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A lot of the mods I used seem updated for 1.18, and the only one that wasn't that I felt like I *needed* was ProspectorInfo, which has a community fix for 1.18 in the comments. Time to try it out!
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# ? Apr 4, 2023 00:43 |
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# ? Jun 8, 2024 23:04 |
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Anime Store Adventure posted:A lot of the mods I used seem updated for 1.18, and the only one that wasn't that I felt like I *needed* was ProspectorInfo, which has a community fix for 1.18 in the comments. what's your mod list?
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# ? Apr 5, 2023 05:52 |
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Ruggan posted:what's your mod list? I wish there was a nice way to compile it with links that didn't involve just doing it manually. Honestly, though, basically my "must haves" are a lot of the mod author Craluminum2413's tweaks and things, and then the prospecting info mod. Other assorted stuff is just kinda nice to haves or things I'm trying out that are updated for 1.18. The one I haven't seen updated (but might still work? Dunno) is the "auto place waypoints when you pick up copper bits" and things, which is a nice quality of life one.
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# ? Apr 5, 2023 16:09 |
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That one was called Campaign Cartographer or something similar, iirc. I found it pretty useful cause it also had nice little shortcut commands for placing map markers. Like you could type “.wp bees” and it would make a yellow bee icon marker. You could even change/customize the command text and the marker they would leave.
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# ? Apr 5, 2023 19:46 |
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i just used Auto Map Markers Campaign Cartographer seems like it has more features though
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# ? Apr 5, 2023 20:00 |
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last time I tried AMM it crashed when I found a trader (not sure if the mod caused it but disabling the mod fixed the crash when I'd get near it). not sure if it's been fixed since then (this was an early v.18 build of the game too)
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# ? Apr 5, 2023 21:01 |
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I’m just happy we can obtain mods without hitting the computer with 5000 flavors of malware and exploits. The Minecraft mod scene is really awful for that.
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# ? Apr 8, 2023 16:59 |
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Where have you been getting your mods from!?
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# ? Apr 8, 2023 20:02 |
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The official website hosts them, actually. https://mods.vintagestory.at/
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# ? Apr 8, 2023 21:03 |
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Killer-of-Lawyers posted:Where have you been getting your mods from!? If you mean the Minecraft mods, a few years ago I was trying to get the Technic Pack and some associated mods, and they were only available through some extremely sketchy free hosting service that would run those 100% cpu pop up spam sites. Even with several adblockers running on Chrome the site would spin the CPU red hot and become nonfunctional, and reroute to all sorts of hijacker sites.
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# ? Apr 9, 2023 13:59 |
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Yeah, I would not go near those sites at all, but I've been modding minecraft for a decade and never had to. Still vintage story actually running the mid repository is a nice change from when all minecraft had was an unaffiliated forum.
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# ? Apr 9, 2023 16:29 |
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I got myself into the copper age on v17, and I’d like to start a new world with all I’ve learned on v18. Is the current RC stable enough, or should I wait for the official “Stable” release? I just don’t want to do the Stone Age a dozen times before settling into a longer game.
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# ? Apr 9, 2023 17:58 |
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Power Walrus posted:I got myself into the copper age on v17, and I’d like to start a new world with all I’ve learned on v18. Is the current RC stable enough, or should I wait for the official “Stable” release? Seems stable so far except that the worldgen seems to be changing some and being tweaked every version, so each time I’ve made a new world and seen some improvement. Still, for the last few versions I’ve had a suspiciously hard time finding copper surface deposits. Don’t know if that’s just bad luck on my part though.
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# ? Apr 9, 2023 23:14 |
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I did notice an option on worldgen for copper and tin surface deposits. Not sure if that was there before, but the default is “rare”.
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# ? Apr 10, 2023 00:55 |
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I'm 60-some hours into my second world and just found my first iron deposit after tons of exploring (some in creative mode to save travel/sanity time)...and of course I'm considering starting a new world once v18 fully launches. Might do what some people here considered and do a "starter pack" of things from creative mode so I'm not in dirt hovel and stone tools mode for 30 hours. I'm really interested in how the worldgen has improved. Also gives me a chance to make a non-box shaped home and settle in a warmer area.
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# ? Apr 10, 2023 01:15 |
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Power Walrus posted:I did notice an option on worldgen for copper and tin surface deposits. Not sure if that was there before, but the default is “rare”. Thats when you find nuggets just sitting on the surface, note those locations, if you dig down a few blocks to the stone, you'll find a small "surface" desposit of that metal/mineral.
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# ? Apr 10, 2023 04:26 |
God i cant find Tin for the life of me. I mustve gotten extremely lucky in my last game or something
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# ? Apr 10, 2023 04:55 |
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Hihohe posted:God i cant find Tin for the life of me. I mustve gotten extremely lucky in my last game or something You did. Tin has very few surface deposits and is a pain to find.
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# ? Apr 10, 2023 04:57 |
Well drat, any tips on finding some? Or is prospecting for a deep deposit the best way?
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# ? Apr 10, 2023 06:54 |
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I assume this is for bronze, so my advice is to forget tin and get bismuth and zinc for some bismuth bronze. Was much easier to prospect last time we played.
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# ? Apr 10, 2023 07:22 |
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You can also make black bronze with 2 nuggets each of silver and gold. You get nuggets sometimes when panning bone soil. Silver and gold veins generate inside of quartz which is often visible without any digging, so they're easy to prospect for.
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# ? Apr 10, 2023 13:04 |
Crap, but i need bronze tools to break through Quartz
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# ? Apr 10, 2023 13:47 |
Yeah it's a bit of a chicken and egg problem, that. Your main options are to pan for enough nuggets to cast your first bronze pick head, hope to find one in ruins, or trade for one.
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# ? Apr 10, 2023 13:50 |
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Worldgen could still use some work, in my opinion. I find that it generates worlds in what seems like your typical procgen way, leaving a landscape that feels very unexciting. The addition of ocean on worldgen helps. This mod also helps a bit: https://mods.vintagestory.at/show/mod/4522 Still, after flying around the world a bit I still found that (1) the lack of rivers jumps out to me, (2) caves still feel like worm holes, (3) there’s still too much jagged landscape / regions of lots of up-down-up-down. The game has a strong foundation, so maybe eventually this stuff will be improved. Fingers crossed!
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# ? Apr 10, 2023 14:50 |
found some! there was a High (0.2) (lol) while prospecting so i gave it a try by digging down and i heard a drifter so i dug a little to the left of my shaft and found a cave. explored it a little and found some tin bits but if i was just digging down i dont think id ever find any tin. iron rules so much harder
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# ? Apr 10, 2023 15:22 |
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Finding any kind of ore is mostly a matter of luck and persistence. You need to use the prospector pick every 3-4 large map squares. Some ores only show up in some rock layers, so in theory you can reduce the search area that way, but there are multiple rock layers in so you will often find ores in unexpected locations. Eventually you'll hit an area with a the right ores and then you need to check the nearby squares to find the local maximum. Once you've found the best large map square, you need to dig exploratory shafts all through the large map square. HelloSailorSign posted:You've got access to the 2nd prospecting pick setting, yes? Node search is your friend here. You really want the mod that saves your prospecting info and displays it on the map. I think it is called ProspectorPro?
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# ? Apr 10, 2023 15:29 |
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Ruggan posted:Worldgen could still use some work, in my opinion. I find that it generates worlds in what seems like your typical procgen way, leaving a landscape that feels very unexciting. I was hoping for some more realistic landscapes before we started our second full run, at least some proper rivers would do wonders for the immersion. I think I saw a mod that added waterwheel construction similar to a windmill, that's something I'd really like to build, if there would be flowing rivers and currents.
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# ? Apr 10, 2023 15:40 |
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It doesn't sound like rivers are coming in .18 though I might have missed something. They've been a goal for a while but for some reason they can't figure them out
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# ? Apr 10, 2023 15:52 |
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The terrain generator would need need changing beyond what's currently exposed. I don't know how the code is organised, but it's easy to make some noise functions that create a 3d terrain, and brutally hard to add features that require "state" and multiple steps. Rivers needs riverbeds, they need something looking like erosion, their path needs to be guided by the result of the generated terrain, and so on. It's surprisingly involved, so I wouldn't be surprised if it takes some serious modifications to the terrain generation code.
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# ? Apr 10, 2023 16:10 |
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There's a lot of things about rivers that will never be right or good in a voxel game, just because of how the water simulation works in these games. No waterfalls, no flowing at any angle other than straight down or straight horizontal. Theyre' always going to be essentially long, thin lakes.
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# ? Apr 10, 2023 17:03 |
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that'd make a lot of sense as a problem in a game with fewer flying mountains and worm tunnels and stuff, I'm fairly sure you could drop a Dwarf Fortress style squiggly line of water that just cuts through anything in its path into VS without too much hassle but from the sound of it they're probably planning to overhaul worldgen entirely at some point, so why bother right now
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# ? Apr 11, 2023 22:01 |
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Dwarf Fortress runs erosion simulation based on rainfall and drainage after generating the terrain. It's a multi-step process. That's the kind of hard part of the problem: To look good you need to run some simulation step, to do that you need to know where the river is flowing, which requires knowledge of the terrain, which becomes a problem because Vintage Story generates each chunk independent from another. If the player stands at where a river would theoretically drain into the ocean, the game would have already had to have generated the entire river (and thus a lot of terrain) far away from the player, because otherwise it can't know where the river is flowing to. Of course, you can ditch the simulation aspect and just generate your rivers according to a pre-set noise map regardless of the underlying terrain, but it would look very weird.
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# ? Apr 11, 2023 22:40 |
posting my squalor still need more cloth to make a proper windmill
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# ? Apr 12, 2023 18:59 |
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Hihohe posted:posting my squalor Lmao at the smol mill.
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# ? Apr 12, 2023 19:01 |
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Hihohe posted:posting my squalor That’s a good start! It takes a ridiculous amount of flax to make windmill sails. That’s pretty much what the windmill for our first helve hammer looked like.
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# ? Apr 12, 2023 19:08 |
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I'd make it a bit higher. Iirc power scales with height above sea level and you can get up to 50% more juice out of your sails. Axles are pretty cheap, so you can make a tower that looks a lot more like a real windmill.
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# ? Apr 12, 2023 19:16 |
Im also starting a sheep farm in the backAntigravitas posted:I'd make it a bit higher. Iirc power scales with height above sea level and you can get up to 50% more juice out of your sails. Did not know that
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# ? Apr 12, 2023 19:17 |
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I swear by mass farming flax, and then rather than building high build wide. There's a loss for the long axels. Instead work on building 4 windmills, you can convert 4 into moving on big wheel. Then set up some clutches and gears to make a transmission. This will let you gear down in low wind times and get useful work even on less than 10% wind. Then gear up for when the wind is really blowing and you can make those helve hammers fly.
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# ? Apr 12, 2023 20:54 |
Antigravitas posted:
You wound me sir, now i have to defend my honor I built it bigger and fancier still need more sails but when i get them itll look really good i think
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# ? Apr 13, 2023 00:46 |
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# ? Jun 8, 2024 23:04 |
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Killer-of-Lawyers posted:I swear by mass farming flax, and then rather than building high build wide. There's a loss for the long axels. Instead work on building 4 windmills, you can convert 4 into moving on big wheel. Then set up some clutches and gears to make a transmission. This will let you gear down in low wind times and get useful work even on less than 10% wind. Then gear up for when the wind is really blowing and you can make those helve hammers fly. While you do lose power per block of mechanical structure you make, if you're simply talking about the difference between going up a block (and gaining 1% power) or not, it's (almost?) always in the benefit of building higher. The problem is when you have a single windmill structure with numerous elongated horizontal axles coming off doing other things. You want your machines to all be near the base of your sails to minimize number of mechanical structure blocks. The 4 windmill setup (heck even the 2 windmill setup) are not aesthetically pleasing.
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# ? Apr 13, 2023 05:49 |