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PhotriusPyrelus

Vintarian
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Everything posted by PhotriusPyrelus

  1. I like Forget-Me-Nots for bee hives because they're so small and easy to see around, but also show up on the minimap (unlike Lillies of the Valley). There's just one problem. They seem to be approximately of equivalent rarity to incisors from the female gallus gallus domesticus. Is there some specific biome I should be looking in?
  2. So I happened to find a weird little bug. If I have a full inventory and clear-quartz in my main hand, I can repeatedly click on quartz bits and it will eventually give me clear quartz.
  3. Hrm. Might it have anything to do with having limited memory? Ever since I upgraded to Win10 at the start of the year, I have to run memory diagnostic to actually clean out my memory, and I sometimes forget to, so I'm sitting at, like 98% memory usage. x_x
  4. I wouldn't expect it would but... I dug up 39 blocks, ran around the world for a few days, came back and all the blocks I dug up were back. (and the nuggets that were on them and fell down were back on top). No, I didn't forget a reload, I have the blocks sitting in my bag. So what the fluff'n'stuff happened?!
  5. Yeah. I was actually looking at the "growth speed", not the nutrients themselves. The nutrients stay regardless of moisture. Growth speed, however, incorporates it. I probably should've deleted the thread 15 minutes after I posted it when I realized this and just asked my seed question in a new thread. x_x
  6. "Your ideas intrigue me and I wish to learn more."
  7. Yeah, good points. x_x EDIT: What if it only held on to the nutrient data until it returned to its natural level? A better solution might be if you could only use the proposed right-click shovel 'untill' function on a farmland tile that was at its maximum nutrient levels?
  8. I'd love for mining to have some kind of minigame, but I'm not sure this is the way. Only because it introduces a completely unique mechanic for breaking one specific block type (ores) compared with every other block in the game. Otherwise it does seem pretty cool.
  9. If farmland can save nutrients, it seems like placed soil blocks should be able to as well. Couldn't a right-click function be added to the shovel on farm land to convert it back to soil without resetting the nutrients? I guess strictly speaking, a player could still 'game' the mechanic, but that'd be a lot of work, using a shovel to turn it back to soil, digging it up, replacing it, and re-tilling it...
  10. Fun fact: you can also grow dry grass from placing dirt. Though that is a bit more labour intensive (because after one harvest you need to dig up and replace the grass) than just waiting for it to grow on a fallow field. Though I think it may grow a bit faster.
  11. Empty buckets stack, why don't empty crocks? Rearranging a big storage cellar is soooooooooooooooo tedious! X_X Also, could we have half-shelves? My cellar would look so much better with the top-half of a shelf on the eye-level block, and the bottom-half of a shelf on the next block up (with a storage vessel on the floor below).
  12. Is there any way to undo farmland? I break it with any tool, it disappears. Putting a block on top doesn't seem to convert it back to regular soil. Is this something planned to change? Because having to lose the block seems a little silly.
  13. Apparently the nutrients shown in the tooltip depend on moisture level. I obviously have not been watering the empty farm land, but when I do, it has plenty of nutrients.
  14. This is my farm. There are many like it, but this one is mine. I water it by hand with the watering can because I just don't like it looking like a swamp with water everywhere. What I don't understand is why all the fallow land is losing nutrients. Indeed, you can even see a few spots have down-graded from "medium fertility" to "low fertility". I thought fallow land was meant to GAIN nutrients! EDIT: Also, how do I get more seeds? Just have to luck out and find more plants (or seed pot) around?
  15. If they eat it at anywhere near the same proportions, that's not going to help too much. @_@ I'm growing some grain, but it's slow, and I had planned to eat it myself over winter. Hrm.
  16. They eat SO MUCH dry grass, OMG. I don't want to turn the entire surrounding area into barren blocks, but what else can I do? Is there any way to regrow grass?
  17. How unfortunate. I was hoping to completely get rid of the durability bar just for aesthetics. Oh well. Better a sub-optimal solution than no solution. EDIT: So I've been playing around with different values. 2^64 doesn't cause a crash, but it clearly causes some kind of overflow issue, as the tool will break after one use. (2^31) - 1 makes the durability on the tool tip disappear and makes the durability bar look almost broken. 999,999,999 for some strange reason makes the tooltip read 1,000,000,000. (commas added for readability) In fact, there's some really weird - I assume rounding - shennanagins going on with very large values. 1,000,000,001 becomes 1,000,000,00; 1,000,111,222 becomes 1,000,111,232. The maximum display seems to be 2^31, but with the rounding weirdness, it's not as simple as just setting the durability to that. Seems that 2147483500 gives the best result, so Imma do that, I guess. It's a shame the "DamagedBy" property doesn't exist for all tools, and doesn't have arguments for everything that degrades them. That would by far be the easiest thing to mess with to achieve my desired result. Oh well. As above, better a sub-optimal solution than no solution at all.
  18. So since, as He-Man would say, "I HAVE THE POWER!!!" (mostly because the developers have made this game so stupid-easy to mod even a complete brainlet like me can do simple stuff, yay!), I've decided to try to make my tools indestructible. My first thought was set the tool's durability to 0 in the JSON. Interestingly, that both did and didn't work. I have two hammers in the survival save I've been playing, one is damaged, ones is not. The undamaged one breaks in one strike. The damaged one *seems* to be indestructible. The undamaged one, obviously, has no durability bar. The damaged one's durability bar goes from <20% full to completely black. Since I didn't want to have to delete my save and restore the back up every time I test, I moved into a creative save. My second thought was "well, maybe set the durability to -1". That makes a pristine one break on one strike, too. My third thought is to adjust the durability cost of actions and set that to zero, but... I have no idea where that would even be, can someone point me to the right file? Or is that hard-coded into the game? My last-ditch thought, which I'd rather avoid, is to just set the durability to whatever the maximum value would be? Probably 2^32, or 2^64?
  19. May as well just burn 'em. They may be 'inefficient', but they'll still burn hot enough to cook food and make torches.
  20. I'd kick a kitten to be able to pick up and move a storage container. Sky Saga let you do this, and it was *AMAZING*. I miss Sky Saga. Now I'm sad.
  21. I went looking for it, and couldn't find it in any of the guides. It's on the item page for Copper Nuggets at the very bottom: "Your first copper nuggets will probably be found lying on the surface as you explore. When you find these nuggets, mark the location on your map; there is more copper ore in the stone below!" That line should probably be included in the progression guide for early copper age. :shrug: EDIT: I should mention that I didn't notice it at first, either. I posted a question on this very forum asking if surface stones indicated deposits in the stone below.
  22. PhotriusPyrelus

    Class survey

    Yup. Well aware of that story. I had typed up an explanation of how to turn the health penalties into bonuses for other classes, but I ended up deleting it because it seemed too much. EDIT: I also realized that would require giving a bonus to the commoner (or reducing his health to be equal to the lowest HP class), and the developers might really, really want to keep him without bonuses, but also not reduce his HP so much. :shrug:
  23. You know, if you don't force players to do something, most of them will do it anyway if it's fun. Why do people sleep through Temporal Storms? Because they're not fun. As I've said several other times throughout the thread, there are other - and in the future will be even more - non-tool uses for metals. You don't need tool durability to coax players out into the depths of the world. If they want gold/silver-lined lanterns, they're going to need to go get those metals. And who knows what other cool decorations may be implemented in the future to incentivize players to dig deeper. Tool durability is not as necessary to get players mining as most of the responses here seem to think. Does it add incentive? Obviously. Is it required? Not in the least. I've never felt like I had "enough" metal in Terraria (which has no durability system). I might not always mine every deposit I find when I find it, but I've never not-mined it because "I have enough". "Tool durability doesn't leave you that choice." A) because we wouldn't want players to have choice in a game, right? =P 2) what exactly is "on the line"? The biggest death penalty is having to walk back to where you died; the only thing you really lose is your nutrition. III) "steep labour costs"? Stone is *EVERYWHERE*, you can't walk 5 blocks in a new area without tripping over some. If you're going to call out napping for "steep labour cost", be sure to factor in prospecting and mining time into metal tools. When you do that, the labour cost of stone drops to almost nothing by comparison. And let's not forget opportunity cost. Every unit of metal I spend on something dumb like an axe (for which stone works just fine) is a unit of metal not spent on something that only metal can do (picks, saws, etc). But... if you're liberated from the durability system, suddenly metal axes might actually get crafted because they don't need to be replaced and offer increased efficiency over stone. They might be the *last* tool you make, but they will get made. At present, I'd be quite surprised if the number of people who regularly make bronze axes is more than a single-digit percentage. I will concede that is one major drawback of infini-durability: being able to just mine randomly until you find stuff. I still think the benefits are worth that cost, but I do concede that's a draw back. Though players who learn how to find ores properly (note: I am not one of them; I have no idea how to use the prospecting pick @_@) are still going to have a huge advantage in ore/time. As for "resource management", if the goal is to reduce the amount of resources available to the player, then the same effect is accomplished by just reducing the amount they can find. Why all the extra song and dance? Oof. That's me you're talking about right there. XD
  24. There's at least one really interesting biome (unfortunately I deleted the seed I found it, so I can't get pictures; it was kind of like a 'maze' with these small plateaus about 10ish blocks above the lower level). Biome variety could be improved and I'm doubtless it will, but there are /some/ interesting things to see even now. I would also very much like to see horses added. Though I imagine their upkeep might be pretty high. Or it could be really low. Dry Grass makes hay bales at 8:1. Even if they ate 1 bale per day (which would be way too much, IMHO), that wouldn't be *that* bad. One chert knife's worth of hay (50) would hold you for almost week. Trees are easy, to farm, you just have to break the leaves by hand instead of letting them auto-break. Takes more time, but you'll get LOTS of seeds, and a tonne of sticks. I'm not sure if this is a bug or what. I thought I read something on the axe or the guide that said there was no difference in breaking leaves with any tool, but there is most certainly a difference between breaking them manually and breaking them automatically with the trunk of the tree. As I mentioned in the thread you linked: I've not made it to steel, but I really don't mind things being hard to make... that said, I have absolutely no interest in doing it regularly as my tools break. If I *want* to upgrade to steel tools? If I *want* to make a cool decorative block in steel? Sure x2. If I *have* to replace my tools? Bleh. The silent attacker thing happens with wolves far more often for me. Just walkin' through the forest and "RAWR!" half my health is gone, and I have to hope I can recover from the shock and sprint away before the follow up kills me. But I don't spend a lot of time running around in the dark (either at night or underground). The useless ores don't necessarily take up space other ores could occupy, perhaps all the useful metals are generated before the ancillary ores, and can't overwrite other deposits. But I dunno.
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