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BenLi

Vintarian
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Posts posted by BenLi

  1. I have the game installed on my work' PC that has AV managed by IT department.

    The anti-virus cannot be disabled or paused - this is blocked by the policy, which is not managed by me.

    Both the upgrader and the new installation .exe files are blocked by Symantec, and upon running they are immediately stopped and quarantined (deleted from the folder).

    Yet I can alter individual files in the Program Files folders as I am admin of the PC.

    Q1: is there any way to copy/overwrite the 1.17.3 installation with 17.4 files in order to upgrade to 1.17.4 manually?

    Q2: can the team negotiate with Symantec to include the .exe files into the "safe" list? I believe the updated scanning patterns policy will arrive this PC in few days.

     

    PS Most interesting is that the 16.5->17.3 upgrade was smooth.

  2. 1 minute ago, Copperman said:

    Eh well its accurate enough, the values of the single block probably are roughly accurate to the chunk

    For rough estimations...

    once you are looking for a small deposit like bismuth or alike - if you propick in the chunk only once you may end up with 4 vertical shafts per chunk or even switch to the adjacent chunk. Yet individual readings may show the sweetest spot in the chunk itself even before you are going underground.

    Moreover - once looking for the richest chunk to start digging - the decision is distorted because each chunk may be probed unequally (in the center or on its border, and how close to other chunk' reading). So the recommendation is to propick at the very center of a chunk.

     

    E.g. I had two "Very High hematite" readings from 4.3 to 4.6 in the same chunk, and 3.8 in the adjacent chunk. Obviously the 4.6 was the better spot. And the 4.3 was the outer border of the deposit, distorted by another small depleted hematite deposit 200 blocks away. I.e. readings 15 blocks apart: 4.3(chunk1)-[15 blocks]-4.6(chunk1)-[15 blocks]-3.8(chunk2). The center of the deposit was between 4.6 and 3.8.

  3. first q is answered

    second q - placing a stone on the floor makes the air block above the floor to be non-empty. If the height of the ceiling is 2 blocks - there's no 2 air (empty) blocks in this spot and this prevents drifters to spawn during the temp.storm.

  4. ...which also explains my question few days ago:

    the density calculation is made for the first block and its area rather than for the chunk the first block is located in.

    It also explains why two readings in the same chunk may have different values.

    This also makes the VSProspectorInfo mod quite inaccurate as the mod registers the last made reading per chunk and not per reading itself.

  5. Pro-picking some chunk with mode 1 = density check.

    If I start in the center of the chunk (i.e. coordinates 15/15 INSIDE the chunk itself), the readings have values A.

    If I start pro-picking in the same chunk but in the corners such as 2/2, 30/2, 2/30 or 30/30 - the readings vary and usually show values B/C/D/E.

    It is definitely the same chunk, but two different readings show two different values.

    I didn't check the mode' dependence on the depth.

     

    So it looks like the mode 1 works on "per-block based with 32/32 size area around this block" rather than "per whole chunk regardless of the block of this chunk".

    Can someone confirm this?

     

    Consequently the VSProspectorInfo mode which works on the chunk base - overwrites the readings each time showing the whole chunk and not the block.

    • Mind=blown 1
  6. Question:

    There's a folder %AppData%\Roaming\VintagestoryData\ModData with several folders containing vsprospectorinfo.data.json file each.

    Each such a folder has hex naming such as 4af717ca-445a-40d8-9829-4fd5d1dac87e

    I am quite sure each folder is intended for another world (save file).

    As far as I see - the mode created the folder for each world even if it was deleted later.

    So the actual question is how to find the proper folder, and how to separate it from data for worlds non-existing anymore.

     

    It would be nice to have the folders named after the save/world name...

  7. Reworked all aged wood to planks, and then to crates for trading.

    Finally bought Forlorn armor pants from my only Lux trader (out of some 25 found), after 4 cycles of trade renew.

    Fixed the armor making full Forlorn set.

    Upgraded to 17.2. Had some issue with ?-ed shield, made a new one. Was pleased to find out that the nearby ponds all have fish.

     

    Then gone through all the 6 nearby caves to look for xlocators. So far found 3 ruins, zero translocators. C'mon, middle of the second year - and I haven't entered the caves yet due to lacking normal armor.

     

    Next goals:

    Find bauxite in a reasonable range (3k blocks around incl to-from xlocator), so I can proceed to steel. I also like the polished bauxite...

    Spend my 130 gears on flax and make normal 8 windmills power with 5x multiplier instead of current 2 windmills without multiplier. If needed - to trade more tin and bismuth bronze tools as I have some stock. BTW - the smithing trips are great: you leave the home with forge/hammer/coal/16 ingots of each, and make the needed tools right next to the trader.

    Not sure whether I need to find halite as I buy it from the traders, but this would be nice.

    Find slate and make slated roofing instead of grass.

    In short - spend another 100 hours in the world 😁

    • Like 1
    • Haha 1
  8. Re flints:

    It is simple and I have seen mention of this in wiki. And it is as in RL.

    You knock out parts of the stone laying on the ground with another stone in your hand - all to form the required stone tool.

    • To start knapping, you need at least 2 of the same knappable material (flint, granite, andesite, chert, basalt, peridotite or obsidian) and, while holding them, Sneak + Right-Click on the ground. If you’re using flint, you will begin knapping right away. With other stones, you have to place one stone one the ground first and press Right-Click on it with the second one in your hand.

     

    Further it is ProTips:

    * The stone used to remove voxels doesn't need to be of the same or even a knappable material (e.g. sandstone, conglomerate, etc.).

     

    It is here:

    https://wiki.vintagestory.at/index.php?title=Knapping

     

    What is bothering me is the non-intuitive interface for some sorts of actions: like picking up the inhabited skep and putting it back (it doesn't work with customized sprint - I have Sprint button assigned to Tab, but choosing the proper inventory expansion slot still works with Cntrl only).

  9. Most of the mechanics is already implemented:

    Rabbits can eat food thrown on the floor

    Rabbits can breed when eating.

     

    What is missing so far:

    1) make the rabbits to eat from troughs - vegetables and grains from large and small troughs respectively.

    2) fence/generations mechanics of 10th generation not to flee

    3) possibly a nest like henbox, may be reuse henbox to serve also rabbits

    • Like 1
  10. mini-cellar is also an option, especially for early game, when the only storage option is vessel:

    Make a hole in the stone/pack dirt floor next to your room' wall. Preferably room with roof(*).

    Place the vessel in the hole.

    Place a stone stairs block(**) on top of the vessel upwards (with stairs down) with pointing to the wall next to the hole. Most probably you will need to be 1 block lower = make another temp hole in the floor and stand in it. When placed the stairs block - jump out and fix the floor.

    Result: vessel is located in 1*1*1 cellar, which has stone/dirt on bottom, 4 blocks of stone/dirt on the sides, and stone stairs block on the top. Due to some reasons the game considers partial block of stairs to be full block for this matter. So the vessel has 0.26/0.25(*) others' timing.

    How to access the vessel: through the stairs cut.

     

    (*) roof of the room shields the sunlight. If having no access to sunlight - it seems that the timing is 0.25. Otherwise it is like with regular cellar: if the cellar entrance is two blocks missing - it is 0.26. If having entrance with door closed - 0.25. If the door is open - 0.26.

    Once the mini-cellar is sunlight shielded - the space under the stone stairs block is looking like a black hole. You must have a torch in hand in order to see the mini-cellar's contents (top of the vessel).

     

    (**) stone stairs block can be acquired from ruins, the cobblestone stairs are pretty common there.

     

    If you need a picture - I can make it for you.

    • Like 2
  11. Nothing special.

    World height is standard 110.

    Propicked the chunks around the house which are in andesite area with no sedimentary layer above it.

    Just under the house: 3.9promil of magnetite, very high.

    Good, right under the house 🙃

    Around the house: from 3 to 3.7. Very high as well. Farther chunks - lower levels such as 2-3.

    Going in vertical shaft all the way down to 10 in the chunk of 3.9%.

    Propicking every 6-7 blocks. Found a lot, including zinc, tin (actually 2 deposits, one above the other by ~20 blocks), copper.

    But not iron.

    Arriving to ~10, phyllite floating above lava.

    What???

    I am ok with the possibility of magnetite being in height of 5 to 10 and I didn't get that deep yet.

    But phyllite UNDER andesite, metamorphic under the igneous??

    It doesn't look like biome border as I have some 500 blocks around with andesite only.

     

    Is it OK?

    Have somebody seen such a thing in her/his world?

    • Like 1
  12. The command throws an exception:

     

    15.7.2022 02:35:59 [Error] Command: /wgen
    15.7.2022 02:35:59 [Error] Arguments: testmap rockstrata
    15.7.2022 02:35:59 [Error] Exception: System.NotSupportedException: The given path's format is not supported.

     

    Trying to identify the required path and its format. Probably the screenshots directory simply doesn't exist.

  13. The game is not for speedruns as far as I understand. It is for leisure, creativity, long run time spending.

    Resin as for today is one of the bottlenecks/key resources for the game flow - the designers intentionally make it as such for the gamers to play more: you explore the world, you look for resin, you cannot start mechanisms until you have enough resin etc.

    Same as getting to copper age makes you able to have saw->planks->tons of blocks and mechanisms.

    Same as resin is the key for steel making via pulverizer.

     

    Balance.

     

    So it is not about making it easy to get resource. You should not get resin easily. If you want it easy - open creative mode.

    It is about making alternatives with the same availability and timing. If previously you had to spend RL 4 hours to acquire enough resin for steel making - with the alternative way you have to spend the same RL 4 hours to get enough glue, when playing niche or rarer situations where you just don't have pines: challenges, servers, special spawns, customized world temperature generations etc. Yet it should be part of vanilla, not mods.

     

    BTW - evaporating may be implemented with alcohol equipment set, not just cooking pot. Less code to code. Same evaporating mechanism, different resulting product, still must have an ability to take it from the bucket.

  14. Depends on the stage of the game.

    Start of the game - reeds, food, tool suitable stones.

    Development stage - some sedimentary rock layers with its resources. Limestone/chalk, bauxite(!), slate. Borax, salt - resources in the layer.

    Advanced stage - rift stable area with all PoIs close enough for permanent housing. Close enough = up to 1k blocks away. PoIs (points of interest) such as traders, resources, easy stone path building paths to the PoIs (no mountains/rough terrain). Abundant terra pretta available.

    Very advanced stage - as much xlocators as possible close to the housing area leading to as much resources as possible. Say - up to 500-600 blocks away from the house.

  15. Since resin is quite a rare resource to obtain - it may be interesting to have some replacement options.

     

    Real world natural glue sources are milk - casein glue, and bones - gelatin glue.

     

    All this exists in the game except of the mechanisms of evaporating

    Given we may use clay pot, with 5(6)*4=20l of liquid, the evaporating mechanism may be easily implemented. For balance it might need a lot of fuel.

     

    So it might be as following:

    1) Evaporating some 20l of milk gives 1 glue

    2) Grinding 10-20 bones, mixing it with 20l of water, then evaporating gives 1 glue

     

    • Like 5
  16. After some observations and empiric estimations:

    1) Single type sedimentary layer area spans for ~1-2k blocks. Including no sedimentary layer areas where metamorphic(mid-) and even igneous(deep) layers are exposed to the surface.

    2) In some cases secondary sedimentary layer may be on top of the primary sedimentary area. Works for semi-precious rocks such as bauxite, limestone and chalk being on top of primary one such as sandstone or shale.

    3) Basalt may cover everything including two sedimentary layers. This imposes the need to probe deeper if you are looking for semi-precious rock types. Basalt may form the same ~1-2k area.

     

    BTW

    The closest limestone I have found around was some 7.5k blocks from the spawn, reachable by two xlocators one after the other.

     

     

  17. Desperately looking for limestone/chalk around the base.

    Got a circle ~6k blocks around revealed (12k diameter).

    Mostly by traveling around/translocating, yet few times used .viewdistance 999 to see what is beyond big lakes.

    What is seen is basalt over sandstone/bauxite, exposed claystone, some andesite, granite.

    Small areas of exposed shale, conglomerate and slate.

    Yet no signs for lime sources on the surface.

     

    My questions are:

    1) what is the average size of a single basic stone type formation area (e.g. claystone)

    2) what is the average size of different biomes in this formation - e.g. basalt gravel vs forest

     

    In case I am wrong when looking for limestone via revealed map, and the lime source is actually under other stone' type:

    3) what stone types may cover limestone/chalk? E.g. as far as I understand neither granite nor andesite may ever cover limestone.

     

    Thanks in advance,

    Ben

  18. I am not sure anyone has written this but - real world wolves' behavior that could be implemented in the game:

     

    Longread.

     

    The point of VS IMHO is to make much more realistic "the-game" clone that will fit adults in their sandbox experience.

    Which has huge success in achieving this goal.

    I simply adore the game as well as its vanilla mechanics of smithing, clay forming, husbandry, beekeeping, you name it.

    It is so close to the real world that sometimes it is confusing - having the RW handyman experience you just face the same things in the game :)

     

    Yet.

    Wolves mechanics is somewhat simplistic and primitive.

    And it can be improved without significant performance impact.

    So - real world inputs that are relevant to the game:

    1) Wolves are attacking only when they are hungry which is usually the winter time

    2) Wolves are attacking first smaller animals, and only then big and huge animals such as humans

    3) Wolves attack in packs

    4) Wolves may migrate in packs in search for food

     

    The mechanics change that could significantly improve:

    A) Wolves will attack humans only when having weight less than decent

    B) Wolves may attack any time if attacked first or protecting the pack/puppies etc (exactly as with sheeps).

    C) Wolves have less attack strength when starving, taking only by the numbers in the pack.

    D) Implicitly from A it will cause wolves to start attacking only in winter time. By then the player has already got access to decent armor and/or weapons.

    E) Tyron may add the following mechanics too - wolves pack may migrate to the cooking area if located in render distance AND they are starving. I.e. if you cook a meal at home - the smell may attract wolves to your home. The 4 animals pack will wait for you right next to your door :)

     

    All this still preserves the balance yet make the game closer to its purpose: more real sandbox game.

    • Like 2
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