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Everything posted by Maelstrom
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Looks like a bug when the new ruins generate in water. Those lines are the exact position for the block border. Otherwise your title made me think of this.
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That depends on sea level though. In worlds where the sea has risen, it will have to be more than 170 blocks. Just think about those worlds where sea level is like 160 blocks.
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I started a New Forever World After Losing My Old One.
Maelstrom replied to Mr_Saturday's topic in Videos, Art or Screenshots
Hopefully there won't be anymore updates to world gen, beyond whenever Tyron figures out rivers. Even if there aren't any revisions to world gen algorithms, there's still 6 planned story events that may have some special terrain generation associated with them and will require special commands for generating them in pre-existing worlds. -
Daggerfall. Played that on a friend's box. Loved how you could get a lockpick spell on the cheap during character creation, wait for the first night, enter the shop and rob the poor sod blind. Come back in the morning and sell the... unwanted purloined goods back to the shopkeeper for an obscenely OP amount of starting cash and near end game gear. Good times abusing the game like that.
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Coz we old farts just don't give a... flip. Btw - You'll get that when you become an old fart too.
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I can't blame you for choosing to block him. He's rather... mm... immature in conversation. Makes me think the age has yet to reach a score of years.
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I got you beat by a year. My older bro introduced me to AD&D in '78 when I was but a child in 2nd grade. As someone else mentioned, MERP changed RPGs and I continued to prefer the Iron Crown line of RPGs (Rolemaster and then HARP) for my preferred RPG desires. Computer games? Wizardry: Proving Grounds of the Mad Overlord was the D&D alternative. Following up with Bard's Tale then Realmz (indie game from Fantasoft, now abandonware), Maelstrom (awesome asteroid reboot from AmbrosiaSW and guilty of my choice of userID), Civ3, TOBG and then I found Vintage Story!
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The minimap shows that fog is covering a bunch o' water. Ssooooo.... I don't think that'll be a good area to settle in.
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Not prudent. Each axle subtracts a little bit of power. Best use of all that windmill power is to build ones workshop close to the optimum altitude of 60 blocks above sea level.
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Sounds like da bugs have swarmed on the RA. Darn roaches eating the RA like that. smh
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Yeah. That sounds like something I'd do even though it's been 40 years since my brother and I last played.
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Tangential to the conversation. I found this after mining my first copper. 3rd tool I smelt is ALWAYS a pro-pick and I found this on my fifth reading. Just wish I had 10 tin nuggets. Hopefully I'll find some of that soon.
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There is some difference. In the exact same coords I got slightly different readings. Version 1.20.10 / Seed = -13 -42 , -402 Test World 1: poor cassiterite 0.09, very poor chromite 0.23, very poor sphalerite 0.19 Test World 2: poor cassiterite 0.10, very poor chromite 0.18, very poor sphalerite 0.17 -35 , -473 Test World 1: ultra high cassiterite 0.33, miniscule hematite Test World 2: ultra high cassiterite 0.32, miniscule hematite While the numbers are very close there is enough deviation to support the long held evidence that the heat map is not seed dependent. The bolded numbers are definitely not due to rounding. But the numbers are small enough that I will understand that the same seed and the exact same game settings may result in such similar heat map that it might as well be the same. I think more testing is necessary to prove how much deviation there is and what causes such deviation. For instance in that same seed -13 but with slightly different game settings (120% ore generation and world height of 320) the numbers for the first location is Poor cassiterite 0.07, very poor chromite 0.13, very poor sphalerite 0.15. As you can see those numbers are even more different than when the two test worlds had identical default game settings for a standard playstyle.
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Animals won't mate until they've eaten 10 portions. And only the female needs to eat. Male can be starving to death and will still successfully procreate.
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In my 1.20 world I have pulled out a couple of trunks worth of copper ore chunks from an ultra-high copper reading. I have yet to explore outside of the first chunk I started mining and have only sunk 4 maybe 5 mineshafts in that area. Once I found a rich deposit on top of a poor deposit on top of another poor deposit. In the center it was 4 blocks deep. We should pin a post "How to use Density Search with the pro-pick". Especially with all the newbies that came flooding in this year.
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The ore generation is a "level" of world generation that is randomized each time a world is generated, regardless of seed. While the rock strata may be the same the heat map that determines ore density changes for each instance of a world despite world settings and seeds. This has been thoroughly investigated long before I started playing in 1.14.
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It was a different time back in 1.15
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Yes. You have by your very words explicitly invited people's opinions. Therefore, people do not need to put a disclaimer that their opinion is.. their opinion. I find it interesting that you ignored my contribution to the conversation to camp out on this point.
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It is safe to assume that what everyone posts will implicitly be preceded with IMO because of how you composed your original post; the heart of which is a simple question, "What do you think an RPG is?" As @Steel General mentioned ANY game could be considered a role playing game in the broadest of definitions. Monopoly, as an example, everyone plays the role of real estate mogul by definition when they choose a game token. Progression is measured by a growing net worth measured by property owned, developed and cash on hand. Storytelling is through the events of the game. Even children playing "Let's Pretend" could be considered a role playing game. Gygax and Arneson created a specific genre of game we now call RPG which is played out primarily in the imagination as opposed to a board, stack of cards or other physical objects. Yes RPGs may use physical objects, they are merely aids to the imagination. In this more restricted concept of RPG I've found that the basics are Character Progression, Storytelling and Player Agency. My use of AI has a variety of qualities that come up that could ultimately be placed into those categories.
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So... I started a new world with a new base... (ignore the bones)
Maelstrom replied to Mystical_Mew's topic in Builds
I will agree that it is poor execution. Perhaps leaving the carcass to become infested with flies would work better. -
So... I started a new world with a new base... (ignore the bones)
Maelstrom replied to Mystical_Mew's topic in Builds
Not necromancy. This tain't that other blocky game. Them's warnings to the local wildlife to not mess with the seraph. -
How do you mean? Rams are male sheep and eye is a female sheep, meanwhile sows are female swine and boars are male. Both of which are labelled in game and both have a different visual model.
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Computer programmed RPG as opposed to TTRPG. TTRPG affords essentially infinite player agency whereas computerized RPG is limited; typically extremely limited. Don't confuse limited player agency as my saying that the game isn't fun. One of my favoritest games in all my life is Wizardry: Proving Grounds of the Mad Overlord which had a miniscule amount of storytelling, loads of progression (which is the easiest thing to program) and practically zero player agency (which is the most difficult, nigh impossible thing to program, but this will change when AI is incorporated into computer games). Not surprising as it was one of the first computerized RPGs. I still loved, Loved LOVED the game though.