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PanzerOfTheLake

Vintarian
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  1. This guide is instructions on how to get a vs server running on Truenas Scale First, you need to create a dataset. for example, tank/vintagestory To get the form where we fill in our details, go to: Apps -> Discover Apps -> Custom App This should open up a form where we will fill in fields. Repository: quartzar/vintage-story-server Environment Variables: (":" is the separator of name and value for each variable. Set version to the game version you want to use.) ACCEPT_EULA: TRUE VERSION: 1.21.6 TTY: True Stdi: True Ports: TCP 42420 UDP 42420 Storage: Type: host type Maunt path: /srv/gameserver/data/vs Host Path: /mnt/tank/vintagestory (the dataset you created in the beginning) Optionally, you can limit CPU to 4 cores. This should allow your server to start. if it crashes, it's likely that it does not have permissions for your dataset. If your log dont work, you can see it using the following command in the system shell: sudo docker logs <container hash> The container hash is shown when you try to see the log from the GUI.
  2. Stomping on fruits would not get as much juice as pressing them. I think that a good idea is to have stomping as an optional step for faster production of a large amount of input. So, either you can just press it to convert wet mash into juice and dry mash. Where you process 32 berries -> 10 wet mash -> 10L juice Or you first stomp berries in a process where more berries can be added mid-process with a bigger inventory. Where 64 berries -> 20 wet mash -> 15L juice + 5 soggy mash And using the press, 10 soggy mash -> 10L juice, or use the soggy mash in the creation of jam or other food. This would result in the press needing 3/4th less work, and improve cooperability of the task. You could have one player in the 'Grape Treading' bucket, one player handling logistics of barrels and berries, and one player on the press.
  3. @xXx_Ape_xXx I'm definitely interested.
  4. I'm playing without the map and have built a lighthouse. This works as long as I'm within render distance. I'm looking for a way to make the lighthouse light visible from further away. Like a certain beacon from another block game.
  5. The Discord server is a bit confusing. When joining, you need to go to the roles change under Northern Gate, give yourself the vintage story role. Browse channels and make sure the appropriate channels are enabled.
  6. I tried the following, but this does not work. and does not give any errors or warnings. [ { "op": "add", "path": "/0/enabled", "value": "false", "file": "game:config/characterclasses.json" } ]
  7. I found that there seems to be a way to disable a class in the code. Here is the check https://github.com/anegostudios/vssurvivalmod/blob/33bbe5ac85dde831c859724d3c32c2933b3afbd9/Systems/Character/Character.cs#L307 The class has an enable boolean. public class CharacterClass { public bool Enabled = true; public string Code; public string[] Traits; public JsonItemStack[] Gear; }
  8. I'm playing on an RP server with "The Working Classes" mod. We want to encourage specialization, but the commoner class encourages solo play. Unless there is something I'm missing, you can't just disable a class. A mod for this would be welcomed. Maybe an option to disable classes in the server config would be a good idea in the future.
  9. I imagine the pulley would require metal. And perhaps an upgraded version made from hard metal. A wooden hook could be early game alterative. Where each mechanical part in the system costs a certain amount of friction points. If only the pulley that is used for turns requires metal, a simple counteroption like connecting two levers close to each other would be cheap and early game.
  10. I imagine that rope and pulley would be a fitting extension to the current mechanical systems. Where a rope can be tensioned in two directions or no tension. (e.g. +1, -1, and 0 states) An example would be to be able to connect two levers. So that if one lever is switched, the other one is switched as well. Mechanically, this is done by having a loop of rope. This system could be integrated with doors by locking and setting the state of a door with tension in one direction. When no tension is applied, the door is unlocked. New mechanical components that would interact with the system would be a pressure plate and a part that doesn't lock but tensions the rope in the direction it's turning. In summary, this allows for door control, connecting rotational mechanisms by linking the levers on clutches, and controlling clutches from a different room.
  11. I use ingots, nuggets, gears, and food that have long shelf life like grain for currency on my multiplayer server. There is no need for a collective agreement. Those resources are valuable. The person pressuring the trade defines what currencies is accepted in the trade. I believe coins would fit into the game as long as they can be smelted down to their respective metals. Metal-based currencies are self-regulating because if the value decreases too much, the money will be used in tools and products, decreasing the availability of the metal, which in turn increases the value. The primary issue with metal-based currencies is currency conversion. For example, if there is a collective agreement to the value comparison of there is a large supply of gold, but a deficit of copper. The gold would be traded for copper, causing the supply of copper coins to run dry. I think that the coolest solution is to use banks. (Coins not necessary.) A bank can receive currency and trade it for "paper money". (e.g. a note describing which bank issued the note and value) The bank could offer a "money" value of the resources deposited instead of stating what was deposited. Allowing for a simple money mechanic and letting the banks regulate the value of resources and what can be used as currency. This would allow taxes to use a recognized value and allow prices of Metal-based or other currencies to shift slightly across cities. One issue with the whole tax is the collection. I see two solutions: either withdraw from an inventory (player or player's chest) where coins could be converted using a designated central bank. Or if banks had accounts, the taxes could be withdrawn from there. This whole thing can mostly be performed today, with the exception of the paper notes / "paper money" using player-operated banks.
  12. I think an alternative to a new slot could be to have a belt that can be placed in the inventory expansion slot. (limited to one) On the belt, up to 4 small bags can be mounted. The bags would be category-specific. Like a small mining bag that fits ore and rocks, an herb pouch to fit organic matter, and a coin purse are examples of options. If each bag held 3 slots (a generic small bag for 2 slots), that would make the belt hold 12 items. (8 for generic) It would be like the Mining Bag, but the player can customize what they want to carry. I would expect the generic and ore bag to require Sturdy leather.
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