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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. And even if you don't want to learn to fight drifters, it's easy enough to watch them and figure out how to build a "trap" for them in the mouth of a cave, where you can just sit and harvest them as they kill one another until you get a gear. On average, it's only about 20-30 drifters, which,. if you are kind of lucky finding an appropriate cave early, can be done by noon, late afternoon at the outside. And you will probably have more than a dozen rusty gears, and maybe even enough flax for a linen sack.
  2. Probably from Creative. Looks like surface malachite. Also the ones in inventory are also not copper bits, but copper in, um, chert, maybe? Just place those stones and break them. You will end up with more than 20 copper bits that way anyway.
  3. That used to be the case in 1.14 or so. When harvested with a knife, it would leave dots on the ground where the mushrooms were. Spores, I'm guessing. But they got rid of that mechanic for some reason. Flower pots.
  4. Not saying it's the case here, but I once struggled with things because it turns out you can't put copper bits in a cooking pot...
  5. And it's not like its a skill you won't need.
  6. True. Didn't look like that's what he was doing. I wouldn't try to path a 50% grade anyway. Just pathing level ground is slow enough, Offhand, I think you probably need to use a level path a dozen times or more just to break even time-wise, and on a slope is worse.
  7. Bragging rights. I can't imagine myself ever doing it again. Even starting in the center of a redwood forest with a couple stacks of steel axe heads, it still took an insane amount of time, and I didn't end up using any of it.
  8. It's not really that hard, but as you point out, not really worth it other than bragging rights. If you set it up right, all you have to do is light the fire, climb up the rope ladder, remove the rope ladder, remove one non-gravity block (hay would be quickest) so all the wood stacked on top of it falls into the hole, plug it up. All told, 3 seconds or so. I think you could probably obviate the "plug" step by putting a sand block on the very top of the firewood, but I've not tried it.
  9. Case in point would be things like torches or cobblestone or stone paths. If I had to make torches one at a time, I think I'd just find a less tedious activity. (At that point, it doesn't seem like its really a game anymore.)
  10. Yeah,. pretty much. I've seen 2 of the lore things that talk about the wolves going aggressive. @Streetwind says there are 3 now.
  11. I used to think it did. What I think is more likely is that there's a whole lot more to see, so the boredom doesn't hit as much. It doesn't seem to take any longer to go from home to my current mine whether I'm jumping or not.
  12. Whatever "stability" is, Jonas parts can be used to ameliorate it. There's no reason that needs to be the only thing that brought about the downfall, nor that whatever else is happening needs to have some real-life parallel. Rather than some mundane cause that can be mitigated simply by piping clean air, I think it would be better to go with your original idea, where there's something quasi-magical that cannot be understood (thus the horror part -- something well understood is less scary than the unknown), but that in he past/future/whatever the rust is, they found a way to mitigate the threat, at least temporarily, using, say, protective suits, and a combination of gears, temporal gears, metal parts, and Jonas parts. Then, yeah, you can operate in that environment so long as the energy from your temporal gear lasts.
  13. Thorfinn

    Marble?

    Marble is amazingly easy to find, in massive quantities. Just type /gm 2 ...
  14. Or, and just a thought, we could accept that whatever it is that the lore is talking about that made the wolves more aggressive also affected other animals? Heck, something affected the pigs in recent history, between 1.18 and 1.19. The horror builds!
  15. It's not a die-hard purist thing, though. There is absolutely no reason you could not choose to play regular old standard mode, with its 50 block radius respawn. Build your starter home near spawn (probably outside the 50 radius so if you are not spawning near where the pack of wolves who killed you are) and once you have your first temporal gear, then relocate somewhere to build your dream house. The only reason the spawn mechanic is an inconvenience is that people insist on traveling a month of Sundays looking for their ideal location before building more than a 2x2x2 hole in the ground. This game is really not like that other game at all. If you have not figured out the tricks of battling wolves and bears and drifters, it's going to be really difficult to just go around with crappy armor and count on holing up at night. And that's as should be. If you make the basic seraph too durable, there's little point to the handful of HP you can build through nutrition, little point to building better armor, unless you also increase the damage of wolves, drifters, bears, etc. to compensate for nerfing the threat. At which point, why rebalance things in the first place?
  16. Pretty sure it's on open. Tested this several versions ago, by making a backup copy of a world, opening either a chest or a vessel, I don't remember which, exit and load the backup world, and there was a different drop.
  17. It's probably just the utility. By the time you can start making your second lantern, you have (or can have) ingots stacked to the ceiling, . Also, while your pick will break after a few hundred or a thousand blocks, the lantern is forever.
  18. Thorfinn

    Weapon Racks

    Must have been a mod I used once. I was pretty sure I did that several versions ago. Or was that some other game? Oh, wait. Maybe that wasn't me...
  19. I'm a little, no a lot hesitant about adding progression-skipping drops. I suppose that's just a personal preference, but it's the reason I didn't use Better Ruins mod for a long time, until they also released something to nerf the loot, though there is still way too much placed loot for my tastes. Why worry about lighting the place up with lanterns when there are over a hundred torch holders free for the taking within a day's radius of your home. And filling chests with fluff seems a little pointless. You only have so many inventory slots, so most one-off stuff I don't have a real use for just gets tossed. I guess putting some bauxite or limestone or sylvite in a chest here and there would be OK, but I'd probably not pick that up, either. Maybe the limestone. Rockhounds nave a term for most of that loot -- leevarite. Leevarite where you found it.
  20. Fortunately, if you told just one new person every day from here on out, and he told just one new person, and so on, in a little more than a month, there would be no one on earth who didn't know about this wonderful game.
  21. Materials used -- Is it based on rarity? Color? Do accent colors add, like they would in real life? Well, if the accent goes with the main color. How would we define garish or tacky accent colors? Does a blue tile roof go with a bauxite house? If I double the thickness of walls, doubling the number of blocks, does it double the value? What value would you assign a house made of salt? Does it matter if it's a wet climate or a desert? Shape -- Right. If you look around a high-buck subdivision, there are all kinds of house shapes. How does the algorithm decide which shapes are artistic? Chiseling -- Maybe not the best decision. Not only is it a lot of work, it can add a lot of visual appeal. High craftmanship is big bucks in the real world. But it's hard to objectively define in-game. Furnishings -- Right. How much do they help? Shells? Butterflies? How much furniture? When does it stop adding and start subtracting because it looks like a hoarder lives there? Size -- Based on footprint? Blocks of flooring? Volume of building? Do balconies add? Decks? How much? And as you note, figuring out what comprises a building as opposed to just a room is a bit problematic, particularly when the deck will be outside the house. How about view? Shouldn't it matter whether you are looking at Lake Louise or the tenements across the alley? But how could you algorithmically determine the quality of the view? How about the yard? Bonus for fruit trees or crimson maples? A pond in the back yard? In real estate, they say, Location, location, location. Probably not here though? But is there at least a downgrade for living next to the butcher or tanner or the pig pen? It needs to be fleshed out a lot more or you might as well just generate a random number and call it good. --- EDIT: I'm not trying to discourage you. Fleshing out something like this is very challenging. But it needs to be done before it can be coded.
  22. Depends on what you mean by that. It oxidizes in seconds, forming a very thin protective coating of Al2O3. But unlike the various iron oxides and copper oxides, it does not spall or pit the metal, so it is stabilized at that. [EDIT] The metal is passivated. That's the word I was trying to come up with. [/EDIT]
  23. Sorry. Got nothing more to suggest. Most of the guys who could probably answer this hang out on the Discord. Have you checked there?
  24. Agreed. Don't know to what degree mods like Villagers does this, as by the time I've explored all the content for this release, there's often a new one, so I don't get to check out many mods. If you have ideas for how to algorithmically define "impressive", it wouldn't hurt to ask people creating that mod if they would like your suggestions. For example, how could one tell between artistic chiselwork and just randomly hitting it with a chisel enough times to get a bonus to "impressive"? How would one know whether you used a certain block or blocks for aesthetic purposes, or just to use up something you had sitting in a chest?
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