Thorfinn
Vintarian-
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Everything posted by Thorfinn
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That lumpy marsh is very similar to places I've hunted in Wisconsin. The Boundary Waters Canoe Area, too. If anything, the screenshot is less hilly than real life. Some of the ridgelines separating the finger lakes are quite a bit taller. Portaging can be a real pain. I didn't spend a lot of time there, and it's been about 40 years, but it's also a lot like some places in Yukon and NW Territory, too.
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Yes, fire-hardened wood works well. Even pine.
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Fire-hardening is a thing, and fire-hardened wooden spears are nearly as good as stone-tipped. Dock them a half point or even a full point and your first deer isn't an issue. You could pretty easily have the current rock-on-flint break off a blank, which you could use to harvest kills or cut the grass for the firestarter, or you could further knap to a better tool with antler or bone. It's also how you produce a crude hand axe. Alternatively, you could just throw rocks to get your first kill. Rabbits and coons are easy. If you are lucky, maybe you find a jackalope and get its antlers, and are able to skip the whole deerslayer thing. Sure, it can be done, and has its appeal, but only slows you down, what, maybe a half day? [EDIT] On reflection, one thing it would do is make more consistent rock placement. Currently, soft stones, hard stones and flint all place differently, some just placing, others go to knapping. This would add the step of making the blank (one hit with the hammerstone) but placement of any blank takes you straight to knapping.
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True. My point was vanilla hunting is more efficient. Too much so to bother with raising livestock. When I tried it, it had blood and steaks and viscera and all manner of edible products if you put in the effort. (Probably not remembering the names right.) What I was trying to get at is that it doesn't take much of a hunting trip to end up with enough crocks of meat stew to last all winter. And that's assuming you care about keeping the protein bar filled. If you go vegan, no problem. I've never tried Blood Trails. Just that if you approach the deer deliberately, and choose the terrain it's going to flee into, it's pretty easy to track already. Sure. Which is why I think it's better left to mods. Indeed, I use one that just reskins apiaries. Though it looks like wood, you still (admittedly unrealistically) build and harvest it like the vanilla skep. Like someone said, do we really need 14 varieties of walking sticks? But the tediousness is intentional. Otherwise it's easy to make a couple ceramic hives per night and end up with way too much honey (which is not an issue) and beeswax (which is). You are never forced to wait for reeds to regrow, or range far and wide for more shallow lakes. Indeed. Wonder why no one has done something like that yet. That is definitely something I could see becoming vanilla. Particularly now that they are adding spices.
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I'm much more interested in seeing where Anego wants to see the game go. Some specifics: Step Up, Catch Ledge, etc. -- The game is plenty Super Mario Bros already. The typical NBA player has an occasional 28" vertical, vanilla seraphs already have an unlimited 40". I know the seraph is not human, but the major superhuman power the seraph has is respawn. Oh, and his crafting grid. It would take much longer to make a reed basket if he didn't have that. Blood Trails, Butchery, etc. -- Hunting is already so hyper-efficient that raising animals is mostly a competionist checkbox. Bee stuff -- Unless you add limits in how fast flowers produce nectar (which would be a good idea in its own right), anything that increases bee production (even things like reusable hives) seems OP. Stone age skeps are a tad slow, sure, but once you get the scythe? Quarry -- Someone here posted a method that approaches 40% productive as you approach infinite quarry size. That is, you get 4 solid blocks per 10 mined. There are crags and outcrops that can produce a limited number of 100% efficient, and quite a lot where you can never have to drop below 50% once you learn to look for them. Nothing against the mod, I guess, but if that's what they wanted, they could have just done that like they did with the saw removing one log at a time, leaving the rest of the tree unaffected. Instead they developed code for unsupported blocks. Foods -- Yeah, I suspect something like that is in the works, though I suspect it might not be as popular as one might think. The more ingredients, the harder it is to be stackable. Unless they develop some kind of "flavor" bonus...
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Respawns are a non-issue if you focus on not dying.
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Why are reed roots such a finite resource? They are a classic survival food!
Thorfinn replied to DeanF's topic in Suggestions
Sure you can. Unzip the file. Use your favorite text editor to open .\zippysreseedingreeds\assets\patches\zippysreseedingreeds.json. Edit the line "value": { "type": "item", "code": "cattailroot", "quantity": { "avg": 0.15, "var": 0 }, "tool": "knife" } to anything you like. (0.15 means 15% chance.) Zip the folder. Congratulations. You are now a secondhand modder. [EDIT] Probably should mention that if your favorite zipping program doesn't preserve directory structure, I use BandiZip. The free version is fine. -
Why are reed roots such a finite resource? They are a classic survival food!
Thorfinn replied to DeanF's topic in Suggestions
@DeanF, one that is kind of hard to become obsolete is from @Zippy Wonderdust (search ModDB for "zippy") because it just changes drop rates. It's a little different in that it gives an occasional bonus root when you harvest the tops. It seems to me it's something like 25%. Which is not as unbalanced as one might think. Easy enough to change, though. Look for the "drops" lines of the mod and change 0.25 to 0.01, or whatever you think appropriate. -
Anymore I only take over lakes, and still usually do some watering at first. Used to be that flowing water was laggy, at least in quantities sufficient for a decent farm. It's probably fine for your terra preta farm, though. My luck with counting on rainfall is sketchy. Even in "Almost all the time", I've gone well over a month without rain, though I would not rule out the possibility that it simply does not rain when the chunk is unloaded.
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Seas aren't seas per se, they are just regular old landforms that are below sea level. Probably so long as the default is minimal seas (99.7% land, or whatever it is) terrain will be JIT. I once thought occlusion culling of mapgen would be a good idea, but it doesn't make that much difference. Most crusts will require 2 chunks, and there's only 1 more at sea level, and maybe 3 more in the highlands. So generally you save somewhere between 1/4 and 1/2, not counting the algorithm to decide if you need to generate another 1 or 2. I have not looked into FarSeer, though my sneaking suspicion is it does regular old JIT terrain gen. Otherwise it would be kind of a pain to make sure it looked the same once it came in range. You can pregen your world, BTW. Something like /wgen pregen [radius]
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Uncompromising survival shouldn't mean unrealistically costly
Thorfinn replied to runnybabbit's topic in Suggestions
I think I'd just create a new tree (or modify an existing one) to give it a higher proportion of sticks to leaves. I wouldn't play with bushes, though. You kind of need to get through them, sometimes in emergencies. Other possibilities to relieve some of that would be to reduce the "durability" (I forget what the tag is called) so you collect them in a single hit, or even make it "collect on right click, like sticks on the ground. (In my server, I've done that with mushrooms. Never made much sense that they are that hard to collect.) Sticks are not so much unbalanced as they are a little tedious to collect before shears. They are kind of like reeds or thatch. If you want a thatch roof or an 8x12 skeps apiary, that's a lot of time in stone, but once you hit copper, it's only a few minutes. -
Uncompromising survival shouldn't mean unrealistically costly
Thorfinn replied to runnybabbit's topic in Suggestions
I'm looking at you, sticks. -
Interesting thought, @Gummyslav. It just means rivers/streams form the boundaries of at least some of the landforms, then do your Perlin noise between them, rather than just use an arbitrary boundary between them. Probably have to create some landforms that are smaller scale, but that should not be terribly difficult. That makes enough sense that I would not be surprised if that is the way they are implementing rivers.
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I don't know what I'd change exactly, but before we got the first release, I was expecting something that would put berries approximately equivalent to farming or livestock. Maybe even fruit trees. They are still vastly easier than that. After doing some cuttings, though, I'm likely to go back to my pre-1.22 practice of just gathering the wild ones, same as mushrooms. Re: seasonality, until they nerf mushrooms, food isn't an issue on default starts. Like someone else said, berries definitely needed to be dialed back a notch or two. MP? Yeah, that's going to be an issue unless wild crops and flint and maybe even bushes and trees start respawning. That's just a problem with MP, though.
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On reflection, a great way to look at it. You don't really fear bears so much as you respect them. They may change how you were planning to build out, sure, but you deal with it. Maybe you arm up and smack them, or maybe you put your fields on the other side of the house. Or maybe instead of planting right now, you decide to spend the time clayforming until the bear gets bored and wanders off. He just forms constraints that you adapt to. Alternatively, one can treat it as some treat surface instability...
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AI would go away tomorrow if it did not solve problems, or at least held the promise of solving problems. Currently the two biggest end uses are, Military, and, Porn. There is no chance that either of the big money supporters is going to push for encoding morality or philosophy into it. So long as it puts missiles on target or creates prurient interest, those customers don't really care. They would actually prefer that missiles are not second-guessing the morality of striking the target, and are mostly indifferent whether "she" has an extra toe joint. Since it is going to happen, the question is not whether we adapt, but how, and how many second-order effects we are willing to live with in the meantime. And, ideally, have some extra resources left over to be able to add a more human touch to the algorithms. But that's going to have to come from those who still care about morality and ethics. Choosing to sit this one out is choosing to have an amoral "AI".
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That and DF is both tiny in terms of gameplay size and is inevitable FPS death, neither of which work well in open-world MP. One could generate a DF-type map and treat the gameplay map as just a drill down, but that's just re-inventing landforms and Perlin noise, which the game already has. You could do it similar to Carcasonne, where there are a limited number of "edge" transitions, and you just select from amongst those "geomorphs" that fit the existing world, but at a substantial loss in terms of worldgen variety. But fundamentally, yes, incorporating rivers that make sense is going to be difficult to impossible without a first pass to generate divides and watersheds.
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Sure. Nothing new. There are two big differences between this and previous similar innovations. This is a lot more rapid, and, This time it affects you. Only idiots responded to people whose jobs were being displaced with, "Learn to code." Personally, I'm surprised it took as long as it did. I closed down my software business and went back to college in '88 because I was absolutely convinced that I had only a decade or so in my chosen niche, software for small banks. Turns out I missed it by a good decade and a half, but it did let me position myself into a niche that required creativity. The world is going to have to rethink the whole IP thing anyway. You have a decade (if history is a guide, probably 25 years) if you are counting on IP to protect your contribution to society. And, no, you can't count on government regulation to solve that, any more than it's been able to "solve" any other innovations.
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If a guy put his mind to it, there's probably a rigor mortis joke there somewhere.
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Don't sweat it. Obviously you could have taken a screenshot of your armor stand almost anywhere, and the fact you did so there just shows it wasn't your top priority. In a sandbox game, it's perfectly fine to have a different set of priorities than others do.
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AI is a serious mis-characterization anyway. It's all a model, albeit one you "train". For the forseeable future (and probably forever), it's just blindly following a glorified "if-then" algorithm. Zero creativity, as there is nothing creative about just following orders. The main reason AI output looks so goofy is that it's more or less averaging all its training data into some muddy mush, then reintroducing a pseudo-random variability. All that said, I have nothing against it. It's just a tool, little different than any other. Just like I'm fine with a mass produced mug, I'm indifferent. If you want something that speaks to the human condition, don't look to "AI". If you are not looking for something spiritual, why not?
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So much this. I've spent a lot of time fiddling with changing from chunk-based to landform-based generation, so that you generate all the "divides", but that rapidly gets insane. If you zoom way out on the map, you can see how huge some of these landforms are, yet they are still way too small to plot a river all the way to the sea. Moreover, you will almost always end up with some massive multi-tributary river draining into some tiny pond because that's the lowest point. In order to avoid this, you have to generate continent-sized regions all at once. Which is going to need a pretty massive change to landforms. Islands are pretty easy without much change. You only have to generate until you return to sea level. For continents, I think what you would be stuck with is flattening the world substantially and having landforms using elevation offsets. For example, instead of a plateau landform, you have a cliff landform with a plains landform sitting on top of it. Or maybe you use something more like a geomorph, where the next piece is selected based on the existing ones, kind of like dominos. In any event, flowing water is a serious hog. Granted, once generated, you could optimize it, but you still have to generate it, and at scale.
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Yeah, when playing with map, very much. I also mark them when I just don't want to fill the empty spaces. Particularly in 1.22, I'm running into a lot more times where I have 2 or even 3 stacks of flax seeds on the first day, so I will sometimes mark grains and parsnips and onions that I just don't want right now. Depends on how visible it is at a distance.
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