Jump to content

Jacsmac

Vintarian
  • Posts

    36
  • Joined

  • Last visited

Recent Profile Visitors

195 profile views

Jacsmac's Achievements

Stone Age Settler

Stone Age Settler (3/9)

43

Reputation

  1. Oh, that's what those are! I found a very aged planks block in a crater while mining meteoric iron and thought it was rather strange. No chest though so it wasn't obvious that it was an intentional structure.
  2. Consider making one of the metal tongs and a set of bellows for your forge. Charcoal will only heat a workpiece up to 750 without bellows and wooden tongs now break quickly.
  3. Careful when you make a mechanical assembly in the new update! Your seraph may be exposed to geometry beyond their comprehension.
  4. I DID IT! I found the slot and edited it in DB Browser for SQLite, restoring functionality to my world. The index that was giving an IndexOutOfRange exception was stored as an integer which was super easy to change. Steps (Windows 10/11): Back up your save before opening it in a file editor!!! Download and install DB Browser for SQLite Right click the save file in \VintageStoryData\Saves (or an equivalent backup folder) and open with DB Browser Open the 'Browse Data' tab and switch the view to the PlayerData table There should be multiple records with all of the UIDs of players who have joined the world, or a single entry for singleplayer worlds. I think you can find the right UID entry to edit by going to \VintageStoryData\Playerdata\playerdata.json where UIDs are listed with player names. The player data is in BLOB format, which means it is raw binary. Look for data that resembles hotbar slots or character clothing slots (by having the binary window open) based on what you want to change. Be careful! Changing the number of bytes in the file can corrupt the save. Make sure you are backed up before you apply any changes, and try not to make drastic changes if you don't know what you are doing. You can change attributes by changing the values of existing bytes (keep mind of data types such as strings, integers, and floating-point numbers). Since the data is a BLOB, you have to avoid accidentally changing bytes that tell Vintage Story how to use the data or the file may be corrupted. You might be able to use this method to even delete or replace entire items that cause crashes, but always tread carefully when editing raw binary. This method gives you direct control over raw data, something a dedicated Vintage Story save editor would likely not due to risks. If you see this post and hear computer science alarm bells going off in your head, please notify me ASAP and I will edit or delete it to keep people's computers safe.
  5. I built tropics homes on my previous world and translocators only successfully got me about 1/5 of the way there and I had to walk the rest, so they weren't even very useful for that. I would find more underground on the way south, but they would always go due west or east, obviously. I should probably fortify my translocators too. I keep telling myself that the walls on three sides should be enough, but eventually I slip up and forget a torch then get mobbed by tier 1/2 enemies repeatedly knocking me off of the translocator as I try to get back. Exclusively pinning the destinations and not the start points is a practice I go by as well. It's much more useful to know how to get back to wherever you came from without being misled by the wrong waypoint thousands of blocks away. Translocators are fun for most of the game, but after late game and having repaired more than about 8 or 9 they start to become a bit redundant or useless, often going back to that one single undiscovered chunk directly adjacent to the existing map that you could have walked to by now but didn't because there's 'definitely nothing new over there.' If translocators were more likely to go a certain cardinal direction based on the way they were facing when repaired (perhaps they could be rotated with a wrench to make this fun and repeatable), then I would give more of them a try instead of opting to spend all my end-game gears on Jonas devices and placing dozens of spawn points. This would also be a game changer for lore exploration, as the player could spend temporal gears to cut the distance, which could be better or worse than just walking there (still have to grind for the gears if you want to skip walking, or the translocator could put you in a bad spot).
  6. I recently crashed my world with a buggy item in my hotbar, reloading the world gives the same crash, and running the world in Recovery mode didn't seem to fix the issue. After going through things that require immense patience and trust in my own computer skills (iffy at best given I chose to be a mechanical engineer instead of a computer engineer) (also got to a couple dead ends), I found the player's (I know the player is mine based on the UID) hotbar data in a hex code editor and tried to make a subtle edit to the hotbar to replace what I thought might be the item in question. This obviously didn't work and corrupted the save file (Not the worst thing because I made a backup after the crash but still frustrating). I'd be happy to get the world back, even if my player has to lose items. I just wish there was a program I could run to open my .vcdbs file or something and change player/block data without getting half a degree in information technology. P.S. Does anyone know a good SQLite crash course I can follow to try another approach (and how to download and use the elusive SQLite Tools)? Or. even better, a way I can get the hex editor to actually work? Any help is immensely appreciated.
  7. I noticed that translocators are very 50/50 about their usefulness, and there are plenty of ways to go about using teleportation as a means of fast travel. I'd like to know how the community treats their translocators, and how others' experiences have been.
  8. Usually when going great lengths to find something, finally getting to it thousands of blocks away from my home, I then find another deposit of it disturbingly close to my base. Have you found any translocators? They usually send me far enough away that the entire rock table changes and I find new rocks (though in my case, Peridotite is the rock I usually struggle finding. Maybe we should swap.)
  9. This is exactly my argument for Fahrenheit. When processing materials and calculating thermodynamic systems, Celsius is perfect, and it works and there's no stupid English unit stuff going on. However, for weather Celsius is just atrocious. I'm not a piece of metal going into a furnace, and I'm not water freezing or boiling! Sometimes I change the units on my weather app to Celsius just for fun and notice that each degree centigrade is like 3 degrees F. Where is the precision? Fahrenheit feels more like a system made for humans and I'd much more easily estimate how 62 F feels than 16 C.
  10. Well, the player already has to learn where to find reeds, how to dry clay pots and molds, survey for ores, domesticate animals, tan leather, solve puzzles, fight creatures from hell, propagate berry bushes, prevent cave-ins, and rotate crops. I think that real Vintage Story enjoyers are prepared to be patient and learn new things. It's not out of the question that a mechanic that requires the player to learn something will get added to the game, so I believe gameplay processes should be better at teaching players why things work certain ways in real life while allowing those with existing knowledge to not feel confused by random inaccuracies.
  11. I think that relating Hardness and Brittleness to the heat treatment process rather than just the base stats will help convey why each process is done; the player will know that they should make their tools less brittle intuitively, encouraging them to temper for more durability even at the expense of less power. If the two stats obscure the real stat bonuses too much, I don't think it would be a horrible idea to just list them in the item description like they are now and treat the brittleness/hardness as the addends ('Brittle, -x% durability' 'Hardness xx, +x% power and durability') In terms of gameplay mechanics, stat bonus optimization would be largely the same as MkMoose's original suggestion (correct temperatures, quenching times, etc.) Rather than just the power and durability being increased perhaps the hardness and brittleness can change by certain amounts based on how well each part of the process goes (better quenching severity could mean less brittleness to start, better tempering could reduce hardness less). It's mostly a way to rephrase power and durability in a more concrete terminology to make the end goal more intuitive. Feel free to let me know where I should elaborate/you have an idea to modify my suggestion (and just to clarify: I 100% agree with the original thread's in-depth heat treatment system suggested by MKMoose).
  12. Okay, I see where you're coming from. I wasn't trying to replace the original suggestion, but rather the Power and Durability terminology with Hardness and Brittleness (and agreeing that requenching should only be done to "redo" the heat treatment process). I think the level of skill expression involved in the original post makes for the best addition to the game.
  13. Yes, exactly. I think the original suggestion says something similar to this too. A good quench raises a metal to the highest hardness/brittleness that you would want or expect for the heat treating process before you start tempering. The purpose of tempering is to make the metal softer, making it more durable (less brittle) with the trade-off being less hardness (more susceptible to deformation). For example, a pickaxe should be quenched to make it hard enough to mine faster, but tempered so it doesn't operate in bomb mode (shatters too easily) instead of pickaxe mode. Tempering (metallurgy) - Wikipedia
  14. To be clear, I was pointing out a flaw in my suggestion when I quoted myself. Requenching should never be used to gain rewards, only redo the heat treatment process in case of mistakes.
  15. I would love an addition like this that adds more depth to the Malefactor class, or any class in general. Giving the malefactor class a unique weapon of choice as well as introducing a new weapon and crafting recipes for other classes are good ideas! The game seems well-suited for more weapon types, perhaps slings could be a stepping stone to more ranged and melee weapons.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.