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PhotriusPyrelus

Vintarian
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Everything posted by PhotriusPyrelus

  1. What ever happened to the tips under the cross hair? I was sure the game used to tell you how to interact with things...
  2. Creative isn't really a good taste of the game, though. Personally, my favorite demos of games like this just have a stone wall in your progress at some point. Like maybe make the demo version not generate ore other than copper, and don't let it play maps created in other versions? That *seems* like it should be pretty easy to do... Though you then run into the problem of not being able to use your demo save in the main game... Hrm. Maybe limit the map to 1k blocks in each direction, then when it converts to the full version, it spawns everything as normal past there? I dunno, but there's gotta be a better solution than creative mode... Buuuuuuut, like I said, they have more important things to do at the moment, like get the game to 1.0 Release.
  3. Don't worry about it, it's not exactly obvious. They do use shift-RMB for a lot of things, though, so add it to you list of things to try when trying to do a thing.
  4. Gotta say, the thread title had me ready with my pitchfork, but the content makes some degree of sense. I remember installing a "spawn" install from StarCraft to play multiplayer via LAN. Genuinely perplexes me that more games didn't have that kind of an option, though LAN parties seem almost non-existent now (no, internet cafès and similar places don't count). Which is kinda strange to me what with how powerful and comparatively trivially transportable laptops can be now. At the very least, it would be nice to eventually have a demo, but I'm sure they have much more important irons in the fire right now.
  5. I didn't even know this existed. So I went into creative to play around with it. Seems mostly fine to me. You've gotta decline at a fairly steep angle (about -45 degrees), but can get to going quite fast,quite quickly. The problem is that going above, like, -15 degrees absolutely kills your forward momentum and it shouldn't; that's how you're supposed to use a glider: decline at an angle, then tip up to regain most (but not all) of your altitude. The other 'problem' is that you have to be really, really high, like near cloud-level, to get good (500ish blocks) distance out of it. Of course, all of these issues will be fixed if we ever get gunpowder and can make some kind of primitive rocket like in MineCraft, but that might be a little too on-the-nose. I'd genuinely rather see them adjust it so good management of speed and altitude can keep you going for a long, long, LONG distance.
  6. How do I get the bone broth into a container? Also, 10% vessel max volume seems a really strange quantity... Also-also, I really don't understand. I used it (bone broth) in the same save a couple times before without a problem. I've used two different cooking pots, and it still limits to 60 mL. Doesn't matter if I try to put in the broth first, or I put in the rest of the soup recipe and then add the broth at the end. Doesn't matter which soup recipe I use either. This is incredibly frustrating. =- \
  7. How am I supposed to use Bone Broth? I thought I just put it in a soup meal, but my cooking pot doesn't seem to take more than 60ml in a slot. Also, what's up with the tiny amounts of liquid transfer? Why do I have to click TEN TIMES to get 1L from a bottle into a slot?! X_x Exasperating. Also-also, is there a way I can bottle the bone broth from the sauce pan? EDIT: using most-recent versions of VS,CA,and EF.
  8. Is there any way to collect rain water? Unroofed barrels don't seem to do it.
  9. Right, I get that, but like, say a bear drops an average of 4 redmeat. Red meat is around 2-3 times as calorie-dense satiating as bushmeat, so he could just drop somewhere around 10 bushmeat on average, and you're still getting the same amount of calories satiation. There's a case to be made for bushmeat being better, even though it's lower calorie satiation, as it lets you better-balance your diet, and make sure you don't over-fill yourself. I'd rather have two 750 calorie satiation meals than one 1500 meal. Oh yes, I absolutely agree with make the bloat useful through differentiation. I'm not sure I'd necessarily call that complexity, but it certainly appears so at first glance. BTW, I am using your Expanded Foods. I don't really understand all of it, but I'm happy to have bone broth!
  10. It's funny you made this, just a few hours ago I was wondering to myself what's really added by having so many different foods that are largely the same. Why do we need 10 different vegetables, 4 different meats, 36(!!) mushrooms, 6 grains, 5 berries, and 11 tree fruits. This thought was a reaction to a flippant wish that bees would produce different honey based on the flowers near the skep, because IRL, honey flavour [not sure about nutrients; I mean, it's 99% sugar, innit?] is very closely tied to the flower types proximal to the hive; watermelon honey is very different than clover honey, for example. But then I though "well what would really be the gameplay difference?" Then that led me to wonder what gameplay difference there is in all the other foods we have. Like, why isn't meat just meat? Sure there's some satiation difference, but that could be handled at least partly by making "bushmeat" the standard and scaling up the dropped quantity of other meats. I'd get it if we only had 3 vegetables and grains; 1 for each soil nutrient. But why do we need 10 and 6 (we don't even have a P-grain!)? The one I really don't get, though, is currents. Why do we need 3 of the exact same berries? The only difference between them is the colour of the berries. I swear, it seems the only reason is inventory bloat. Note: I'm not saying meat should all be consolidated, or that anything should be removed, or that more stuff shouldn't be added. I was just thinking thinky thoughts while doing some menial 'labour' in the game.
  11. It's a multi-faceted problem. I use dark mode on practically every other site, so I'm used to it. My monitor is adjusted for that, and it doesn't make much sense to change everything all around for one forum. ::shrug:: ...also, if I'm playing a game with dark-but-not-pitch-black nights, or a space game, a glaring white screen on the side makes it harder to see anything in the game. Appreciate the advice, tho. The default theme is good enough.
  12. Well that's embarrassing. Thanks so much for the screen shot. x_x That helps. Still wish there was a true dark mode, but at least it's not eye-piercingly white...
  13. Is there a way to turn on dark-mode for this forum? I just realized my eyes are hurting from looking at it, and the only culprit I can conceive of is that it's one of the only sites I used without dark mode. x_@
  14. Good to know grass won't overgrow it. Maybe I'll look into that mod, though it's not that I mind foraging for mushrooms, I was just worried about ruining them. I throw down map markers like they're candy. They're free, why not. But I don't try to mark every single block, just the general area. Not that it really matters much in my specific case, as I try to leave the landscapes as untouched as possible outside my bases. I was mostly just thinking about potential problems that the stumps solve. Also, I kinda just *liked* the stumps; it was additional variation in ground clutter.
  15. What if I forget and cover up the block it was on? What if grass spreads onto the block? What if I dig up the block?
  16. Not to derail the thread, but really?! I guess I can take that game off my "looking forward to" list...
  17. If that's true, that's a real bummer. =- (
  18. Yeah, a bit late; I've already got 4 hours in the seed I mentioned above. I rather like it. That said, the one you posted is lovely. You start out in a pretty big shrub biome that I love so much with another big one to the north east across an isthmus. And there's that big mountain right in view of spawn. Excellent seed I'll be keeping in my back pocket in case I get frustrated or fed up with the one I'm playing; thanks!
  19. ... Duh. That's a much better solution. x_x The game cannot allow its development to be constrained by potential conflicts with mods that a relatively small handful of the player base are using. I should've known there'd be a mod for it. Didn't really know where to start looking for it. Wish I was a modder, I'd've made it myself. But I'm not, so all I can do is whine in the suggestions forums and hope. XD
  20. How do I do this any more? I swear I remember harvesting them before, but not destroying them. But now, empty-handed, knife, RMB, crouch-RMB, none of it works, and if I LMB, it destroys them.
  21. As I understand it, the reason you can't break farmland blocks and receive back dirt is to avoid people destroying the block after some nutrients are depleted, getting back the dirt, replacing it, tilling it again, and getting a new, fresh, nutrient-restored block. However, having tilling a farmland block be a permanent, irreversible change as well as not getting back anything when the farmland blocks are broken is... annoying. And also really weird. And it just really, really bothers me. So what if the hoe had a secondary function (or perhaps a new tool to prevent accidents; like maybe a soil rake, or a pitchfork?) where, if you use it on a tilled block, it turns it back into a block appropriate to its current level of fertilization up to a maximum of the original soil used (since the game remembers that). Conditions would look something like: If (N,P, or K <25%) --> Barren Soil else if (N,P, or K <50%) and if (original block == low fertility or better) --> Low Fertility Soil else if (N,P, or K <75%) and if (original block == medium fertility or better) --> Medium Fertility Soil else if (N,P, or K <80%) and if (original block == high fertility or better) --> High Fertility Soil else --> original block quality soil Since that may be confusing to some readers, let me give some hopefully illustrative examples using medium fertility soil; freshly tilled it has 50% nutrient levels on NPK. If you were to "untill" it with... 50% in each N,P,K, it would turn (back) into medium fertility soil. 50% N and P, but only 49.9%K, it would turn into low fertility soil. 0% N and K, and 80%P, it would turn into barren soil (I realize barren soil has a default of 5% nutrients, but I really don't think anyone's going to exploit to re-fertilize barren soil...) 100% in each N,P,K, it still on turns back into medium fertility soil, because that's what it started as. No mass-printing of terra-preta with fertilizer. And if you don't want to go through the trouble of making a new tool for it, but also think adding it to the hoe would be too confusing or mistake-prone, what if this same behavior was applied when the farmland was covered with a solid block, like how grassy blocks eventually lose their grass when covered. ---alternatively, and much, much more simply--- What if breaking the farmland block gave back "despoiled farmland" of the same fertilization quality (barren/low/medium/high/terra-petra), so for example "Despoiled Farmland (Low Fertility)". But when placed, it creates a normal farmland block of the original fertilization quality but starts at 0% N, 0% P, 0% K, and 0% moisture. I don't like this solution nearly as much as the above because it still has tilling be a completely irreversible action, but at the very least you don't get the complete strangeness of breaking a dirt block with the 'right tool' (be that a shovel or your meathooks) and getting back *nothing*...
  22. Is there any way to reclaim tilled land yet?
  23. Typo, or brain fart. Ruin placement/location (and type; the one in question has always been a 7x8 rectangle) *IS* dependent on seed.
  24. Placement isn't. It's always in the same spot (and it's always the same *kind*, but which blocks are cobblestone versus dirt versus air seem to vary.
  25. Yeah, seems about right. Absolutely baffling why they'd do that... Well, there's a ruin I go to in the seed. One time there was a berry bush right in the center. One time it was surrounded by flowers. One time there were some tree bushes around it. One time there were some vegetables up against one of the walls. Weirdly despite the ruin itself seemingly having the same block arrangement for the walls every time, the very last time I rerolled the seed, the walls were a block lower almost the whole way around.
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