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ArrayPointer

Vintarian
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Everything posted by ArrayPointer

  1. I thought I was deleting my most recent response (in order to rewrite it) and somehow I was granted the power to delete the entire thread. That was definitely not my intention. I now see that the person who starts the thread has moderator status for that thread. Didn't know that. I was going to respond to Streetwind's last post with a nod and a thank you, and I accidentally deleted the whole thread. No bueno. Regards, ArrayPointer
  2. Decided to backup the server and try wipeinfo before I received an answer. It worked exactly as I hoped; removed only personal inventory and character info. Land claims and waypoints were left intact, though I did have to use a temporal gear to restore my spawn point. Perhaps the personal spawn point was the "etc." in the wiki. As I was afforded the opportunity to create my character again, I don't know for sure but I'm assuming all other world related player stats, like number of deaths, have been reset as well, but at this point I don't see any adverse effects. Regards, ArrayPointer
  3. Hello, Simple question: what is the complete list of things that wipedata erases besides inventory, skin and class? The wiki says "...entire inventory, skin/class etc.." which implies there might be other attributes or items affected. I ask because I've always regretted goofing up my skin at the start of my server world, and though I've tested wipedata in a disposable single player world, I wanted to make sure that it won't do something in the server world to my character (or other items) that I didn't anticipate. One thing that comes to mind is perhaps any land claims. Thank you. Regards, ArrayPointer
  4. Our Valamigos server, while nowhere near as grand in scope as the Stoneworks Minecraft Server, experiences no lag due to me managing the box at home on a gigabit connection (both ways) and maxed out RAM. I advertised it in the VS Multiplayer forum on October 20th of this year. We're still looking for a few more new players. I hadn't envisioned a civilization style world, but with 1,048,576 square meters in geography, it's highly likely to suffice for those seeking expansive creation. Our server is PVE with land claiming however, so I'm not sure if that is appropriate for a Stoneworks style player. Regards, ArrayPointer
  5. Hello everyone! The Valamigos private server is now available for a few new players. We're running version 1.18.8 because it's been very stable and we're planning on waiting until 1.19 to update again. Our current (and likely permanent) world is in Year 2, and the date at the time of this post is May 12. We've all been playing Vintage Story for a little over a year. My brother and I are typically on the server daily, though usually not at the same time. Other family members show up now and then. We thought it might be fun to have more activity in the world, a chance to see the creative talents of others as they build their bases, etc. We don't have any restrictions of where you go to settle, but it would be more interactive if you weren't too far away from the world spawn location. We have a Discord channel, but only use it once in a while. Our world is family friendly, so language and subject matter should be appropriate for pre-teens. Valamigos is a cooperative PvE server, and we all use land claiming for our individual real estate. We also allow land claiming for any translocators you discover and wish to control. We're very good about sleeping through the night if someone needs it, unless we're doing something time sensitive like baking pies, smithing, etc. We run a white list, so if you join I'll need your exact player name in advance. If you're a veteran looking for a new multiplayer world to explore, or if you're a new player trying to find a server that's not populated with malefactors, you're welcome here. Regardless of your experience, we only seek players who seriously love the game. Once we reach a certain number of players, we're going to suspend this invitation, and I will notify everyone via this thread. ------------------ Valamigos settings are all default except for: Inventory is retained at death. Months are 30 days long. Tree sapling growth is set to 1x. ProPick Node Search Radius is 6 blocks. Temporal gear respawn uses are set to infinite. Polar-Equator Distance is 100,000 blocks. Surface copper deposit frequency is uncommon. Surface tin deposit frequency is rare. Class exclusive recipes are turned off. Fire spread is set to off. ------------------ The mods we're currently using on the server are: Primitive Survival Kreatures and Kritters Wolf Taming Pet AI Fauna of the Stone Age: Pantherinae Resin On All sides ------------------ If this sounds like a server you'd like to play on, please direct message me and allow 24-48 hours for a response. Regards, ArrayPointer
  6. Excellent!!! A practical approach I hadn't considered. Thank you. Regards, ArrayPointer
  7. I have IPv6 disabled on my entire Linux-based home network, and that hasn't negatively affected Vintage Story local or remote players. Until recently I ran a Mint server with Mono, if that is helpful to know. I don't know if this applies to your situation, but when I initially started a VS Internet server, we had problems with a couple of remote players until they used a VPN. The conclusion we derived from this experience is that there's something about the initial handshake between client and server that some ISPs don't like. Regards, ArrayPointer
  8. Keeping in mind my limited experience playing the game (I started in October 2022), I completely agree with those three bullet points from Streetwind. In every case but one in six, I was able to find very large deposits of important ores (two copper, one bismuth, one tin, one iron) by general prospecting for whatever I could find, using the directional process-of-elimination methods elucidated by Streetwind and others. The one case where I found something I was specifically looking for was halite, but that took a lot of patience as I spent a long time first searching for any trace of it, then trying to pinpoint its location. As far as the iron ore, I was looking for anything of interest via density search, and when I happened upon a decent amount of hematite I began the process of narrowing in on it until I found the highest percentage area. I ended up having to go 45 blocks down from the surface before I found one of the ores. Once I found that, I kept mining it until I cleaned out the deposit to the tune of almost two full trunks of hematite nuggets. The iron mine was also my first unfortunate encounter with a bell. A bit too overpowered in the health department, as it took several deaths to get rid of it along with the relentless drifters it produced. Regards, ArrayPointer
  9. Things we're doing right now: My son is hunting rabbits and doing all our smithing. My wife is managing food production and storage (there are still rabbits, foxes and occasional wolves to hunt and ewes to milk). We're holding off on killing our pigs I've been mining granite like a mad man in order to create enough cobblestone for constructing what will eventually be our sprawling estate. We made a decision to set our days per month to 30 at the start of our private server world, and while it afforded us more time to learn about the game and gather resources for the winter, it also has presented us with more challenges to survive the winter via depletion of said resources. We're making do though, and having a great time surviving together as a family back in 1386. Regards, ArrayPointer
  10. Vintage Story's ability to supply or not supply the player with enough impetus to continue playing past a certain point should not be a concern for Vintage Story's developers. What I mean by that is they've already created a high-quality, feature-rich sandbox survival game with features absent from other similar games, and they have obviously committed themselves to addressing bugs and creating new and interesting content on a consistent timeline. Many (not all) of the concerns expressed in this thread are the same complaints leveled against Mosoft's voxel-based wokefest, such as eventual boredom or disfavor generated by lack of A, B or C and too much X, Y and Z. As VS and MC are two different games, the specific particulars are not the same, but the negative views of their effects on gameplay are very similar. Speaking of any particular game that is of exceptional quality, whether any individual player sees it as half empty or half full, it's the same glass of water. Others in this thread have pointed out that Vintage Story has sufficiently been advertised for what it truly is, and in that regard the developers have more than delivered. If players can't find enough things to do or goals to work toward in a sandbox game with this much content, then perhaps they are consigning themselves to eventual boredom no matter what game they choose to play. Is that the nature of the beast for sandbox games? Others in this thread have pointed out that the game is best enjoyed by an urge to build and create, not simply survival for its own sake. All that being said, after having played quite a bit at this point, the initial thrills associated with temporal storms have given way to annoyance for me and my fellow players, as has been already expressed elsewhere in this thread. I don't have a solution other than to eventually turn the storms off, but ironically I'm concerned I will miss an important aspect of the game by doing so. It's not that I don't enjoy combative adversity, but I would rather seek it out when I'm ready for it, as opposed to having it thrust upon me regardless of what I'm currently trying to accomplish in the game. Admittedly I haven't found all the journals in the game to fully understand the lore of the world's past, so perhaps I will gain more appreciation for the intrusion of the Rust World when I learn what actually happened to create the temporal instabilities. I am excited to uncover a well-written story underneath it all, so I remain hopeful that more journal entries will enrich my natural inclination to suspend disbelief (while playing immersive First Person video games). Regards, ArrayPointer
  11. We encountered the BigBadBeef's issue on our server due to my nephew playing many more hours than the rest of us in the beginning. The best solution that worked for us was to just find a weekend that all of us could devote more time in the game, and start a new world for it. I think if one commits to playing enough at the start to at least create a cellar and stock the shelves up with meat/vegetable meals, then it's not as annoying to play less frequently than other more active players. We also set the days per month for the first 6 months to 30, because we figured we'd all be pretty much ready for the winter that way, regardless of some playing more than others. Then once winter starts, setting the server back to the default 12-day month permanently seemed a reasonable compromise overall for less active players. This is something none of us have done yet, but it sounds like an excellent solution to wintertime and spoilage in general. Regards, ArrayPointer
  12. I was late to the party, so I didn't get a chance to add this to popcar2's post about new player frustration, but my wife and I HIGHLY recommend this excellent series by a YouTuber named Kurazarrh: There was a forum post for new players on August 21st by Trowzers that mentioned Kurazarrh, but I thought I'd still post this for popcar2 and other new players who may not have searched the forum for new player posts. Regards, ArrayPointer
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