-
Posts
294 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Bumber
-
IDK what yours even was because I still had them off. Your new one links to a 404 error. I was thinking of DUCATISLO's (seen here).
-
Aren't they off by default? That's probably why. I'm leaving them disabled because at least one user has a distracting gif in theirs.
-
Iron bloom didnt spawn with enough voxels to finish the thing
Bumber replied to NastyFlytrap's topic in Discussion
There are likely more resin nodes than iron nodes in the game, and the later don't even regenerate the resource. Given a continuing demand for iron (and very little for resin), I feel like there's already enough friction in the iron making process. Don't forget the fire bricks that aren't recovered from the bloomery. (Traders actually sell resin and fire clay, but not iron.) You can turn the quern by hand. Regardless, you can simply do something else while you wait for the wind to blow again, losing nothing. The helve is unique in that your metal will cool down and become unworkable. So you attempt pull out your hammer and bang it into shape really quick. Except... D'oh! Double whammy! I don't think it's done well at all. For starters, the helve is not a logical solution for a problem of missing voxels. You'd need a different problem involving a lack of player strength. Secondly, the hammering of the bloom already requires more player attention than the entire bronze casting process. The layout of the bloom even has more variation than smithing bronze tools from a uniform ingot. It's like saying the clay forming process is missing a little something to disrupt the player from making their boring bricks. (You encountered a hard lump! Try spinning the clay on a potter's wheel to remove the lumps until it's properly brick-shaped!) The whole process is already demanding enough that I tend to use bronze heavily even after obtaining steel. Certainly not going to waste iron to make firewood or collect charcoal. Wolves howling outside? Take the bronze chain; steel is for spelunking and temporal storms. -
Still needs to be milled, despite ultimately reducing satiety. Practical for travel food, but you might as well bake some meat pies if you're preparing for a longer journey.
-
I use porridge because it doesn't require preheating the oven. Just throw whichever fuel you want on the campfire, then store the result in a crock, sealing if desired.
-
What do you guys think about the recent Bluesky posts from the devs?
Bumber replied to Facethief's topic in Discussion
Really wish they had a forum thread to tease this content. I avoid those other avenues of communication wherever possible. -
Iron bloom didnt spawn with enough voxels to finish the thing
Bumber replied to NastyFlytrap's topic in Discussion
None of these undergo spontaneous failure. They are all improvements of efficiency. The helve hammers out ingots and plates automatically without wasting durability. There's value even in helving copper plates for chutes, or of any material for repairing armor. None of these require RNG to justify their existence; they're just better. I think this resin's actually a visibility issue. I've got the mod that lets you see it on all sides of the block, and it's basically everywhere. Same with bees and buzzwords. Time invested in crops and charcoal are never wasted unless the player screws up. You always get a reasonable amount of the end product for your efforts. -
Iron bloom didnt spawn with enough voxels to finish the thing
Bumber replied to NastyFlytrap's topic in Discussion
That's not what I said. The player can overcome all the situations you mentioned with sufficient skill. They're merely at a slight disadvantage. (You didn't mention getting struck by lightning, but even that can be countered.) The bloomery process is not a skill issue. The result is entirely out of the player's hands. Roll a die. If it lands on 1, do the exact same process with no variation. You cannot improve beyond not screwing up viable blooms. -
Iron bloom didnt spawn with enough voxels to finish the thing
Bumber replied to NastyFlytrap's topic in Discussion
IIRC, all blooms give you 20 bits back, so you'd need to nerf them to only give you ~19 due to missing voxels. Then you put the material and coal into the bloomery and hope that the result is a complete bloom (which you don't find out until another day later and some hammering). It would be practical to be able to put a little extra iron ore into the bloomery to reduce the risk of wasting time resmelting blooms to near zero. But I have to ask: At which step in any of this does the fun occur? Is it the chance to fail? Is planting fruit trees and hoping they don't die fun? Can we improve the game by pottery randomly shattering when heated? Unpreventable crop and livestock disease? Tripping while running and fighting? Choke while eating (2x chance blackguard)? It's all realistic, but definitely not why I bought the game. I find no entertainment in having to do restart a task just because I got shafted by the RNG. -
Iron bloom didnt spawn with enough voxels to finish the thing
Bumber replied to NastyFlytrap's topic in Discussion
Fun is subjective. A lot of players seem irritated by it. The solutions not mimicking IRL remains my gripe with using IRL as an argument. Not enough iron in bloom → Hit it with a bigger hammer That line of reasoning shatters my immersion more than never having a defective bloom. -
Iron bloom didnt spawn with enough voxels to finish the thing
Bumber replied to NastyFlytrap's topic in Discussion
If it's for realism, you'd need to be able to throw a bit of extra ore into the bloomery to compensate. Chiseling it down and re-smelting is a huge waste of time. Never mind that the 20 bits you need are in the bloom the entire time. (Also, your reasoning for it never being fixed seems to be predicated on the devs focusing on IRL over gameplay? Somewhat shaky logic, as they're known to make allowances in either direction.) As a feature, fixing the problem with a helve hammer cannot stay. If you're set on VS being uncompromising and realistic, you need to not only chisel it down, but also add additional iron ore/bits to replace what's missing. Naturally, smelting entirely from bits must still allow for defective ingots, because you could spill some. This will finally bring the level of difficulty the late Rudometkin would've enjoyed. -
Given Jonas's tech, it's soft sci-fi. Quotes about sufficiently advanced technology aside, the setting is framed as a result of using crude devices to poke at forces beyond comprehension. Fantasy is when bad things happen from just reading a tome aloud (even if you've got a chainsaw). Hard sci-fi is when temporal gears are explained using quantum physics, and any zombies are caused by a pathogen that aggravates the hypothalamus. It's a matter of narrative.
-
Iron bloom didnt spawn with enough voxels to finish the thing
Bumber replied to NastyFlytrap's topic in Discussion
The issue I have with the "realism" argument is that we're hammering off parts of the ingot to make tools anyway. We don't realistically need a full ingot. It's a gameplay mechanic that ingots need X voxels and a knife takes 1 ingot. We can identify the quality of our ore before smelting, so every bloom should contain sufficient iron by any reasonable metric. Why not both? I hammer the bloom while the helve works on it, letting it handle the stray voxels. I try to get through as many as possible while they're still hot from the bloomery, with minimal re-heating on the forge. -
Why on earth does the 1st boss have so much health?
Bumber replied to Facethief's topic in Discussion
You don't have to kill any sawblade locusts to reach the boss room. Considering they actually deal more damage than the boss, the smart thing to do is run. (I locked one in a room and tried to cheese it using the door, and still got killed from a careless mistake. Really ought to wear iron for those.) Eidolon deals less damage, but is harder to dodge, and then starts summoning minions in case you thought you could fight extra carefully. -
Is there a practical application for this feature, or is it just for showing off? Seems like you'd get more fruit from growing a separate tree, and the chances of success are better.
-
All fun and games until you notice the bear is presently ascending the ladder.
-
I really dislike the mechanics of pumpkins, TBH. It seems like providing high fertilization actually reduces your yields to the point of unsustainability. You have to actually neglect them to get them to bear fruit before the plant progresses to the dead stage. Faster growth should mean the connected vines propagate faster too.
-
Basically more like saltwater lakes, though, at the old default settings.
-
Cranberries last longer than the other berry types. The nutrition per berry is somewhat irrelevant if they start to rot before you're able to consume them all. You can juice whatever once you've got access to the press. Before that they balance well with flax porridge, which has equivalent low grain nutrition, and you can wait slightly longer before being forced to cook them. Apples last a very long time, but I suffered years of failed attempts before my cuttings took. Doesn't help that wild fruit trees generate with barely any branches to cut, nor that this was before the buff to success chance.
-
Weird that it crashes. It's supposed to wait for the interface to close before doing anything. (If you're farther than 2.24 units (blocks?) away, it tries to force the interface to close.)
-
Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
If those effects are tied to the stability meter, that doesn't help much. There's already distortions when you drop below certain thresholds. The problem is that if you're near full but slowly draining, it could take several minutes of standing in one spot to even trigger the effect. If you're already at low stability when entering, you're already suffering the effect, and it could be several minutes before you realize you're actually not getting better. (Though you're likely to actively be checking the meter in the latter case, and might notice that the gear has stalled.) If you tie it to the rate of change instead, then you get the issue of the screen effect showing up while you're traveling the world. There'd have to be a delay where the effect slowly fades in if you haven't touched a stable area in a minute. It might be worthwhile to avoid applying the effect underground, or increase the requirements for how bad it has to be. (Does surface instability stack with depth instability at all?) -
I looked at the source code for EntityTradingHumanoid.cs a bit, and it looks like the value you'd want to tweak is called lastRefreshTotalDays. From what I can tell, it triggers a restock if this value is more than 7 days behind the current game day, then adds 7 to it. This can trigger multiple restocks (max 10, i.e., 70 days since last visit) if the value is low enough. (There's a 200 tick delay between each restock, probably for performance reasons.) If you don't want to figure out what the current day is, it looks like deleting the value will set it to the current day -10, triggering 2 restocks. Or you can set it to 0, triggering 10 restocks. (This sets lastRefreshTotalDays to 1-6 days in the future. I.e., restocking will take longer than usual if you were away for a long time. I wonder if that's a bug?)