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Everything posted by Teh Pizza Lady
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this is correct. I am a wiki editor.
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The idea was to give it the same melee bonus as miner, but I guess I didn't articulate that very well.
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it's almost like it's in the name or something...
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So should the devs remove the butterflies then? They serve no purpose other than the fact that Saraty loves butterflies so Tyron added them. Or every other non-essential block like the ferns and other plants that are just decoration or cheap fuel, should those be removed because there's no reason for the player to interact with them? I'm just trying to understand how the whole "it needs a reason for the player to interact with it" thing makes sense. Do players need a reason to interact with rain clouds and hail for them to exist? Like, developing the world atmosphere to make a believable story and providing a significant obstacle the player has to plan around isn't enough reason for Temporal Storms to exist??
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I think the miner class should have a much faster mining speed than blackguard. The are specialized workers afterall. The blackguards were better at mining, but mostly as a side effect of being more brutish than the other classes. I would trade melee damage for base mining speed and add a trait In The Groove - An additional 1% mining speed for every block broken within the last 10 seconds. Caps at +10% mining speed. Also a higher hunger rate just to keep people from picking miner as a lighter blackguard. Also a 10% chance not to lose durability on the mining implement when breaking a block. Similarly the Lumberjack should have a 15% higher wood chopping speed with a 10% lower durability loss on axes when chopping or splitting wood. Again a higher hunger rate and improved melee damage to round out the "I chose this because blackguard but not as hungry" folks. No "In the Groove" trait but instead add Efficient Woodsman - When chopping a tree, every leaf block produces its normal drops as if it had been harvested with shears. This should increase the sticks and seeds drops and give people a reason for choosing Lumberjack over other classes.
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Problem: Chiseling. Because you can chisel wood blocks, they have to be cubes. I don't remember this happening. What I do remember is a lot of physically disabled people being a lot happier that they could play the game better. Accessibility options are huge in video games. Best gamer I knew when I was in university was this guy who suffered from dwarfism and had tiny hands. So he played video games on a tiny keyboard made for people like him. He was a beast.
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just make sure you run in a straight line and don't try to change directions mid air while jumping. I saw a video on youtube the other day where this dude tried that with a loaded inventory on permadeath instead of just going home and instead of following him, the bear triangulated his new position and two-shot him. 3 hours of playtime down the drain 'cause he poked the bear. if you have to turn while running, make a large circle so the bear still has to chase you instead of cutting the corner to close the gap. Remember the hypotenuse of a triangle is always shorter than the sum of its sides.
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I think the major gripe here is less that and more that regardless of what class you play unless you're the base mom, chopping wood and doing some mining is going to be a shared task that everyone pitches in. So while Tailor is a VERY niche class that seems pretty useless at the moment, having a miner and lumberjack class wouldn't have much benefit over just playing blackguard and getting a better melee bonus... And the reason I say that is because if you're already deep into the rocks enough that you're picking the miner class, then your proposed feature for the propick is going to be redundant. A skilled miner (player) can triangulate ores pretty well already. The firewood to sticks recipe for Lumberjack doesn't feel useful on paper since you can just break all the branchy leaf blocks before chopping a tree and get just as many sticks for a little more effort. Idk the concept is there, but I don't see those classes being more useful over the base classes we have now... especially since mods like XSkills exist and allow you to customize your own class just by...doing things.
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This is the point where I would mulligan and start over. Now that you're armed with a whole summer and autumn's worth of knowledge, you can start a new world and quickly get yourself back up to speed. My friend and I like to see how far we can push it. We're currently sitting at 20-day months and +25% hunger rate and almost zero health regeneration, making bandages very much necessary for survival. We also use my two mods Expanded Stomach and Hungry While Injured to further enhance the hunger experience. We push to have steel going during the first winter. So far, it's been doable. Would I recommend it to the new player? Not at all. It certainly comes with it's own challenges, but sitting under the cementation furnace while it's burning is definitely a hunger saver because it allows you to quickly warm up. My best advice to surviving winter is to plan far far ahead and stockpile food into sealed crocks, especially meat and fruit that won't last very long. Grains and veggies have a MUCH longer shelf life and will last in storage vessels underground. Eat a hearty meal of meat and fruit in the morning (will last longer) and then top yourself off with grains and veggies at night.
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Brown Bears need a speed nerf badly
Teh Pizza Lady replied to Discipline Before Dishonor's topic in Discussion
yes -
Brown Bears need a speed nerf badly
Teh Pizza Lady replied to Discipline Before Dishonor's topic in Discussion
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Brown Bears need a speed nerf badly
Teh Pizza Lady replied to Discipline Before Dishonor's topic in Discussion
it lunged, taking out half your health. and then you changed direction and got tripped up on the terrain. It lunged again when you had less than half your health left. happens to me all the time. Also brown bears are far nastier in real life than black bears. So keep that in mind. I avoid the brownies so I don't make the brownies in my pants. -
Brown Bears need a speed nerf badly
Teh Pizza Lady replied to Discipline Before Dishonor's topic in Discussion
I didn't say your inflammatory comments were directed at me, but sure go ahead and ignore the rest of what I said. -
Brown Bears need a speed nerf badly
Teh Pizza Lady replied to Discipline Before Dishonor's topic in Discussion
Thorfinn doesn't stream. He's too busy killing the story bosses with flint spears and no armor on permadeath mode to be bothered with any of that. I get that you have to look good to your follower base and probably can't let yourself play on the standard difficulty to save face and avoid looking like you're taking the coward's way out, but I will kindly point out that there have been other "content creator" types that have come through here and done the same thing you're doing, raving about the game in a way that doesn't jive well with the forum atmosphere and they've been... aptly handled... by the moderation team. Using inflammatory speech like you are doing is against the forum rules. My advice to you is to play on an easier difficulty or learn to cope until you get good at the game. It's a public alpha... not even beta. Bears are kinda janky, I'll admit. I've died to them lunging at me more often than I care to admit on the standard difficulty. There are funny stories posted about it here and there on these forums if you care to take a look. Point is... you're setting yourself up for failure here by a) playing on a higher difficulty than the one around which the game is balanced b) complaining about it in a way that doesn't paint yourself as the saint you think you are and c) trying to use your "content creator" status as any sort of position of authority when it comes to this game in general. -
Brown Bears need a speed nerf badly
Teh Pizza Lady replied to Discipline Before Dishonor's topic in Discussion
Thanks for pointing that out. I'll submit to the wiki team to edit that page to better reflect the actual way the game is intended to work per Tyron's (lead developer) post from September. -
yeah and I account for this by allowing the region size that the propick checks to not be an exact chunk amount so that moving around within a single chunk WILL give you different outputs. I really have no idea how it determines the map region to check... couldn't find it in the code, but once it gets that data then it does what you say. I already know he's right, but I couldn't rationalize it in the code without accounting for the map region being wishywashy when the ore check is performed.
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Brown Bears need a speed nerf badly
Teh Pizza Lady replied to Discipline Before Dishonor's topic in Discussion
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Brown Bears need a speed nerf badly
Teh Pizza Lady replied to Discipline Before Dishonor's topic in Discussion
light level doesn't affect normal surface monster spawns...why would it affect temporal storm spawns? -
I mean.. yeah. TFT certainly did that. The short of it is this: you prospect Computer does a big beep boop and calculates how much ore is surrounding you based on what's possible for that area in a predefined radius surrounding your position. It does so by grabbing all the chunks that surround your position, calculating the ore distributions for each one (ignoring ores that are outside the Y bounds for that ore type) and then adding it all up and dumping it to the chat log. So yes, very much position based, Tyron didn't misspeak. players just misunderstood him. You can have ores so shallow and so sparse that they don't show up on the density search even though they generate surface bits to indicate their presence. It all just *seems* chunk based because the ore and terrain generation is 100% chunk based. TFT's screenshots show that there's a LOT more ore than the surface bits would indicate. I don't know what to do with this data... might be time to make bigger mines when it comes to digging for lead.
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To be perfectly frank, I don't know where you got the 16x16 area idea from. That's not explicitly stated in the code that either of us searched. That's a ChatGPT answer. I know because I tried, it too, out of curiosity, dumped the source code for the propick into the prompt and it still couldn't explain where it got the 16x16 number from either. Conclusion: AI is bad. Second, the ores it searches for comes from the ore map and it performs those searches by searching in a region defined by a set radius centered on the players position. And, finally, if you bothered to check the definition for the GetRockColumn method, you would see that it uses the chunk that the player is standing in, not the singular 1x1 column. Why does it matter then that Tyron said it's based on the position the player is standing, and not chunks? Everything seemingly points to him being wrong. The answer is probably related to the map region is maybe not perfectly sized with respect to the chunk sizes so the reading can shift even within the same chunk depending on where the player is standing. Or maybe he thought it was based on position, not chunks, and the code changed after he made that statement. Or someone told him it was position based. Or he got confused by his own code, something that I've done plenty of times myself. I don't know. I just know what I see in the code and I cannot rationalize it with your statements hence my suspicion that you're just nitpicking semantics at this point to keep this going.
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I meant the chunk surrounding the player's position. The ore map has a much lower resolution than the world map. You can tell this based on the way the game attempts to triangulate your position in the ore map before pulling the reading otherwise it would be based solely on your x,z coordinate. The reading at your position is still based on all the readings in the surrounding areas based on that region of the ore map. IMapRegion mapRegion = world.BlockAccessor.GetMapRegion(pos.X / regsize, pos.Z / regsize); int lx = pos.X % regsize; int lz = pos.Z % regsize; then for each ore map in the region foreach (KeyValuePair<string, IntDataMap2D> val in mapRegion.OreMaps) { IntDataMap2D value = val.Value; int noiseSize = value.InnerSize; float posXInRegionOre = (float)lx / (float)regsize * (float)noiseSize; float posZInRegionOre = (float)lz / (float)regsize * (float)noiseSize; int oreDist = value.GetUnpaddedColorLerped(posXInRegionOre, posZInRegionOre); //returns the actual distribution of ore for that chunk as stored in the ore map ... ppws.depositsByCode[val.Key].GetPropickReading(pos, oreDist, blockColumn, out var ppt, out var totalFactor); } So it will iterate through the region centered on your location and then get the oremaps for that region iterate through them, and tally it all up using the blocks below you to rule out any impossible spawns (like galena in granite). Because the oremap is such a low resolution, it can seem like it's chunks. It's like zooming into a small painting in MSPaint. You are seeing small pixels that actually cover multiple pixels on your screen. The pixels of the ore map cover entire chunks of the world map.
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The game uses a pre-generated ore map (probably linked to the seed) to determine where ores should go. Then it checks to see if the ores actually can go there. When prospecting, the game then refers to the ore map to limit its search and then checks for ores within that chunk to see what's actually there. Sometimes, what's there is so small or super thin enough that it doesn't show up in the search. Realistically you could enter an area with sedimentary rocks and just do a density search in one location. Galena should pop up on the ore map. If it doesn't then a quick scan for surface nuggets will confirm the results.
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computer does a big beep boop and magic happens. Sometimes if the ore is in the oremap but the actual generation doesn't allow the ore to generate, it can create skewed results.. For example on a previous world I located a good magnetite deposit. HOWEVER, the only way to access it was via under ground tunnels from our initial dig point. You may remember the bell-head shiver story... That was the same mining shaft/dig site. The magnetite was actually located 50-100 blocks away from where the prospecting results said it should be. because of this, prospecting for ores that give surface deposits nuggets is really only useful if you use the node search instead of density search. Far easier to just locate the nuggets with your eyes, and then do further exploration around the area with node searches (every 12 or so blocks) to see if there are additional deposits that didn't generate surface nuggets.