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Everything posted by Jacsmac
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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.
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I Just Downloaded 1.22. What do I need to do right this minute?
Jacsmac replied to Silrana's topic in Discussion
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. -
Careful when you make a mechanical assembly in the new update! Your seraph may be exposed to geometry beyond their comprehension.
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save data Vintage Story should have an easy-to-use save/playerdata editor
Jacsmac replied to Jacsmac's topic in Suggestions
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. -
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).
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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.
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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.)
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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.
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forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
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. -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
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). -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
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. -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
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 -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
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. -
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.
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forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
Also, a strict implementation of this idea would still promote requenching. Obviously heating the metal back up to the quenching temperature should either rapidly undo all heat treatment progress or make the metal ridiculously brittle after requenching to properly convey that this is the wrong way to gain more stats. -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
I know this is basically a repeat of the original suggestion, but I can't get this off of my mind after playing the prerelease. The base game implementation just bothers me this much. -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
I was mulling over this thread and thought of a suggestion: The heat treatment process should not store Power and Durability bonuses on the work item, rather it should have Brittleness and Hardness. Quenching would increase both, and tempering would decrease both (but decrease the brittleness faster than hardness). The hardness adds power and durability to the tool, but the brittleness subtracts from the durability only. Since tempering is all about balancing out durability and power bonuses, perhaps it would be more intuitive if the goal was to decrease a visible 'brittleness' quantity while keeping the hardness at an acceptable level. A player could also opt out of tempering to keep the highest DPS/mining speed but with reduced durability, a better trade-off than repeatedly quenching the workpiece and gambling the entire piece of metal. Perhaps crafting recipes for mechanical parts/gates and doors could also require iron parts with specific hardness/brittleness values, though I imagine this would be too tedious for players. As an alternative to switching out Power/Durability for Brittleness/Hardness: the workpiece gains Power and Durability when quenching but is inflicted with an effect that reduces the durability which decreases/goes away after adequate tempering (i.e. 'Brittle, -10% durability' on top of 'Quenched, +10% power +20% durability'). This would still require tempering for the optimal durability increase but would not change how the current two-stat system looks. -
I was definitely thinking about this before posting the question, but I must have had a lower temperature range in mind than the one Vintage Story uses. A workpiece would definitely not enjoy being quenched again at 700 C. Letting the item cool down for a considerable time then skipping the rest of the time using water sounds like it should work fine, as I've noticed the piece is marked as tempered by the time it reaches somewhere about 200 C in still air.
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The purpose of the tempering temperature range being lower than the quenching range in real life is to completely avoid the phase changes associated with hardening, so dunking most recently tempered parts into water or oil won't crack or warp them. If the tempering temperature is reached in-game, can I skip the wait and cool down the part in water, or will the shatter chance bonus not take effect unless I air-cool it?
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Sorry if it's too late to have this question answered! I found this post while trying to determine if there is already an Ethernet local play guide and noticed nobody bothered to answer it yet.
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If you're hosting a game over the same local network, you can, from the multiplayer menu, join the world using the local IP address of the computer hosting the world even though the WiFi address is shown in the pause menu. It's how I've been playing with my friends. (It is important to set a static IP address on the host computer so you can join using the same IP every time.) Since an internet connection is required for account authorization, you will still need to have a connection to start playing; after all players have joined Wi-Fi/internet should no longer be a problem.
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I'm going to be trying multiple combinations to see if I can get a good world going. First up is a much lower landcover%, probably something like 80%. Landform scale is going down from 400% for sure, and I might tweak world height and upheaval rate a bit.
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As far as I am aware, the base game only lets you change the durability for every tool, not the power of pickaxes or weapons. There are plenty of mods that change how pickaxes work, and I'm sure one of them might have the kind of configuration you're looking for (though I cannot get much use out of the Mod DB search bar at the moment). I think there's a snowball earth mode in the world creation tab that makes the entire world an Arctic climate, but other than this I'm not sure. (To be honest, I'd also like to know the answer to this question.)
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I'm very hyped for the next stable release of Vintage Story, and I was wondering if you guys know how to create a really good (or funny or challenging) world with custom world gen settings so I can try out new worlds when the update comes out. I'm also wondering if you know how to get an appreciable number of oceans in the game, as I have only found a single one in my previous survival world and would have loved to be able to use boats more often.