Thorfinn
Vintarian-
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Everything posted by Thorfinn
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No, I'm not.
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That mod is a great way to learn how beekeeping works under the hood. Look at the population and time left of skeps that swarmed and those that the swarm went to. If you really flog the mechanic, in a week you can end up with more wax and honey than you can ever use.
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Sort of. The block you mined is replaced with an air block, so if you dig out a few, you have your own personal air-filled cave. It's the one positive I know of with the way water does not replicate source blocks easily. Maybe. I doubt it would be coded to flow uphill, so dig in 2 and up 1 and you should be good to go.
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That whole "X kinda marks the spot" thing is heck on WS, because, yeah, it almost has to spawn in insanely rugged terrain where you often have to be right on top of it to see it. Meanwhile, the only help you get is the imaginary X is 42 units away in some undisclosed direction.
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Some of what I find to do, @Bumber, turns out to be pointless. Creating a small charcoal pit that I never need. A firepit or two of bales or layers of sticks. Heck, even the rocks end up stashed in local firepits, and never used, because, really, how much granite can you use? Most places don't get used enough times to make the investment in building stone paths worthwhile, particularly if you place it level with the surface. You could, I suppose, build a path back towards home while waiting. Better than nothing. But, of course there are all kinds of pointless activities people do to keep busy. Chiseling. Composting. Repairing clutter. Animal husbandry. Greenhouses. Booze. White currants, when red or black would do just as well. Cheese, for pete's sake!
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Agreed. But a strong element of good game design is that it leaves one with a feeling of accomplishing something. Something significant, I mean. Terraria's "Congratulations! You chopped down a tree!" is pretty meh when they give you the axe. They must have taken out the OP stuff then. When I tested it, all one had to do was take three readings (in a right triangle to keep the math easy), swing the arcs, go to that location and repeat the three readings to fine-tune exactly where to dig. That was not very different than x-ray. And it worked much, much better in low probability regions, because there were so few possible ore bodies for it to read. It's not, though. You can prove it to yourself. Start a new game using some x-ray mod, and Creative yourself a steel propick. Knowing exactly where the ore body is makes it a whole lot easier to see how the numbers on the propick do point you in the right direction. Only very, very rarely do you end up with no ore if you see even Decent readings.- 143 replies
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Especially if you turn lightning fires on. Those fires will spread through the grass, unerringly seeking out the nearest peat.
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Huh. Have not run into that other than cases where there were obsolete entries in either the cache or the settings. But because of where the disabled list is retained, you have to make absolutely sure you create a new instance (just another desktop shortcut) any time you want to do that, keep old and new mods in the same place, or it will absolutely mess things up. [EDIT] There are cases where you have to do more, make a copy your whole install directory, then kill the cache and delete whatever settings were for that particular mod, because of where settings are stored, per install, rather than per world.
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Seek out the areas with lots of uplift. It's common to see several layers all standing vertically right next to one another. You don't have to explore it, just look at the first couple escarpments and you can see if it might be worthwhile. Several sedimentary layers, probably worth looking at. That said, there will be none in peridotite. It's igneous, so there will only be igneous clear down to the mantle. Your best bet is to run in one direction far enough to get out of igneous top layers (basalt is a special case) and into some map regions where limestone and chalk can spawn. I've had to go around 10k to get out of granite, only to later find it was only around 1500 in a different direction.
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Since you are playing with map enabled, the easiest way to deal with it is respawn, get somewhere safe, and add another map marker of your own right next to the one the game places. There was a mod a while back that retained, I think, the last 10 death markers. No idea if it has been kept up.
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I believe at the moment glacier ice forms only at mapgen. It does not replenish. Though the food shelves mod might have tweaked that.
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No, for being a jerk. Truth. You keep using that word. I do not think it means what you think it means. (H/T, Inigo Montoya.)
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
And, of course, it's easy to give tools more durability. I know a guy who plays nothing but the highest tool durability setting (400%?), pretty much everything else on default. Food is pretty easy to deal with, too. Just crank the hunger rate down to what one is comfortable with. I do get that if you only have an hour in the evening after the kids are in bed, you want to maximize the parts of the game you enjoy. Between settings and mods, most of it is covered.- 143 replies
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@BMiBudzYT, are you trying to get banned?
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
I'm not getting how these belong in the same coherent idea. And how is a guaranteed ore find not easy mode? I get you don't want to spend a lot of time learning how the system works, that you have a life outside VS. And Better Prospecting is a pretty good way of maximizing the time you can spend on things you like. It does so by eliminating all false positives. By telling you where the ore is. Which is somehow not easier?- 143 replies
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It respects variant instances, though, doesn't it? /addModPath adds a permanent entry to the mod load list, but that has to be invoked at least once before it "automatically" finds it, unless you install mods in the default %appsdata%" or in the install directory .\mods Yes, I agree, though. It needs a better mod handler. At the very least, it needs to respect the mod version that the game world was based on, rather than count on people making proper instances of every variation they play. Which means keeping a list of enabled rather than disabled, though this is going to be a tad counter-intuitive, as you would have to add new mods to your existing world, rather than them just being automatically added. [EDIT] Then again, I don't know why I expect this of VS, other than the quality of the coding. I can't think of any other software that even goes so far as VS does to support custom installs. Every other recent game you have to fiddle around manually making backups of save folders and copying them back for whatever "game" and "version" you wanted to play. [EDIT2] Thinking about it a sec, this is probably already a done deal, since single player is just a multiplayer server that does not have network support. It's going to take some time for us who have been around a while to grok that we no longer enter the game through "Single Player". Or maybe they retain "Single Player" as just a quick launch?
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No assumption here. You prove me correct with every post you make. I let you make an ass of yourself for most of the thread before I said anything. Your first post was fine. You want redstone, the greatest thing since sliced bread. Someone had the gall to say it didn't really fit the flavor of the game, and you have been insulting everyone ever since.
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I really, really try to give everyone the benefit of the doubt. But you are making that difficult. Redstone is not necessary. I made some complicated logic circuitry in Terraria using creature spawners. This fixation you have on the means to an end is not flattering. To you, I mean. And would likely get the game in copyright trouble anyway. Against Micro$oft. What you fail to grasp is that having a massive playerbase in an early release game would result in more people like... you. Who does not seem to have a civil bone in his body. Thanks, I'll pass.
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Crafting grid should have more space between tiles (or a deadzone)
Thorfinn replied to Lame Fox's topic in Suggestions
What I do is make an "L" or backwards "L", as the recipe requires. Start in the top corner, drag straight down, drag into the center. Then pick up the one that's out of place and move it. Incidentally, their long term goal is to get rid of the grid entirely. -
IOW, could you please turn that into a meme, @LadyWYT? Maybe something with those two women and the cat would be nice.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
Heat stress will be far easier to handle once the status effects are implemented. It's a little premature to be thinking about what effects to add to heat before finding out what effects there are to choose from. That said, the default start is temperate, like it or not. Should be self-evident that this is probably the most tested set of game parameters. Any change from the defaults in a pre-release game is likely to have a lot of gaps. We recently went through exactly the same thing with oceans. The defaults in 1.20 were still no oceans, likely because they were not well fleshed out. So people went to higher ocean percentages (I've heard of up to 70% and 80%!) and found that since there was no ocean content but the sailboat, that it was boring as heck. But mods that do things like add effects for heat are not nearly as popular as you might think. I can't even find the mod that did heat -- you sought out shade in the heat of the day, even in the temperate summer. Even the "wildly" popular Hydrate or Diedrate probably has a dedicated core of under 1000 players. The highest ever downloads was just over 10k, and odds are good that was mostly people trying it out, or checking it out on a server. But the lack of sustained interest suggests it's pretty niche. Compare that to Expanded Foods, which likely has somewhere around 25k users. Primitive Survival is likely around 15k. It makes a lot more sense to incorporate the things people demonstrate that they want in the game before adding "nice-to-have" options that cater to a small niche group. -
Yes, CO does some great work making creatures with multiple hitboxes, mostly to make some shots (like headshots) lethal, or at least more lethal. We talked about that in some other thread a while back. It has a very different armor system, too. For those who want the game to be more battle-oriented, it's a good option. But I disagree with whomever upthread that total downloads is a good metric. I suspect the real number of CO users is somewhere around 10-15k. It's just that updates are so frequent, and the same user updating the mod is counted as a new download.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
I think it all depends on what you want in a prospecting system. "Prospecting" that gives you a "sure thing" reading based the the location of high-grade ore nodes is not prospecting. Not in the game, not in real life. Finding the vein IRL is difficult at best. It involves repeated sampling and assay, and ultimately depends on a lot of luck and a lot of perseverance. There are indicator minerals that give you some idea that there might be something near, but no indication where, or even if it exists. In that respect, node search is massively more powerful. Just as with Minesweeper, getting back "0" tells you a lot more than getting any other result. 13^3 is a lot of blocks that you can just rule out. There are just 7 such all the way to the mantle. I know you don't want to hear, "Use a mod", but...- 143 replies
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Chasms claim most of my deaths, laziness the rest. Particularly in tall grass or bushes, those things come up out of nowhere. They ought to make some kind of noise or something, but, no. They just up and kill me when all I'm doing is minding my own business. Laziness is just thinking I don't need to use poultices, I'll heal up in a minute or two, then get tagged while jumping over a wolf, or cutting it a little close running past a shiver or something.
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You don't have to do nothing. You choose to do nothing. Big difference. If you are maxed out on grass or sticks, why? Why did you keep doing things when you could have saved them for times like this when you have slack time. That's kind of like saying you have nothing to do while waiting on charcoal or for your pottery to fire.