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CastIronFabric

Vintarian
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Everything posted by CastIronFabric

  1. as a side note, what I appears to be happening currently in 'Passive' is if you are in the path of a Bear or a Wolf who is actively chasing wildlife you will get attacked. I have been attacked a few times in passive and at first I thought I step on their toes or something but I noticed a few times when I didnt. So, word the the wise in Passive Mode, still watch out a bit.
  2. so some how the hash code for a fairly small number is generating the exact location and multiple attributes of each block of which there is well over a million, every single time that number is put into the equation regardless of if that generation is shared or not. Somehow I doubt that is how it actually work. I suspect these generations are either shared online passively or all created before hand and although it seems like its infinite number of possibilities its actually not. Having said that, my understanding of Hash Generation of Ints does in fact create a mega ton of bit combinations so perhaps that is how it works. Regardless, the first question is most important to me personally which is, can I create an Int from a GUID. There is plenty of resources on the internet on how to create a GUID from an Int, but not the other way around that I have been able to find which is what I want to do actually.
  3. What I am asking specifically on that point is 'even if both players are offline? anyway, me and my buddy are going to test this. I am going to create a map seed while offline, text him the key and he is going to do the same thing offline.
  4. I noticed that the Maps folder creates a GUID for every single random map I have generated, even if I have deleted a game file. I would like to know what game seed those maps were created from. In short, I want to generate a Integer from a GUID instead of the other way around. As a side note for others here is what I found out. It appears you can delete all those files from your Maps folder and when you restart an existing game file it will recreate that file (if memory serves me correctly) AND you will maintain your location and your map markers. This makes sense because inside the file (via Notepad) you will see it Creates a table in the game database which I am not familiar with. The magic sauce I have never been able to understand about Game seeds is how others are able to use the same number and get the same base world map seemingly even without being online. On this I just assume maybe I should test that more explicitly with a friend. If it does only share when online that would make sense and be far less magic sauce. I would love an answer to that as well but I am primarily interested in my first question.
  5. I think having all hostile creatures (specifically monsters) attack you if you attack them is a good middle ground for the 'passive' setting. As it is, I can go deep into a cave without armor and just do what I want but inversely I do not want to be attacked on the surface by wolves etc. That is my view.
  6. I voted for new content as well. Personally I prefer to have most of the game changing content in place and then start a new play with a new strategy that involves all those considerations. I think Waterwheel should be next. Having said that, I think there are a two things that maybe should be addressed as well if not first. 1. QP Chiseling should be part of the core game. 2. The settings of 'passive' should still make the monsters attack you IF you attack them. There is sound advice in not expanding major features though. The reason is, major new features will bring in more players. As such if the existing foundation is not sound then there is a lot of catch up while at the same time having frustrated players. With that said, I think the current build IS solid enough to start moving in the feature direction, not 100% solid but solid enough.
  7. I would love to see some frank lloyd wright inspired builds. I am finding that firebrick blocks, birch slabs for overhang (instead of using any 'roof' just flat) and polished Chert rocks for corners/accents to be really nice.
  8. Thanks, that confirms what I read online. Regarding the Forge. I was watching a stream and Rhadamant casually just mentioned the fuel sources to not provide external heat. Meaning firepit only for body temp control. Regardless, I will just put the min. in that 'non-room' room and close a door
  9. Waterwheels which is on the roadmap as a possibility, I think should be priority. I know many want polish done first but consider this: When a new feature like Waterwheels is added to the game, that can change your strategy of progress completely. In my opinion projected features that could impact the way a person goes about progressing in a game should be (when possible) addressed first.
  10. From what I have been able to find Axles do not work as a solid block. Meaning, regardless of how you do it all your mechanism will technically be outdoors, so bring that fireplace during winter. Is that correct?
  11. I wish the feature for world creature aggression had a bit more options. Basically: I do not want to be fighting wolves while exploring or staying inside during night but I DO want caves to be a risk. Maybe just make monsters respond if attacked. With aggression off even a fox is more dangerous.
  12. Is there a way to have a modded game file and an unmodded game file without moving/backing up game save files around as per game file played. it appears its 'global'
  13. I do not see that wind direction matters for Windmills in the 1.20 notes. So I assume that this aspect of the game has not changed. I hope not.
  14. 1. Is it realistically possible to create a canal between two large bodies of water if the distances is lets say 20 blocks long? 2. What happens if a body of fresh water joins to a body of seawater?
  15. Notice: If by chance when you say 'clay' you specifically mean Fire Clay well that has been changed. You can still find it but its much harder to find its easier to craft. I have only found fire clay under ground.
  16. I would suggest the most powerful improvement that also happens to be the easiest. A search function. All these tags we put into the map are in a database somewhere, it would not be hard to create a search.
  17. that is a good point. I might make a pit around it only because I do not like high fences. Winter (which is unavoidable) has to have a solution anyway.
  18. The idea is you use one pot for cooking non-foods and another one for cooking foods and never mix and match. you should be able to use your residue covered pot to cook non-food items forever.
  19. My understanding is that currently wild animal can NOT jump over fences of any height. Meaning if I make an outdoor stable for my future domesticated animals I should be safe with fences other than 1. rare cases of a spawn on an edge clipping the animal into the stable. 2. grass growing which can cause spawns? 3. snow which would enable wild animals to jump a fence? Is my understanding correct?
  20. I am nearly positive I have never cooked anything other than food in both of those pots. I do, however, leave it on the firepit empty. EDIT: Maybe candle, both times. I am not sure but that is a possible
  21. I have been unable to clean my residue covered cooking Pot. The description matches the change made to the game, which is we can no longer clean a residue covered cooking pot. My question is, how do we prevent said cooking pot from getting residue in the first place? I used to leave mine on the fire pit. I now do not do that and I put it in water after use but I do not know yet if this prevents it from getting dirty
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