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Thorfinn

Vintarian
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  1. Thorfinn's post in I have really weird terrain generation issues, and I don't know how to fix them. was marked as the answer   
    I'd guess it's RiverGen. There were problems before with both vanilla ruins and BetterRuins with transitions. Unless something changed in Plains and Valleys, all it does is add a few dozen landforms, so diluting down the chances you get the more extreme vanilla landforms. RiverGen cuts through existing landforms, and even if it plays nicely with all vanilla landforms, it's unlikely it's been exhaustively tested with all the transitions of all the landforms of all the mapgen mods.
    [EDIT]
    What I would do is create some new worlds with one or the other, not both, then ask on the correct mod page if there is a way to force a different generation.
     
     
  2. Thorfinn's post in The exit poem. was marked as the answer   
    From my last crash log (last night), stripped to the lines with verse:
    7.2.2025 23:06:08 [Event] It pauses. 7.2.2025 23:06:08 [Event] One last gaze... 7.2.2025 23:06:08 [Event] Then all goes quiet... 7.2.2025 23:06:08 [Event] The waters recede... 7.2.2025 23:06:08 [Event] The mountains fade... 7.2.2025 23:06:08 [Event] The dark settles in. 7.2.2025 23:06:15 [Event] It sighs... 7.2.2025 23:06:15 [Event] Alone again... 7.2.2025 23:06:18 [Event] Time to rest.  
  3. Thorfinn's post in Are drifters supposed to be able to spawn in lit rooms? was marked as the answer   
    Lamps don't provide much light. 11 in the tile the lamp is, 10 in the next, 9 one further, etc. At light level 7, drifters can spawn. It looks well lit. It is not.
  4. Thorfinn's post in Is Brass Block (Riveted) Obtainable in Survival Mode? was marked as the answer   
    I took a sec to look it up. You are right, @Steel General The recipe is 6 plates -- 3 wide, 2 high, just like packed earth. Pretty darned expensive, but that's what it is.
  5. Thorfinn's post in How Does the Giftable Game Account Work? was marked as the answer   
    I'm assuming it still works the same way it used to -- they will send an email with the activation link for the giftable account. Simply forward that email to your friend.
  6. Thorfinn's post in A question about my animals disappearing. was marked as the answer   
    Plenty of lighting? They despawn in the dark.
  7. Thorfinn's post in How to check which version of Vintage Story you are running while in-game? was marked as the answer   
    Hmm. Never wanted to do that before. I've got shortcuts to about 50 different instances in my VS directory, and the version and group and/or modlist is in the shortcut name, so I can't get into the world without deliberately choosing the version.
    Don't trust the Wiki. People mean well, but it's hitting a moving target. Try 
    .chb [EDIT]
    Once you get that, try something like
    /help info
  8. Thorfinn's post in How do I triangulate where ore is? was marked as the answer   
    To he best of my knowledge, the size of an ore bed is independent of the readings, as is the quality of that ore bed. You can find roughly the same size ore body of bountiful copper with both miniscule and ultra-high readings. It's just not worth putting a whole lot of effort into finding one in a miniscule region, because the odds are so very low. The probably apocryphal Willie Sutton answer.
    I'd have never looked for a second ultra-high, TBH. 
  9. Thorfinn's post in I Lost my world :'( was marked as the answer   
    I would guess not. There's not a record of what happened that you can just "Undo" until you get to where you wanted to be. The database is updated in real time. Maybe if that was still in cache and had not yet been written to disk, and the game crashed, but I've yet to see a case where a normal termination failed to do so.
  10. Thorfinn's post in Charcoal Pile not Piling? was marked as the answer   
    Welcome to the forums, @livinginfictions
    That's just how coal stacks. There have been rumors that other stuff will start doing the same.
  11. Thorfinn's post in How to look at other mod's non compiled code was marked as the answer   
    I have not looked at that mod specifically, but most of them have a "Source" tab at the top of the page on ModDB.
    [EDIT]
    Oh, he did not do that. He did say where to post questions, though.
  12. Thorfinn's post in v1.21 "do_not_add_mods_here.txt" was marked as the answer   
    I'd nest it one deeper.
    Target: C:\Games\Vintagestory\VS21\Vintagestory.exe --dataPath=C:\Games\Vintagestory\VS21\mygame  
  13. Thorfinn's post in Better ways to store liquids? was marked as the answer   
    Best I've found are buckets. A single chest holds nearly 13 barrels full of liquid if you keep it in buckets.
  14. Thorfinn's post in Stuck in resonance archives was marked as the answer   
    /gm 2 gets you into creative mode. Move out of the wall.
    /gm 1  gets you back into survival.
  15. Thorfinn's post in Is there a way to verify game files? was marked as the answer   
    Yes. Simply run ModMaker.exe (in your game directory) and select the option to restore the original game files. Option #3, IIRC.
  16. Thorfinn's post in Hello. Do you know how to find fruit trees? was marked as the answer   
    Their leaves are a little lighter green for the most part. Get somewhere high and look over the countryside. You might get fooled by a light-colored birch, but mostly they are pretty easy to pick out.
  17. Thorfinn's post in Make farming harder was marked as the answer   
    Obviously, you've probably already tried cranking the spoilage rate and the hunger rate? That still doesn't help the fact that you will have way more than you can eat. Particularly with wolf spawn rates.
    The problem with longer months is it makes farming even easier. Or did when I last checked. The nutrient depletion rate is based on crop growth, so with long enough months, you don't have to worry about crop rotation.
    Used to be a mod that tweaked the grow rates and such. Fields of Gold, I think it was called. Might have been ababdoned. I don't think it's been updated since 1.18 first came out.
    But never fear. Much of what you seek is well within your ability. All the crops in the game are detailed in .\assets\survival\blocktypes\plant\crop
    Open one of the primary offenders, turnips.json in your favorite text editor. (FWIW, I use Notepad++.) Scroll down a bit and you will find the magic numbers. Currently it starts at line 58.
    dropsByType: { "*-4": [ { type: "item", code: "seeds-turnip", quantity: { avg: 0.99 } }, { type: "item", code: "vegetable-turnip", quantity: { avg: 3, var: 1 } }, ], "*-5": [ { type: "item", code: "seeds-turnip", quantity: { avg: 1.2 } }, { type: "item", code: "vegetable-turnip", quantity: { avg: 7, var: 1 } }, ], "*": [ { type: "item", code: "seeds-turnip", quantity: { avg: 0.7 } }, ] }, cropProps: { "__comment": "Use 1/3 cup of a nitrogen-based fertilizer, such as 34-0-0 or 21-0-0 - http://homeguides.sfgate.com/fertilize-turnips-24795.html", requiredNutrient: "N", nutrientConsumption: 30, growthStages: 5, totalGrowthMonths: 1.0, heatDamageAbove: 27 Most of this is pretty easy to figure out. Want to reduce the number of turnips from a stage 4 growth from 3 to 0.5 (a 50% chance of a single turnip), and the mature crop from 7 to 1? Like you might expect of a root crop like a turnip? Change avg for those  lines to those values. I'd probably drop the var to 0, as well. Reduce seed drops if you want to have to explore constantly to get new seeds. If you set the avg seed drop to 0.9 (from the current values of 0.99 and1.2), and the drop for the * stage growth to, say, 0.2, you will have to explore just to have seeds to replant your existing fields
    Want them to take lo take longer to grow? Change the totalGrowthMonths to something more to your liking, or, increase the nutrientConsumption, so that growth slows down dramatically as the soil depletes, and it gives meaning to fertilizing and composting and improving your soil.
    Save, repeat for all the rest of the crops that need to be nerfed, make a copy of that folder somewhere else (it will load twice if you put it any deeper than your game directory, so I'd just put it somewhere like Documents), and give it a whirl. When you get something you like, bundle it up into a mod using ModMaker.
    Congratulations! Welcome to the modding community. Expect your membership pin to arrive via passenger pigeon in 5-7 business days.
    [EDIT]
    Oh, and don't worry too much about screwing up your game's data files. If you run ModMaker (in the game directory) there's an option to put all your files back to their defaults, so you don't even have to reinstall.
  18. Thorfinn's post in any plan on trying to improve the "open to internet" option? was marked as the answer   
    Welcome to the forums, @CTOAN
    This came up a couple off versions back. Like @The Rat Liker, says, it's port forwarding. If you are going to open your machine up to a potential attack, you should understand that you've done so, as well as made the deliberate decision of how much you need to protect your computer, not just clicked on a button that leaves you swinging in the breeze.
    Some find the directions a little cryptic. I'd just look up port forwarding on Youtube. If you can find one on your particular router, even better, but it's all pretty much the same.
  19. Thorfinn's post in Can bees help crops grow faster? was marked as the answer   
    No, though the From Golden Combs mod gives yield boosts to the true flowering crops.
  20. Thorfinn's post in 'Not Tired Enough to Sleep' after joining server was marked as the answer   
    Sleep is something of a hot mess in multiplayer, I'm afraid. There are many mods that help out, but nothing purely client side that I know of.
    In a more vanilla server, the only way I know of is to log out of the server for long enough for everyone else to get some shut-eye, then log back in. You should be on the same cycle as everyone else until the next time you log out before you get your requisite up-hours. (I think 8?)
  21. Thorfinn's post in Server unable to open savegame was marked as the answer   
    I ran into something similar on Mint. For some reason, even with a root-level login, SQL was not playing nicely. I moved it to ./vs/19/data and it worked fine, as well as allowing it to be run without root access. Win-win!
  22. Thorfinn's post in Vertical transmission was marked as the answer   
    Welcome to the forums, @pixeledom
    Until this is addressed, just skip the transmission and use an axle block. When you don't want that piece of equipment running, remove it and place it somewhere handy so you can put it back when you do need it.
  23. Thorfinn's post in Differences of "Client" "Server" "both" ? was marked as the answer   
    It's a little more involved. It's a question of where that particular bit of code is run. Client-side will run on each individual's machine. An example is the old standby, StepUp, because the client determines how large a step the player can make. Each could have his own step height, though even StepUp is pretty obvious to someone watching. Depending on the administrator's vision, this might be viewed as cheating.
    The only real hard and fast rule is if it says "Server", it must be installed on the server. If it says, "Both", it must be installed on the server, but strictly speaking, if the player never does the action that runs the client part of the code, it may not have to be there, depending on whether the server requires it to be. If it is "Client", it need not be on the server at all, and the server may not even know it's running on the client.
    Sorry, but the technical answer to your question really requires you to know where particular types of code resolve. But never fear, because you can just cookie cutter it knowing nothing about the internal goings-on. ModMaker 3000 does a great job of making the decision for you, so just follow its advice and you will be fine.
  24. Thorfinn's post in How do I actually craft a bowstave? was marked as the answer   
    Saw above a log above a log, I think. Isn't it in the handbook?
  25. Thorfinn's post in Pottery wheel mod not working? was marked as the answer   
    First, has it been updated to whatever you are running? Was it working on .6 but not on .7?
    Second, you will likely get help faster over on the ModDB. I suspect most people here are not running that mod. You would be better off asking in the comment section of that mod's page. 
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