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Everything posted by Bumber
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What is "pseudo-intellectualism"? The prefix "pseudo" means "false", but clearly you can read these words on your screen, so they are real in a sense. It also implies the existence of a "true" intellectualism, but how does one determine which is which? Some things are falsifiable, while others are simply indeterminable or matters of preference. If things do not fit neatly into true/false boxes, can pseudo-intellectualism really be said to exist? Isn't any discussion inherently valuable? Should one be encouraged to look up or ask a definition for a term they don't understand, or is it not preferable to wax philosophical on what one thinks it means instead? I think a word salad can be a healthy appetizer to any discourse. Edit: Turns out OP already got banned. Oh, well. Edit II: My point is that OP made up his own strawman definition and rambled pointlessly about it.
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I've heard of breeding like rabbits, but this is ridiculous!
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You can find aged tables in ruins.
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When you can't stop your elk from getting into the alcohol barrels.
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Don't traders buy them? Edit: Never mind. I was thinking of copper bracelets. There's mods that let you chisel them, I think.
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What about meat and dairy? Maybe you can eat them while your satiation is almost full, due to how portions work?
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Personally, I never want the pause. It's extremely difficult to keep your nutrition categories maxed out because the rest all come from high satiation sources. My current strategy after dying involves sprinting in heavy armor and using the bed a whole lot. I think taking damage might help too. More concerning is that leaving the world and re-entering seems to work. Something's probably not working correctly under the hood there.
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The problem isn't so much finding food, as it is that only meals are filling. Cooking a bunch of red meat is bad. Cooking it into an all-meat stew is great, granting a multiplier on satiation and keeping you full for a short eternity. Cattail roots and bush meat aren't allowed to be used in meals, and thus can't benefit. And the hunger pause mechanic. What was the point of having a meter if it just mysteriously stops for an indeterminate amount of time after you eat a large meal? You have to eat your berries one at a time to take advantage of it, because it's not cumulative and resets the protection period.
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It could be a place you don't want to end up, but are sent to if your stability is too low. Add a special armor that protects you from stability damage, but you face such risks for remaining in that state. Next thing you know, you're facing Dave and need a rift to exit.
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You affirmed that you keep your base lit with torches. The intention was to demonstrate the impracticality of doing so at scale. But you're obviously arguing in bad faith, and I'm done with you.
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VS torches don't even burn out while holding them, so no. VS torches are meant for temporary lighting, and are therefore extremely cheap. Before charcoal, TOBG torches required you to mine for coal. Non-renewable. Now imagine replacing hundreds of torches every few days. How much time would you have time to do anything else? Seems like you're dodging the question. What's the largest base you've lit in such a way? If there's no limit, is replacing 1000 torches every 48 hours doable for you? You say they're upgraded light sources, but candles and lanterns aren't particularly harder to get in TOBG. Iron is the first ore available, easily doable before your first night. You'd just use torches for exploring caves, then pick them back up once you reached a dead end.
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MC TOBG torches don't provide light when held. You have to have them placed everywhere to prevent mob spawns. This easily amounts to hundreds of torches. Edit: Yes, you can carry torches for the purpose of replacing them, but the ones you're replacing are all over your livestock pens, etc. Edit II: It would be particularly bad if you lit up the entire underground to force mobs to spawn elsewhere. Really? How many torches do you light your base with? Why wouldn't candles and lanterns burn out all the same? You'd need glowstone or something.
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To be fair, the great torch debate happened before enchantments existed.
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The obvious difference is that you aren't carrying the torches with you, and they'd be losing durability while you aren't even around. So you'd have to walk around replacing each and every single one when they burn out. Worse, there's a creeper waiting for you, and the next thing you know there's a hole in the side of your house, your chest contents spilled about. (Hope there isn't a second one to blast those items into non-existence.) TOBG is actually less forgiving in this respect. Do you keep your base lit with basic torches in VS? I doubt it. Torch holders and lanterns exist.
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Is the story of a good vintage?
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Is that you speaking, or the brain worms?
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Why do you want to select a torch when doing so would cause it to be extinguished? Only reason I can think of is just to dispose of it to pick up another item. Doing so should be as deliberate as tossing an item from your bags. That means selecting the specific slot or using your mouse cursor. What if you forget whether scrolling up sends you right or left? Games are inconsistent about this, so muscle memory can be unreliable. The UI shouldn't be antagonistic.
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Getting the correct Jonas components is RNG dependent, on the other hand.
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You can just buy those from traders. Only around 50 gears, IIRC.
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Should both be in the save folder, IIRC? %appdata%/VintageStoryData/Save or something like that.
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Do we really need a combat overhaul? What are your opinions on it?
Bumber replied to Josiah Gibbonson's topic in Discussion
Probably nobody died that way pre-apocalypse. It would've had to be a Jonas experiment, and only his automatons are noted as having killed people as a result. Miners died from caveins, mostly. I forget if the Rot was a major issue, but that would affect farmers and hunters more.