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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. I guess from that the new dungeon just got added to "the things that can be generated", rather than the world gen being changed. I found my first one on day 3, in it were a full copper lantern, an absolute ton of things storage crates (some empty some not), charcoal (and the new "wetter" variant), gears, tons of rot, a barrel... I could go on. Not sure if that is appropriate and like you not sure on the dev's position, but for most players those things will advance the early game quite considerably. My main question is more the number of them, than then existing. There's always been ruins and there's always been pretty op stuff in those ruins, but it was a toss up as to what you'd get and in turn not every ruin had something in it. In my current world gen, and this could be just random luck, or there could be lots. I just don't know, hence the topic.
  2. Here's the thing bud, that response is performative. You don't need to tell anyone you aren't replying, you just don't reply. However, here's the thing, you asked a question in an open forum and when you didn't like the answer you gave a factious answer and got annoyed when you got a similar response. If you don't like people giving replies to your questions, then don't post them. It really is that simple.
  3. How to take an already tortured analogy and torture it more, then add a Motte and Bailey at the end. Not an ideal response to be fair. AI is going to replace everything, and it's got nothing to do with what you or I do. It is all down to money, that's it, that's all companies care about. AI is "free"*, humans are not. If several centuries of companies literally choosing the worst option purely because it's cheaper doesn't convince you of that, I'm not sure what will. I'm not some King Cnut here, I'm not trying to stop the tide from coming in, I am standing on the shore watching, knowing we're fucked and knowing that I am watching the "end of coding" - at least generic coding, bespoke will obviously still exist for a limited time, but not forever. * AI is obviously not free, but middle management will consider it in that manner. I'm sorry but that's just naive. Let's take an example shall we, I worked with web dev for most of my career so I'll use that sector of IT. Traditionally you had 4 main parts of a web dev front end team; designer, coder, manager/backend liaison, and client liaison. What is a front end web dev team look like now? Nothing, because literally every job is now replaced by AI. Coders? No need. Designers? No need. Manager? No staff so no need. Client liaison? No need. Every single stage in the front end development of a web app is now effectively able to be done by "people" who don't need a paypacket, don't need time off, don't need an office. Do you think that is attractive to upper management who care little for anything but the balance sheet? Also, do you think that is beneficial to the industry. Look around right now, do you still have traditional font end web dev teams? Some do, but most have dispensed with the majority of them, tending to bring in one contractor to perhaps oversee the automated tasks, but in time that will be removed too. It'll literally be like an API library. Now in some ways that was always coming, again just using the front end as an example, we've seen bespoke code being replaced by libraries then back end integration to the point now where you are pulling down a react library and a whole set of templates just to get started. The move to being completely automated was always happening, AI is just an accelerant but one with some significant downsides. So are you really sure your job cannot be done by AI? If you are in any position along the development chain then it can be, so whether you feel threatened is up to you, but if "your hunch" is good enough for you then fine. Believe it or not, I do understand your position, it's just that someone who is clearly as technical as you are should not be so blinkered to both the current and future harm it does and will do. That's at all levels, whether it's coding specific or it's more existential. As for replying that's your call. Open forum and all that... I never said AI was ineffective, it is however inefficient because it's based on weighting and not reality. We have numerous examples of AI outputting both "stupid" and "evil" solutions to things. Although that's not AI's fault, it doesn't know what good or evil is, and if it tried to work it out it would rely on a vox populi method of judging morality based on the source material it was trained on. That material would be things like X or Reddit posts, then with an extra weighting added by whoever is running it. Neither of those things are designed to provide "moral" results, just "popular" ones. The tedious Musk demonstrated this with aplumb with his constant manipulation of Grok so that it would support his mental world view. So, no, AI is not "stupid" or "evil" but the people who control it are. If it was a case where we working in hypotheticals I would agree with your point, but we are well into the level of "this has to be a fucking parody" when you have people like Thiel advocating for global genocide so that his AI could rebuild the world (in his perverse, bigoted and hateful image). If you think I'm being hyperbolic about that, he has gone onto podcasts to say this exact thing. This is the same Thiel that has direct access to the US government and all its data. Now granted that's not directly related to someone using copilot to restructure a mess set of nested loops, but it's not unrelated either.
  4. You literally equated using a calculator as akin to using AI to help build code. I'm not here to educate you. You say that like it's a badge of honour yet you are literally killing the very industry that gave you your career. Such a short sighted mindset. If you wanted to move the goalposts you probably should have said so. Are we talking developers making a curated choice, which was your point, or are we now talking about the endless different types of shitty "AI" that is out there? The latter has a much greater significance because it seems like an awful lot of very very stupid people out there will believe any old shit they are told (or shown) and are actively being manipulated by it.
  5. No idea if it's the beginning of the dynamic dungeons or not, I know they've been knocked back a version so assumed there would be nothing related to it in 1.22 world gen. It could just be my world gen, but I've got tons of them (5 seems a lot) and considering the loot you can get, and that it's not guarded in any way, it just feels like these should spawn one every 10k block radius (in a default world) so be much more rare. That said 1.22 is definitely a lot easier (certainly for me, who started on 1.20) with early game struggle a thing of the past for anyone but a new player. I like the lore, there's lots I like about 1.22 (except for the multitude of bugs, which is fine.. the game is still in development), but if it's going to start generating such easy loot I might need to switch to the Homo Sapiens world gen.
  6. Ok so this is actually two problems, one being the devs, the other being those who make the final sign off. The people who give the final OK to code are middle managers who couldn't give a single f*ck if the code is good, bad or just ugly. They don't care if it's open to vulnerabilities or is difficult/impossible to refactor, they don't care if the code reinvents the wheel and is built in isolation. What they care about is whether it works for that one particular situation for that one particular instance. AI also doesn't care about those things. As for the devs, that in itself seems to split into two parts. Either they are lazy and will rely on any old sh*t to get a pay packet, or they are forced by management to use it because management will be replacing those devs with AI (and probably have for the most part), so in essence they are cutting off their own throats (career wise that is). It's like a guilty person building a gallows. Your response is so flawed that I genuinely suggest you don't take the safety labels off your furniture.
  7. I am on 1.22.2, but the map was generated 1.22.0, so I may need to regen my map, but as it is I have maybe 5 of these within a 4000 block radius of my spawn (which also ended up being a starter location). I won't show pictures of the layout to avoid spoilers for people who haven't seen one yet, but imo...it has some pretty OP stuff for a fresh spawn. I'll put it in a spoiler tab for those.. Is this perhaps the basis of the new dynamic dungeons? Either way, there seems far far too many of them spawning close to me but I could have just lucked out on the woldgen.
  8. People are lazy, people are stupid, people use AI. It's that simple. If you could code, you would, you can't so you cheat.
  9. Flint, dry grass, clay... ..none of these can be stacks because their "stack mechanism" is used to trigger crafting. At least with grass, you can create hay bales that can be broken back down into grass, and you can stack the bales, but for either clay or the flint your "best" option would be a crate as it will allow you to store far more than you'd ever stack.
  10. Just to let you know, that fix wasn't a fix. I placed a matt on a cobblestone block and the matt "disappeared". If I hit the block with my knife or axe it gives the "mixed block with earth breaking sound". Doing that reveals the texture of a block with a matt, but you can't pick up the matt, when you break the block/matt combo the matt disappears and you are left with separate rocks, not the actual cobblestone block. Not complaining, just letting you know. I am on 1.22.1 if you are wondering. I'll document it and report it in the bug tracker. Is there an already open (perhaps closed now?) ticket number for me to add it to? Or should I kick off a new bug report?
  11. First post and you're dropping words like incongruent? I'm going to like you. Welcome to the forums! The pedantry involved is also lovely, it's a fair point and not reflective of real life. However, as a gardener, I don't think I use any tools other than my hands or a knife to take out root vegetables, rather than a small shovel. Still I think you're right, the scythe technically shouldn't cut them (or they cut the stems not providing the body of the plant).
  12. I believe that both the storms and the temporal stability is to be reworked at some point. Might want to check out @Mongster as they did an interview with the devs and I think this was covered. I say "think" because I'm not sure, I didn't watch it to avoid spoilers.
  13. Sorry you are absolutely right..
  14. Man's descendents were using tools before Homo Sapiens appeared, with most evidence suggesting Australopithecus. As for fire, it's pretty much Homo Sapiens that domesticated it. Now that's all good and all, but in regard to the lore of the Seraphs, I have no idea at all. I'm not someone who leans into fantasy. So I will totally defer to your opinion on that.
  15. I don't know how much it's bugged in 1.22, but I've got them on the floor and they seem to be working fine for me. Although the "base" if you could call it that, is nothing more than a repurposed ruins close to my spawn point. As I said, I used them in a previous build.. The lighting is a little odd, and there are a couple that have been chiseled into merging with the block it's on top of which in turn affects the lighting, but overall if 1.22 can act like this then I'm fine with minor bugs.
  16. That's a shame, they were a little glitchy in 1.21 too. In fact one time I accidentally chiselled the underside of a block (I was on the ground floor, the block was the roof of that and the floor of the room above) and it fused both the matt and the block together. Really weird. I meant to do a bit of a dive into it's oddities but then 1.22 was coming along and thought I'd wait to see if anything changed. It seems to have changed, but not for the better.. Yes, exactly this sort of thing. The only fly in the ointment can be the rope, easily crafted until you find you can't, but you are spot on, they are definitely an overlooked item. I think I've made 2 or 3 purely for decoration as I was already at copper. Never thought about them regarding early game, but yeah.. that's a good tip. Edit: Ha! I just remembered why I don't bother, you can't choose the item you'll get, it's a gamble. I'm sure Alanis Morissette would have something to say about you needing an axe but getting nothing but shovels!
  17. I'm going to give an example of mine, and when I do you'll understand where the question is coming from.. I like rush matting. They are cute, cheap to make and one of the few floor coverings we have. Interestingly they do not feature in the wiki, but they are within the handbook. You can even place it on the ground then place other things in that block, such as place a matt and a flower pot on top of it. The recipe is simple, 2x2 of cattail reeds, with a knife offset.. I've watched 1000s of hours of people's playthroughs at this point. Some good, some bad, but honestly I don't think I've ever seen anyone use the rush matting, despite how cheap it is. There, that's my favourite overlooked item, what's yours?
  18. I think some credit has to go to the devs, they are pretty transparent with the development and with it being a lengthy and (importantly) public RC process which helps modders get ready for the full point release rather than have it dropped upon them with no warning.
  19. I'm not against the ability to make fire without tools, after all we all know the classic "rub two sticks together" bit. It works, it's really inefficient but it works. However mankind has been using fire for far less time than it has been using tools. You could argue that tools date back to 3 million years ago, some evidence suggests nearer 4 million, whereas fire itself was only really harnessed about 800,000 years ago. There is evidence of man using fire up to 2 million years ago, but that evidence points to them using already existing fire (wild fires, lightning strike, volcanic eruptions, etc). We can tell from genetics when the human lineage started eating cooked meat, and again that was probably accidental rather than intentional to begin with. In short, tools came before fire (in a general sense).
  20. I was going to reply that most animal AI is far more aggressive when there are cubs around, but then I realised I've never actually seen a bear cub, I don't know if they exist in the game.
  21. Yeah, I mean I'm not some absolutist with it. For me, if the devs OK it then I'm down. I mean you could argue that forcing the population under the ground could possibly increase/alter the way technology developed. An agrarian culture is likely to lean on beasts of burden, so an ox or horse ploughing the field, when forced underground I doubt that would be the case. If you wanted it to all fit within the lore that is. You got mods too though. Not sure if there are any steam engine mods (essentially you could just mod in the power cube thing from creative), but I'd be surprised if someone doesn't mod in a full working steam engine, complete with tracks and carts.
  22. I would like to see some sort of status effects, maybe diseases (an example would be scurvy if you don't eat any fruit/veg), maybe infections (and if you want to expand that, the plants/mushrooms could be mixed for an antibiotic poultice. As for allergens alone? Not sure. I am lucky, I don't suffer any sort of hayfever, yet my family and partners have. I guess something like that would manifest itself in game as a blurred vision and stopping to sneeze.
  23. Honestly, if you find dirt "too loose", just turn it off. I swap between playing with loose dirt and full cave ins, and for the most part I'm happy dealing with what it throws at you. Get used to it and these things can be very useful at times, it's not always a negative. I am however playing 1.22 entirely vanilla (it's my first run, thought I'd do it "clean") and it doesn't have instability of anything set on as default. I feel a bit cheesy being able to dig a hole 3 blocks deep and not have it collapse in on me.
  24. Juts leaving the thread here so should it get a rework (like the forges) the idea might get traction.. Now here's a tough one, certainly from a Western centric view steam engines shouldn't exist until the 1700s some 400 odd years after the game is set. That said, there have been examples of steam powered boilers that would work very similar. In fact this goes back in BCE, with the aeolipile, although it was seen (if you go by the contemporary reports) as a novelty rather than the start of a revolution. In antiquity you tended to rely on wind or water to power things, mostly down to the difficulty of crafting a large enough steam containment tank that would also withstand the pressure.
  25. As I mentioned travelling parts of the Sahara, I have to give this anecdote. I met a German lad, honestly can't remember his name this was 20 odd years ago, at the Cascades d'Ouzoud. I got chatting and it turned out he and his friend were planning going from Morocco to Egypt, across the Sahara. It's a dangerous route, crossing both Algeria and Libya, you really need to luck out on who you meet on the way. Anyway, the reason for mentioning this isn't just because they were going to do this trip, but the vehicle they were going to use, it was this (well not this exact one, but an identical model, this image was taken from a website).. Yes, a bright red, 1970's Munich fire engine. The lad looked at me, smiled and said, "They always say Germans have no sense of humour, but I'm taking a fire engine across the desert, that's fucking comedy". Honestly, I have no idea if they made it, I was heading south to the border, so never got a chance to accompany them (I didn't have the visas or the cash for bribes either!).
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