blocks above each skep so they can see daylight. Should still be ~1300 flowers. Might not make a huge difference. Or maybe that's not the only change.
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[EDIT] Don't know for sure, but it might be a 1.20 thing. There seems to be no ".help clientconfig" information apart from "<name>", and I don't have any versions of 1.20 on this machine yet to check it. I'm seeing the same thing you are on 1.19.8
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That's how it worked in the past. Don't know why this time would be different. If it turns out I'm wrong, and it doesn't update properly, DM me and I'll give you a stack of low fertility soil. I'm pretty sure the first big story location does not exist in the world until you perform the action that triggers it. The game then finds some unexplored region and generates it there. So the more of the world you explore before that, the further that location is going to be from home. I'm guessing the next chapter locations will be handled the same way.
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Possible weirdness on Pre-7. Forgot to take food with me. Started taking hunger damage. Lost about half my HP. Used several poultices before I noticed they were doing nothing. Eventually found some food, ate it, and the HP effects of the poultices, um, instantiated. Went from around 25% to around 80% in a flash just after stopping the starvation damage. Or is that the way it's supposed to work?
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No, I'm sure it's fine. Tune it by adjusting the spoilage rate down. I can't think of anything else that doesn't auto-adjust. You just get more time to do things like explore, plant groves, make charcoal pits, build, etc. So long as you can gather resource somewhere other than your re-plantings, it is to your benefit. Only downside I can think of is that you might be setting yourself up to not have the sense of urgency that would be needed in default settings. However, the difference between 9 and 10 days per month is only about 11%. From 9 to 30 days is more than 3x, so it might set you up to be overly-complacent in some aspects of default settings.
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Thanks, @Krougal. I just finished testing a new datapath, and sure enough, that's the ticket. Should be added to the guide, probably, so we don't have to try to remember it.
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The default on Standard is that buckets move source blocks. It's only if you play Wilderness Survival that the default is they don't move source. My guess is it's to let the more hardcore players figure out the ways to make it work, while the more casual players stick with the tried and true until the Wiki is updated on how to do it. I've been too busy playing around with the new stuff to even try building fields instead of building into lakes. Maybe if Tyron et al. would slow down release of new stuff I could get around to it. (Look at that. Someone "complaining" about the release schedule being too fast.)
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Just do it the same way you do Guide: Multiple Parallel Installations of Vintage Story For example, here are two of the command lines I had in 1.19.7 (the latest version I have on this machine, for some reason), C:\Games\vs119.7\Vintagestory.exe --dataPath C:\Games\vs119.7\v C:\Games\vs119.7\Vintagestory.exe --dataPath C:\Games\vs119.7\v --addModPath \\THORFINN-PC\Inbox\vs119 That is, my saves were all located in the same location, and if I were playing something other than vanilla, I used the second shortcut. For other modlists, I would do a parallel install to, say, C:\Games\vs119.7a and the shortcut would read, C:\Games\vs119.7a\Vintagestory.exe --dataPath C:\Games\vs119.7a\v --addModPath \\THORFINN-PC\Inbox\vs119 So I only needed to keep the mods updated one place in my downloads folder, and the saves would be associated with that particular parallel install, with that particular modlist. [EDIT] I'm pretty sure I could have done it with just the one install, and a second --dataPath switch, (I'd have to check one of my other machines to be sure, though I'm pretty sure the game settings and modlist are stored in the --dataPath directory) but space on this drive is practically unlimited due to near-line capability, so I don't care about the extra disk space.
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Right. I wasn't thinking about their survival, just getting the next generation going. Until the first of the spring turnips come in, your pigs are just idling in place. That's not true of the chickens or sheep, whose food is still fresh, which is why I limited it to the pigs I think it's just that they drastically increased the growing times. Used to be you could get your windmill in June, now it's July. (Or May, if you opt for sails over sacks.)
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Maybe. On the other hand, upland ponds and lakes are water sources, as are all those beautiful waterfalls you see all over the place. With the right setup or some light terraforming, you could create a waterwheel to take advantage of that elevation drop, and not worry about flooding the lowlands, because any flowing water will stop after 4 horizontal blocks.
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Unless something changed, crops will adjust to the longer month (i.e., flax still takes about 2 months on med soil, regardless of how long those months are) but currants will still go bad in 2 days. Without changing something, by spring, you will have nothing un-rotted except grain and maybe salted meat. I don't remember how long that lasts. Pigs will run out of food at around 80 days, when the turnips go bad, unless you have enough onions to tide them over the last month of winter. Dropping spoilage rate to 50% would probably work, though the only fruit you will have by the end of winter is jam and sealed crocks of porridge. Is there a reason you want 30 day months? The game isn't really balanced for it.
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Oh, just place it, get it all ready to go, then fire it up when the time is right. You don't need all those crocks or bricks right away.
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Sure, you can hit them with a torch until they start of fire. But it only does a couple HP before the fire burns out. You have to keep setting them alight, and during that time, you are not harvesting the dead ones. A firepit might work now, too. You take damage from it, I don't know why they wouldn't. Maybe casting ingots into molds under their feet? You can even set it up without fire such that one of them throws a rock at you and hits one of his friends and it becomes a free for all. You can always use more crocks or storage vessels, right? Firebricks?
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Welcome to the forums, @Artos, and hope you have a great time! I'm with @Krougal on this. While pre-7 might change a 1.19 world beyond what could be recovered in the 1.20 release, a pre-7 should update just fine. Not guaranteed, but so far, it's always been the case as long as I've been playing. The only upside/downside is that when 1.20 comes out, it may have slightly different resource generation, so your corner of the world may have more or less than the design point. Big deal, right? Just take an expedition to new territory and top up.
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I suspect water wheels will come first. Now Wilderness defaults to buckets not moving water source blocks, which is the first step one would have to take to keep water power from being abused.
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Oh, yeah, @Echoweaver, that's a phenomenal strat for dealing with apocalyptic nights if there are several rifts in your AO. You can build a 3x3 pit trap with a pit kiln in the middle such that they all die by fire while you just go around harvesting, and on a good apoc night, you might get enough to make a linen sack. OK. If it's not a double-headed, I don't care whether they despawn or just run off. They are not worth wasting spear durability. I've just had corpses flickering that vanished, while non-flickering remained. And flickering ones might vanish with a spear in mid-flight, while I don't recall not being able to chase down a non-flickering one. Might be pure superstition, but I prioritize harvesting the flickering ones.
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The ones that flicker do. The ones that do not flicker will persist like a regular old surface drifter from a rift. They will *poof* if you don't harvest them soon enough, though.
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I just run. Only animals and double-headed drifters have drops worth bothering with, IMO. The rest can just despawn and save me the durability on spears.