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BigBadBeef

Vintarian
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Posts posted by BigBadBeef

  1. On 1/3/2022 at 4:28 PM, setne550 said:

    It made me wondering, is there any way I can dry them elsewhere instead of putting it in my inventory for several hours in game? Tried putting it in the chest but it never works.

    Tool rack, linen sack or a reed basket. All of these have no listed bonuses that would slow the drying of bowstaves and greased hides.

  2. 2 hours ago, Thorfinn said:

    Wait, what? Does my food cellar count as a cave then? It's almost always dirt walls and ceilings, with a mostly natural stone floor.

    Had a drifter in my cellar once. In spite of lighting. He just stood there and moaned at a corner, completely ignored me.

    And that is why drugs are bad for you kids!

  3. 9 hours ago, Hells Razer said:

    Two things:
    1. Is your underground room lit well enough? A torch on ground level can provide sufficient light to avoid unexpected occurrences as long as the room is up to 7x7 if square.
    Edit: Never mind somehow I just missed you saying it is lit with lanterns 😳

    2. What materials are the walls, floor and ceiling made from? If they are made mostly from dirt, raw stone, and/or cobblestone, it may count as a cave. The easiest way to check for it is to wait above ground until surface music has started playing, and then go in the room. If it stops, or if you have heard it playing underground music while in there, then it counts as a cave and thus follows cave spawning rules.

    Well, its a lot more than 7x7, that's for sure. The floor is native granite tiles. It was basically a hole in the ground which I covered up with dirt and excavated a bit deeper and wider to fit the forge.

    All I know is that the room has a considerable temperature bonus. There can be an outside temperature of -15°C, but I can bang away at the metal to my heart's content without worry that my balls will turn to glass marbles from the cold.

  4. 9 hours ago, Hells Razer said:

    That is a desert, it took me a while to realise but deserts in the game do not look like what we have been trained to expect them to look like from other video games, especially colour-wise. They come in a full range of colours, dependent on what material is the top stone layer made of.

    Generally speaking if you can see only see sand and/or gravel dotted with boulders and stones, with very little vegetation, and when checking rainfall it says low or none that tends to be a desert. Another big hint are sandstorms, which make visibility go bye bye and everything around you takes the colour of the sand beneath your feet. It is pretty neat to see. Or not see as the case may be.

    I know, I was just answering OP's question.

  5. According to the patch notes I've read, drifters are now (well not now, but rather most recently) supposed to spawn only near rifts. Well, I got a, shall we say "first stage, low output" underground room for forging, smelting, charcoal making and bloomeries.

    The thing is that no rifts are around and its a temporally stable area, and also well lit with Lanterns. So why do drifters keep freeloading down there?

    (I would submit a screenshot with the rampage that took place when I came home to check out my bloomeries, but I don't know where the screeenshot folder for Vintage Story is on Linux. Anyone care to enlighten me?)

  6. Bears aren't OP. Toss a couple of black bronze spears into his skull and he will run like his butt were on fire!

    Also, many players choose to build actual buildings to house their animals. A predator can be on the roof for what one cares and the animals will be completely safe.

     

    Speaking of which, the winter on my playthrough is almost over and I'm overdue for a lupine killing spree. The wolves shall squeal as they flee in terror, BUAHAHAHAAAAAA!!!

  7. 23 minutes ago, Giciel said:

    You can look with the Task Manager in Performance to see what is your VRAM usage and all.

    For my part on High Graphics 1080p the game ate all my 16Go RAM and 6Go VRAM slowing down my GPU, made also the CPU usage go up to 20% (i have around 7-8% on 256 view distance). It's stayed in the 50-60 fps.

    So for your case I'd say a significant lack of VRAM, GPU and CPU power, tho the VRAM might have the biggest impact here.

    I've been doing some tinkering. It would seem that the issue is frametime spikes when you set the view distance above 512, this is at 640 view distance:

    32578197_Screenshotfrom2022-10-2320-59-33.png.2e04a89cbded21b28abd0115fbb648cd.png

    It makes for constant twitching when moving in a certain direction, so I've dropped the resolution to 75% and enabled FXAA. These two have cancelled each other out and increased performance aside from a barely noticeable fuzziness of the grass at long range, but it almost looks more like ambient blur than any pixel resolution issues.

    Then I took the view distance down a peg to 608. The spikes have reduced by 90% and now I have a rock solid 45 - 65 fps with vSync and memory optimization Turned completely OFF.

    It would seem that there is a rule of thumb in regards to view distance that it consumes roughly the view distance multiplied by 8MB at 100% resolution scale.

    So at 512 view distance x8 = 4GB of VRAM, which is exactly what my old faithful GTX 980 has.

    Regardless, I have now successfully achieved a bit more than that with an acceptable level of performance loss. This game is HUNGRY for vram at high settings!

  8. 4 minutes ago, Giciel said:

    I've redone some test at 512 view distance while moving around and saw that the game uses 4.2Go of RAM and about 3.8Go of VRAM.
    It's not impossible that the VRAM utilisation goes even higher than that. Could explain your frames drop when going higher than 512.

    As soon as I select anything above 512

  9. I have 4GB of VRAM and I was hoping for more than 512 tiles view distance, Because from high ground, it really doesn't seem all that much of a view.

    Well, okay, its adequate, but the pc putting out 90fps solid with god rays. I tried more view distance but the frames start spiking!

  10. 1 hour ago, Ivan Stamenov said:

    Two years ago my wife and my daughter brought home a baby bunny, despite my hard objections of having an animal in the house. I was changed, man. Even my stone headed, furious teenage robot is affected by her love:

    I live in a countryside, surrounded by farms, not far from a forrest. While I do not own a farm myself, pretty much everyone around me does. Here, rabbits are considered pests, like big rats with long ears, they gnaw on crops and breed like lunatics. Throughout the year, I sometimes hear them squealing at night during one of their quite common deranged breeding frenzies.

  11. 15 hours ago, Ivan Stamenov said:

    The min/max decay rate depends mainly (only?) on the climate. If it stays the same when you seal yourself in, this is the best you can get at this place.

    A fun fact is that having non-full blocks in the cellar walls f*cks up (increases) the numbers. E.g. if the cellar is 6x6x6 and the floor is stone path blocks or the ceiling is mainly slabs and stairs (so effectively you can use 6x6x5 area), the decay rates are higher compared to when the floor and/or ceiling are full blocks, regardless of the fact that below these non-full blocks are full ones and they are still within the max allowed size of 7x7x7... 

    I heard some growling in my pantry so I opened up a ceiling dirt tile. Turns out my pantry was just below a hole in the ground. I sealed that hole and filled another 2 layers of dirt on top of it from outside.

    The decay rate stats got worse. I tried putting a door on the entry to the pantry, the decay rate got even worse, tore the door down and the rate got back to the slighty worse stat. According to the wiki, dirt is the best possible material to use in the cellars. Only the floors are the natural stone tiles. What am I missing here?

  12. Considering the fact that its a low-res voxel game, I would say coding is more like 30% of the work.

    4 hours ago, Streetwind said:

    For example, bears took way longer to make than expected because, even after all the modeling work was already done, it was found that the creature had huge problems randomly getting stuck in vegetation.

    Which I proposed re-using the code from the volves and bears which already works.

  13. 9 hours ago, KobaltKookie said:

    Since your new, let me give you some advice, keep the bear hides. They drop huge hides, which will make a ton of leather down the road. Leather is extremely valuable because you can make high tier armors and backpacks with it.

    I will BEAR that in mind. 😅

     

    3 hours ago, Ivan Stamenov said:

    Why nobody said anything about the cute bears? I was peacefully harvesting the tree farm when I noticed this guy and was about to turn it into needle cushion, as I do normally with his black and brown relatives, but then I realized he is not attacking the nearby animals... He even ran away from me when I approached. I didn't even knew that pandas are in the game...

    You're far more merciful than I, my friend. After I killed the bear, I seized his bush-ridden territory and went on a homicidal rampage, killed everything crawling around in those bushes. By the time all my spears were wrecked, I came out with 40 red meat, 32 bushmeat, 10 fat and a stack of bones.

    I used the bear fat to light up the cave I live in and the remaining lard to seal crocks with hefty meat stews. If this game were any more realistic, I would get a debuff from my home smelling like burnt bear butt! 🤣

    • Haha 2
  14. Haven't reached the so-called jungle area myself yet, only watched through other people playing it. I would propose it would be relatively easy to add a COUGAR to a jungle area.

    You could just copy the code base for the wolf, modify it to spawn in the appropriate areas and add a new skin with sound effects.

    You could also take the code for the bear and slightly modify it to make a TIGER.

    If its a bit more difficult that how I pictured it, then you'll have to excuse my presumption, its been 16 years since I finished programming school and I never followed up with it since I changed my vocation to something a bit more profitable almost immediately.

    • Like 2
  15. 4 hours ago, Rhyagelle said:

    For someone so ready to insult people by calling them incompetent, you should probably know that word in bold is spelt "encouraged". 

    By the definition of the Merriam-Webster dictionary, and internationally acclaimed piece of explanatory literature, the word that you so hastily proclaim of being an insult, is an adjective, defined by lacking the qualities needed for effective action or being unable to function properly. Are you implying that this doesn't apply to the topic at hand?

     

    21 minutes ago, dakko said:

    I made a suggestion that an option be provided for players to start with 1 torch and 8 bread like we used to in the past. That would make it a configuration option and those that want it can use it. Please feel free to add your (starter item) suggestions to that thread if you'd like.

    Why? Just why? Why the mercy? The pity? Berries are everywhere in this game. Rocks and sticks are literally just lying around on the floor! You can have a spear going in 5 minutes and throw into a rabbit's butt and BANG! Meat! Axe, throw down a tree, make firewood, make campfire - cooked meat!

    And who on earth doesn't go on Youtube these days to check out a game before buying one?

    And what could those developers do in an acceptable frame of time that could possibly be on par with what the social media influencers are doing for both promoting the game and teaching people about it? I was recently claimed of insulting people for lacking even the most basic ability to look up a how to guide on the most popular video sharing platform ON THE PLANET, but what of the insults you are dealing to them by the sole merit by not giving them their due credit?

    I am not some super-pro on a "noob bashing campaign", I am a first timer, It's my first playthrough, I just started last week. I barely got a copper tool or two. And I'm a casual gamer. This game is easy, but it is complicated. Lord forbid people start actually thinking a little bit.

    Worst above all its all explained very nicely in the handbook... THE FIRST THING YOU SEE WHEN YOU START THE GAME! And if that isn't enough, I don't know what is.

    • Like 2
  16. 2 hours ago, Rhyagelle said:

    It's definitely just a hurdle to completely new players. A more in depth guide book an easily solve that hurdle. It's just the beginning part of setting up, really, that's so underdeveloped in the guide. And if you look at the guide without any sort of bias, it is not that good. Open it up and look up leather. The first piece takes you to step 4, with no linking to whatever step 1 is. You have to back track and click through m any things as a new player trying to figure it all out. The guidebook could definitely stand to be far more intuitive. 

    Also, I don't think making fun of new players and what they are struggling with is going to help anything, least of all these players' desires to stick around.

    I'm a completely new player. Its my first playthough and I'm surviving just fine in a bear and wolf infested area. I got a farm going and a healthy supply of meat. On my first try.

    • Like 1
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