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Steel General

Vintarian
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Everything posted by Steel General

  1. I know not of what you speak, but I believe 7embre is referring to the amulet we can make with rope and a temporal gear (it can also be crafted back into a temporal gear). That way the starting gear doesn't occupy otherwise-useful inventory.
  2. Why would anyone who had something to post go looking in places where they can't post? All the hassle of searching a forum and clicking through old topics to see if something is relevant, and I can't post in it? Not a chance: I'm making a new topic, every time. We might as well delete all the old stuff if we're gonna close it, because the only thing it'll ever be used for is snarky linking. So do fresh topics. The dozenth 'But Birds!' is not more deserving of being kept than any old post. People have bad habits concerning others' attention, and eventually this will be addressed in public schools; for now, facile self-serving fools are inevitable, and we must learn to use forums in spite of their 'contributions'. I have posts with no replies, and posts where I hope to someday get better replies. It would not help my goal or the community's use of the forum if I post 'bump' on them once a month to make sure they don't get locked. It is just fine if people who are interested can find them and continue the discussion after they someday find this community. Valuing discussion by its freshness is a bad habit we are being taught by badly designed social media interfaces. Resist. It would be of value to have pinned threads in which past discussions are summarized, but someone would have to curate that... and new people would have to see the merit of looking at it to solve the problem that has been identified in this thread. To be clear, the solution I'm offering is "get good". Forums are hard to use well - don't lower their usefulness to meet expectations of new arrivals.
  3. What in the world is wrong with old posts? It strikes me as a very weird bias to have. Discussions are not trophies, and they're not over. We keep old topics around for the same reason we can make new ones. ... and for the love of convenience, use them instead of making new ones on the same subject. Read them and you might find out your new post would have been no contribution at all.
  4. This seems like a good place to mention: AI projectiles are trivial to dodge. Juke and jive! As you move forward, rapidly alternate A and D - anything aiming at you will presume your travel will continue in the current direction and aim to that side of you, while you continue on straight ahead. Anything directly to the side of you has a good chance of hitting you, but the rest of the projectiles will patter all around. To throw off the ones beside you, alternate sprinting and walking - this is trickier and a small margin to chase, but it might be worthwhile if that margin is populated by nightmares. That said, if you don't want to cheese the AI, you can just watch for their tell - e.g., arm going back - and then sidestep. I've dodged many a stone like so, but haven't tried it on arrows yet - for them, I sidestep behind cover.
  5. Snow only gathers on full blocks - if you've replaced everything in the square with half-slabs, farmland, etc., you'll get no piled snow. If that square aligns to chunk boundaries and there are full blocks not getting snow, that's pretty weird - variation in biome ought not make a one-chunk pocket.
  6. Rectangular collision boxes are a big part of the problem: they need to be beveled to dejank the character's interaction with corners. A little more jank could be removed by making the character less bouncy, so that missing a jump up a block doesn't give you momentum in the opposite direction. I've heard that the Minecraft emerald is the shape of the hit boxes for its villagers and players, and it seems just about perfect, but trying to find a source for that information failed: they appear to use rectangles.
  7. Since the hives are already identifying flowers in their range and generating particles, it shouldn't be too much overhead for them to also generate some particles among the relevant flowers. When I first started playing, I was expecting new hives to appear every Spring (raccoons will prevent some overpopulation, but maybe not enough - let bears eat hives too ). I think that would be a swell mechanic to add.
  8. I've never yet made support beams, and my deep mining is not hindered. Approach ore from above and mine from the top down. If you find ore higher than you're mining there's going to be trouble, but it can be managed - clear out as much value as possible, then trigger the cave-in (mining at max reach from a hallway, ready to run backward as soon as the block breaks) and get what's left. I'm not opposed to adjusting this system to make the beams necessary
  9. Each stage of pie baking resets its spoilage. Even your fully-cooked pies can be charred to reset their spoilage (at the cost of some nutrition). That's on top of the raw pie's spoilage being independent of its ingredients. Altogether, it can stretch things out nearly as much as sealing a crock.
  10. I hang mine from a 5x5 trellis with a post at each corner and a hole in the middle (to shorten the path to the flowers on top), so twenty. However, I rarely actually get it filled with skeps, wind up with just a handful at a time - anywhere from 4-8, but that's more than enough to meet my demand for honey and wax.
  11. It seems plausible that the largest-scale world features, such as rock strata, could be generated quickly (without display) and without requiring much else to be generated - ores and caves could be left out. That said, it is not a problem of limited scope - the world would have to generate in all directions until an answer is found, and that could become unreasonable even at the most basic generation. I'm not sure if a mod could do partial generation anyway. Eventually, though, the world generation is going to have to change in a very similar way: you can't automatically generate realistic rivers until you know at least where the continent's divide is. Largest-scale features will have to be notionally generated long before procedure fills in the details. When this time comes might as well plan for the panoply of features that will thus be enabled, such as getting rumors of distant rocks' color.
  12. If your sea level is default (110), then from that layer you'll have to dig 44 blocks down before copper has a chance to appear. Stability varies like an invisible landscape, spinning your wheel faster the further you are from its invisible surface. In some places that invisible surface can be deep underground, allowing easy exploration to the depths, and in some places that invisible surface is well above the ground level, making the ground-level an unsafe place to stay - it's not a reliable depth gauge.
  13. I make my checkerboards vertical: 2xn of indeterminate depth. I'm not looking to dive to the bottom, so I'll usually work several in a row, one block between them.
  14. The currently-viewable circle of the map should be full color, in the old style. It might be very cool if the map shades from full color to sepia gradually over time, so that a trek across the world makes a comet of color fading through the tail to sepia tones.
  15. This is exactly how I want rocks to be ground storable. There is another case to consider: the mound against a wall. I would like to see piled bones - nothing orderly, just a midden.
  16. I've been reusing the same seed through my 1.19 worlds at 80% landcover. In 1.20.x, those same settings get considerably more sea - I think it was changed for the boat. I bet 100% landcover will now produce seas.
  17. We can still make bread in the firepit - it goes straight to char, but it's a lot better than raw grain. It's not better than porridge, and if you can get flour wet, you can make porridge. We need water vessels more primitive than pottery... seashells, maybe? Ooh - the pan could do it!
  18. I think the collision boxes need bevels. I'm sure there is resistance to the MC emerald, but it would take so much jank out of the movement. I'd love to see auto-jump toggled with sprint, but a beveled base on the seraph collision box would sure keep me from bouncing off blocks on poorly timed jumps, and especially keep me from stopping cold at the interface between farmland and dirt.
  19. The 1.20.x series have been giving me a lot of hard crashes, so it might not last much longer as a game machine (I'm already off Steam). I have a single 1TB HDD, usually with 2-10 GB free; I use a view range of 208. Many versions ago I used a much larger view radius and could see the March of the Time Being, but at some release the system could no longer handle the large view radius, so I turned it down until I stopped getting the frequent, huge lag spikes. For some reason Vintage Story uses more RAM than Task Manager can find - the Vintage Story process claims to use ~2GB RAM, but another 7GB RAM go missing at the same time and return when Vintage Story is closed. All processes should be visible, but something isn't - I know it's running separate client and server processes, so I suspect one of those isn't appearing in Task Manager.
  20. Tall worlds take a lot longer to generate - if you've got a huge depth of ground under you, that might explain part of it. I'm running on Win7 with 1GB vram and ~7GB swap space, and I only get effects like that if I'm running continuously with a large view distance, and even then it loads very quickly after I reach the edge.
  21. Any grind can be improved with interactivity, and we can do it without nerfing the inattentive grind. When turning a quern, there could be a slight improvement to efficiency if the view focus tracks the handles of the quern as they go around. Face a tree, click and hold with axe in hand and the crack pattern spreads across the face - from the point of focus, which, if tracked across the log at the edge of the spreading crack texture will cause them to propagate faster, felling the tree a little sooner. Picking a block of stone, perhaps the mini-game could be to focus on the center of the face. Hold the button the whole time - while the focus is not yet centered, the block still breaks as fast as it does now, it just gets a little faster the closer you get to the center of the face. Arguably, the bonus is mooted by top-tier tools (or, in the case of the quern, by automation). I bet there's other tedia that could be jazzed with marginal utility!
  22. In the early game fighting is best avoided. The seraph is not a viking warrior Crude armor will let you survive one wolf bite - it's just enough that you get a chance to run if you're surprised by a single wolf. The crude shield (crouch to use) has a chance to help if you already know you're in a fight, and if it's against a single wolf you might be able to make it run away before it kills you (provided you're doing more than slapping it ). That's about all the prowess you should expect before you have better armor. Seek coastal forest for your early wood so you have deep water to jump into at the first sign of trouble. In water, you can kill nearly anything with a flint spear and without getting hurt by kiting. Expect a bear to take more than one flint spear - it's health is greater than the spear's durability. Spears work better when you can throw them, but collecting them to throw again in the same fight can be tricky. I never bother with the club... it may have value I failed to assess, but spears seem easier to get and more effective.
  23. This is how I thought the wolves would function when I first started playing. I was disappointed to find out the howls were cosmetic. It got a lot easier after that.
  24. I've often wanted something similar. I like the idea of it being a knapping recipe for a loose boulder.
  25. I also find this annoying, but it is avoidable: the bug happens because that initial click is exceeding stack size: 64 in hand plus 8 in the grid square. Pick up half the stack at a time and it'll be a lot faster - correcting the cause of the bug is easier than correcting the effects.
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