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Alan Blue

Vintarian
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  1. WW: 25, WL:25, P-E:25, I think it's "Icy" that got me in trouble - even the equator is cold. I like starting on ice - it makes the struggle for each slot of storage a thing. But I'd like to be able to eventually get far enough south for decent soil, hot crops, etc. What should I be doing setting wise? Is "Just drop into creative and teleport" the plan?
  2. Hmm, I think I set WW and WL to 25,000 - because I wanted to be able to hike to the equator. My coordinates support the idea (I'm at 12,xxx) that my origina was in the middle of that 25,000. Will "pockets of different climates" be enough to overcome "This is still something like 20 degrees colder than I expect the true equator to be?"
  3. Standing at the southern edge of my world, I feel like I've barely made it to "temperate" on my run south. I have encountered a desert, but it's covered in snow most of the time. I've never seen wild peanuts, amaranth, or a long list of things. Is there anything I can do to adjust the game file to generate sectors farther south than this edge? And what setting did I screw up?
  4. Pondering it, I think it should have an intermediate, like working on an anvil. ingot -> partially worked piece -> plate. bits -> partially smelted bits -> liquid. Smelting is starting when one of the two metals (or the joins between them, sometimes) is edging towards liquid enough to deform. So, basically, the second the 'green arrow' starts it's march, the 'thing in the crucible' should really be one object already, '2000 units of partially smelted tin bronze in a crucible, xx% complete'. The percent complete can march, and if the temperature is not compliant, then it simply doesn't march.
  5. Smelting, say, 2000 units of tin and copper into tin bronze, the fire understandably takes a long time to heat up the firepit, and the thermal mass of the metal. And then the 'smelting clock' starts. But. If you're 99% of the way to 'liquid tin bronze in crucible' - that last drop of green missing - and the fire runs out, this is the time I'm talking about. The firepit reasonably starts cooling. Eventually, the thermal mass of the metal starts edging down in temperature. But. Things don't 'unsmelt'. And the second the mass of the metal drops below 'smelting' temperature, the 'progress' starts regressing *extremely* fast. imo, for *smelting*, the progress bar should not regress at all. But, at least slower. Even if the idea is: 'things cool off way *way* faster than you can heat them up', that doesn't change what smelting is actually doing. There's no 'unmixing' of the near liquids. Which, in practice, means "half smelting" and then "cooling" and smelting *again* to completion... that second time is a lot faster than it would be from scratch.
  6. How about this: Instead of a *nerf*, how about rocks do *two* damage up close and personal, but one or zero at decent range or 'with dodging'. I don't mind the incidental hits, or the combat while spelunking. I mind how difficult it is to do anything useful that's less than "Full wall with pile of lanterns". It's perhaps my personal mild claustrophobia that I don't enjoy locking myself in a 3x3 instahut. Sure, it works. But I'd prefer more space. And if you go for "Fenced area" ... it's a mighty big fenced area - and now it's insufficiently lit. Until you can legitimately carry stacks of waterproof lighting.
  7. I don't mind the default symbol. It's just that there's a world of difference between "Green Dot" and "Green Dot with ladder to bottom of world with Borax at 8, Copper at 16, Quartz at 32, Sulfur, Magnetite.... That's all "Prospecting Info" that I'd like to put in the "Prospecting Layer". On the regular layer, that would be a red ladder symbol with a terse note attached. But. It's prospecting ...
  8. Another thing that should confirm this. Cook one *deliberately* completely to charred. Compare and contrast. It should be pretty clear...
  9. First, I wildly appreciate the .19 map improvements. ... but ... I'd like to be able to interact with the 'Prospecting Symbols' - the circles of various colors that are the only things on the Prospecting Layer. I get "Are you sure you want to delete this"? Where what I want is basically the regular "Change a map symbol" dialog. I'd like to both be able to change colors (I use colors to rank importance) and to change symbols (so I can show untapped/mineshaft/depleted). Yes. I can use regular symbols. But regular symbols don't show up on the "Prospecting Layer". Which means flipping back and forth between maps when you decide "Let's go mining today" and start looking for a good spot.
  10. Wild agreement. Inside a lit fenced area, something like 20 squares from the drifters outside, pegged 100% while stationary. Now. Start attempting to dodge. You can visually see the rock released, *move*, and still get hit. Barriers seem to allow some dodging.
  11. Polar bears, at least, run out of stamina and start drowning. It's a key way of avoiding needing 12+ flint spears Which is odd - because they do legitimately do ridiculous distances over the water.
  12. You arrive at a trader, and find that he wants something specific - that you don't have with you. You can't buy any or sell any. So, I want to basically "Give myself a mini-quest to go make this thing". I don't *have* the bread. I'm looking for some mechanism to do a fast-and-easy "Take a note" so that after I've dodged polar bears and trekked through the catacombs back to home base, (and saved the game, spent a week with other things, and come back), I know what the heck I was doing. Ok, I'm standing here in the woods with a stack of spelt bread. Why? ... Oh, trade probably. Which trader? ... Yes, I have game-external tools to do that. Yes, I can do it in game with the regular writing. But a "Take a note" button, or toggle, something, would make the in-game immersivity and usefulness better, imo.
  13. Imagine you have the trader's trade screen up and writing materials. I'd really like the action of clicking on (say) "Spelt Bread in stacks of 8, demand 4" and getting a note directly that says exactly that recorded in my records. Or the log. Or anywhere. "Otto the Survival Trader at 123, 110, -33329 requests four lots of Spelt bread in stacks of 8 with in the next 3 days". Even the simplest "Spelt" would be handy.
  14. The stone path block recipe of four-stone-and-dirt. I'd appreciate separating the four stones into separate stacks for the recipe for two reasons: 1) It would be useful to me for it to have a route to mix stone - like the 'mixed stone wall'. The paths are all identical anyway. And this gives a route to clearing my base of 'three of claystone, three of granite, three of ...' 2) When you craft a zillion, you're slapping 64 soil, 64 stone, and hitting 'go'. But. You only get 16. If you could do *four* piles of 64 stone, then 'one 'make all' click gets you your full 64 path in one shot. It would seem to be a 'no code' sort of adjustment.
  15. And the crashing through the undergrowth as they chase you. "What do you mean he stopped 100 blocks back!?!?"
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