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Everything posted by Broccoli Clock
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The dirty deeds in the title refers to tips that are a bit cheesy, not an exploit, but close. I'll give you two to show you what I mean.. Seeing more of the map upon spawn: Upon spawn, you will be limited by the view distance (my default setting is 256 blocks) and this counts for the map too. So if you sit at spawn, set the view distance to max (1530 blocks in 1.21), and switch to the map and you'll see the fog of war disappear giving you a much better idea of where to go from spawn. Your machine may chug a bit, dependent on your specs, but if you are not moving and just viewing the map, it should be manageable. The cheesy bit? Well it doesn't "replace" the fog of war once you turn the view distance back again, so you've gained a large chunk of map while not moving an inch. example: Remove darkness: Ever fallen down into a cave with no light source, or dipped your head under water in a cave when you are using a torch, only to find yourself engulfed in an eternal blackness, unsure to move in case you make your situation worse? Well one cheesy solution to this is to use the debug rooms command. It will provide a red or green overlay depending on whether that area counts as a room (in a cave it'll be red), but that overlay also highlights the structure, giving you a way to see in the dark without a light source. I don't think I need to point out this is a bit cheesy to say the least. To activate the room check, type in "/debug rooms hi" into the chat box, doing "/debug rooms unhi" removes the effect. example: Anyone got any more not exploits or cheats, but slightly cheesy workaround for a problem? A dirty deed, done dirt cheap, you could say...
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To be fair, that is how most people "store" their bears! I once let loose a wolf cub I had bought from a trader, the intention was to sell it to another trader for minor profit but I accidentally released it. I was worried it'd die from lack of food, as it was in a fairly small fenced in area. I tried using a trough, but it didn't eat from it, and in the end I resulted in throwing meat into it's enclosure. That worked as it showed it's weight increasing and the meat had vanished. I am guessing that is the same for bears, that they won't eat from a trough, but may eat meat off the ground. It'd probably take an in game year to "starve a bear to death" (if it's possible) so I wouldn't be worrying too much about it. The caveat is that the above happened in 1.20, I am unsure if anything has changed for 1.21.
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One time I put down a (large) animal feeder, in an area that only had a chicken spawn and a sheep then a pig spawned into the area and started feeding form it. I've also cleared a spawn area of wolves by constantly killing their cubs. I am sure there are more subtle reasons as to why and where animals spawn, but those two things seemed to "alter" that.
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My guilty pleasure is watching people play the game blind. It's fun watching them trying to figure shit out. Not sure if that's me stroking my ego going, "yes, yes, you've learnt something I knew already", or if I just enjoy watching the penny drop - especially on a live stream.
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Definitely this, in 1.20 I was frustrated as hell with them, as they were damned accurate and could hit you hard. They also spawned quite a lot (shown in spoiler). In 1.21, they feel far less accurate, hit much less and tend to signal far more clearly when they are about to let fly. They are annoying, of course, as the second you close in on them, they stop their ranged attacks and start running away from you. They also drop arrows now, bad arrows but arrows none the less, so there is some payoff to killing them.
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I have had situations where a dirt block has been placed right in front of a door, rather than opening the door. Could it be that I wasn't directly aligned at the door and I was just placing a block normally? Possibly, it happened so often that I just assumed that it took precedence. So when replying, I wasn't being disingenuous, I honestly that was what they were referring to. I asked for opinions and it seems that most are happy with doors taking priority. I would argue that goes against game logic, but that makes no difference if those who play the game are happy enough for it to happen. Especially if this is "how it's always happened" and it's now ingrained in their our playstyle. Obviously I disagree, hence the thread, but I'm happy to acquiesce.. I think this is the key element, context. I would wager, heals are more important that any other (non-weapon) you can have in your hands, which is why I feel there is merit to the question. Admittedly, you do not bleed in this game so it's less time sensitive. If bleeding ever gets introduced I think that shifts the debate somewhat. That said, whatever a serpah is intended to actually be in the game it's not the mythology based one as it can't die... and we all die quite a lot!
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If you have specifically swapped to a healing item, then the game interacts with something 5 metres away, I'm not sure that's a "logical result". I understand the point being made, but the game already works that way. As @Shoom pointed out you can place a block while looking at a door. Do you think that mechanism should be changed as placing a block (and thus blocking the door you want to open) will get your Seraph attacked, instead of opening the door? IMO, I do think that should be changed, if the game is going to give the door a higher priority over things (that you selected) in your hand then it needs to be consistent.
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Some of you, just due to the title, may have picked up where this is going. For others, using items in your hand requires you to right click while that item is highlighted on your toolbar. However, right click is also the button you use to interact with items, for example doors. Now, in the current setup, the door takes priority. Doesn't matter what you have in your hand, if you are facing the door, it will open. So again, the question I have is opening a door more important than applying meds or eating? In my mind, the user has specifically switched to that item, wants to use it, so let that be the priority. The door can be 5 blocks away from you and it'll still be interacted with. There is, I am sure, some counter argument about how if the user looks at a door, then their intent is to open that door, which I feel doesn't really add up, because at worse if you have a heal in your hand it'll just start with the animation which is slow enough for you to cancel whereas opening a door is pretty instant (and can have immediate effect dependent on what's the other side of it). Now you could say, BC, this is just a skill issue you need to 'git gud' and to be fair you are not necessarily wrong, doesn't stop me feeling the priority is wrong though. What's the thoughts here, it's not a big deal, and can be worked around but thought I'd find out how others see it.
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What is the logic for surface level temporal stability?
Broccoli Clock replied to Broccoli Clock's topic in Questions
It's cool, just funny that the blue/green seems to be a regular thing, like "multiple times over decades" regular. -
What is the logic for surface level temporal stability?
Broccoli Clock replied to Broccoli Clock's topic in Questions
Thank you, that's what I had initially thought. Edit: btw, I'd say the colour of the gear is green, not blue, although I have to say I've had this sort of discussion several times in the past, for example one of my friends was certain that the Independence Day poster was blue. It's green. Image in spoiler below.. -
If there is a way, I've yet to find it. Probably not the answer you were looking for.
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I have this question because I started a new world for 1.21, didn't like my spawn and went searching for somewhere nicer. The problem being, almost all the places I thought were "nice" had bad temporal stability. Obviously part of that is me being picky about where I want to settle, but I couldn't for the life of me work out why some areas on the surface were bad while others weren't. The wiki states.. ..but doesn't say why. Obviously if this was underground, or near rifts, I'd understand, but I'd wander to an area and think, "this looks lovely for a base", only to see the gear turning anti-clockwise. There will be no (surface) structures, there will be no rifts, there will be no visible caves. Is it just random? Or does bad temporal stability on the surface signify there is something underneath that surface? It's not a big deal, the world is big, the good stability areas massively outnumber the bad areas, but I'd still like to know if there is some logic as to why an area is chosen to be bad. Thanks in advance. ==[bc]==
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Bowtorns are just 'drop bears'! I was hiding at night, panning for those early game copper nuggies. I could hear the mobs mulling around but not close (they weren't phasing through a wall to get to me in the way they do if they are right next to you). Over time I kept hearing bowtorns dying and just couldn't figure it out. Friendly fire perhaps (although I never heard them fire). Finally made my way out in the morning to find a dead bowtorn. Checked it's stats, that's when I figured out what had happened.. It seems a little odd that they all spawned on top of the redwood tree and not on the ground next to me, but essentially this just makes them a drop bear. For those unsure what a drop bear is, go google it..
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Whoa, whoa, whoa... is that what you think? If so, then I can understand why you are annoyed, but let me be very clear here, I am absolutely not accusing you of that. I think your take on Lovecraft is wrong, but that's it. There is no suggestion you are somehow a flag waving supporter of bigotry, and I have no evidence what so ever to base such a crazy claim on.
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I'm coming across as passive aggressive to you because I am nervous of where it could take us, that's all.
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..and Lovecraft was born ~30 years after the civil war ended. What was that fought over and who won that? If I'm honest the, "my country was raw dogged by racism, it should be accepted", is not the win you think it is. It's also opening this up to comments about the current administration and that can only be the sort of "dumpster fire" territory that both of us want to avoid. I'm not dismissing your point, the times were "unenlightened" to use an euphemism, but with him specifically I believe you are underplaying his hatefulness with anachronism. I'm not here to convince you of anything, I'm sure you are an intelligent and capable individual, but the evidence is very clear. Either way, I doubt this exchange helps, and I am guilty of letting this get off topic, and for that I apologise. (Edit, in fact I'd be happy for the mods to just remove a section of this thread to "keep it more sanitary")
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If you want to discuss it we can, but I am very wary of opening that Pandora's Box, and this really isn't the place for it. We can all agree that the game doesn't need to have an explicit tie to Lovecraft himself, which is good, and that's where the matter should probably end. However, to claim he was just expressing view that were mainstream at the time is utterly wrong, and I'm sorry if being this absolute with my push back is causing a problem.
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..good sentiment, let's keep religion and politics out of it. So it's really disappointing that you post this.. ..if you don't want people to expand on the topic, stop trying to claim that Lovecraft was just a bit kooky for the time but held totally normal views. I cannot overstate this, he was an avowed racist, even for the time. There is not a modern scholar that thinks differently.
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Password vaults are not a panacea, but I certainly recommend them. I actually have KeePass installed locally, although I don't actually use it as I have LastPass as a browser extension. Is LastPass the most secure? Nope. Am I lazy enough to put up with the minimal risk? Yes. Have I used it for nigh on a decade? Yes. Have I ever been informed (or noticed) an account being hacked? No. As the username/password is the same as the client area, and I needed to log in to download the game, the details are already in LastPass, but it's a browser extension so it's never going to automatically log me into a (non-browser) application. The same is true for KeePass. The only way for it to work is for the application devs to intentionally build this in.
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I mean in the air, not in your inventory. It's weird as almost everything else has a tool tip. Look at a tree and it'll tell you the type and tool needed. Look at a rock and it'll tell you the type and (dependent on settings) the cave-in stability value. Butterflies? Nope, even with dev tools turned on and "extended debug info" enabled, there is no tooltip. Is this by design? Because there is a "literal shit ton" (technical term) of them, and each one is different, so is it intended that we should work it out by the design alone? Happy to install a mod if needed, and I'm looking to add in Eternal Butterfly so that collecting them doesn't kill them, allowing me to release duplicates.
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I regularly have dev mode on, and for one simple reason, the debug data on the tooltip as it provides not only the full item id but also a lot of detail on chiselled blocks. However is there a reason not to? I'm intrigued to know what "problems" that could arise from using it?
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This could just be for game balancing, but it seems a little weird that for some things the lantern (and by extension the candle) doesn't operate as a source of fire. I mentioned bloomery in the title and perhaps it's a bit of a stretch to use a candle to light something so industrial, but a fire pit should be no problem as it uses a base of dry grass.
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I literally wrote my own mod because while I don't mind the early game struggle I was frustrated at the lack of sticks mid game. I made it use an axe and a plank (board),as I felt at the point you are able to make planks it's just a matter of splitting those planks into sticks. https://mods.vintagestory.at/show/mod/21934