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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Yeah. That sounds like something I'd do even though it's been 40 years since my brother and I last played.
  2. 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.
  3. First copper. I think? Different world than the first post.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. It was a different time back in 1.15
  9. 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.
  10. 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.
  11. I will agree that it is poor execution. Perhaps leaving the carcass to become infested with flies would work better.
  12. Not necromancy. This tain't that other blocky game. Them's warnings to the local wildlife to not mess with the seraph.
  13. 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.
  14. 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.
  15. But it does do a good job at aggregating information. I asked two different AI engines "What are the qualities of an RPG" and got almost identical answers. One provided Character progression, storytelling and player agency while the other had those plus character creation (which I would lump into progression, personally). As I've thought on it I think those three things are the essence of an RPG. The biggest problem of computer RPGs is the limit to player agency which can only extend to what the designer/developer decides the player can do. Wanna pull a Han Solo in the Death Star smooth talking your way out, but the game designer says, "Nope, you gotta fight it out" you limited to fighting it out. I think VS Adventure Mode may have the capacity to create a milestone in expanding player agency in computer RPG.
  16. Did you know there's a thread for portraits of Dave somewhere around here? AH! Here it is... shameless plug
  17. Regardless of the story events, you should be getting lore items from panning bony soil. In 30 blocks you should get at least a couple of books. It could just be horrifically terrible RNG though. And that lore really enhances the story events.
  18. Rule #1 - We don't talk about adventure mode. err fight club. Rule #2 - We don't talk about adventure mode. err... fight club.
  19. There was a change in world generation in 1.18. So upgrading from pre-1.18 to 1.18 would likely have some very abrupt cliffaces.
  20. You should have encountered those, especially in the 1.18 upgrade when world gen was also transformed.
  21. Welcome to the forums!!!! Good to see new content creators giving VS some love. Forever world? In VS? Be prepared for the occassional very.... uhhhh... disjointed, jarring terrain transitions. Similar to chunk border errors in TOBG but hundreds of blocks in height, which may happen in upgrading to 1.21.
  22. It varies, but usually a few weeks. Now that the first RC is out, I expect to see patches showing up for the next 3-6 months or so. If you want a more accurate indication just scroll through the news forum for Tyron's announcements for previous versions.
  23. @Phanttomm Welcome to VS and the community forums!!! @Thorfinn Kurazarrh has two guide series. I think the first one is the better for helping get over the initial learning curve, but it's also dated starting in 1.16 or 1.17.
  24. Love that wonderful message: "Congratulations! you died." The snarky announcement still tickles me even after playing for over 4 years.
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