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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. No, there will still be plenty of water for salt. In fact, as currently implemented, it wouldn't reduce it at all. Have you looked at how 1.20 deals with non-source transfer yet? I's more of a non-flowing flowing block, if that makes sense. Like a water flow block if you block off access to the source. It just drains into the substrate, whatever that substrate is. Rather than source blocks, I think the future is more correcting the flow characteristics to make that more realistic. The problem is, that will make griefing that much easier to do, and that much harder to fix. Dam off a river and you could flood out a players valley and house before he logs back in, unless the game also has infinite sinks. [EDIT] Have you played The Planet Crafter? The griefing I'm talking about is what happened to everyone who did not read spoilers ahead of time. If you build in a swale, there may be no way to dry it out. I don't think rain is going to make any difference. Could, I guess, but I would have dirt blocks be infinite water sinks and it is no longer a problem, apart from caves. Best way would probably not to bother with runoff at all, but rather just that some containers can catch rain.
  2. Sure. Though EF makes a pretty serious hit on performance, which can push a marginal system into insufficient.
  3. The modding tutorial in the wiki explains how to add particles (like smoke of various colors) can be added to call attention to blocks. There is also the mod that does that for HFS. Should be really easy to change that to detecting MFS, then you can undo that once you learn how to recognize it.
  4. Maybe more than a couple hundred. Gravel and sand deserts can go forever, and only if they end at large lakes do they occasionally go MFright away. But, yeah, if you find a lake, you will usually find MF. I'm not firmly committed to one step, and not sure it would be worth it anyway. "I have this block of MF that won't stack with other MF." I just think it should be more bother making the stuff than finding it. @Krougal (?) says he gets more HF than he knows what to do with. 10 stacks, maybe? I usually end up with 4-5. Whatever number is reasonable, just set that as the rough maximum for what a high achiever could produce at home in a year starting from MF, which is common enough to be an expected input. If the high achievers can only compost enough dough or berries or whatnot to make 4 stacks of HF per year, while that is still better than I do finding HF, (because diminishing returns on found resources, while increasing returns on growing a larger farm) the average player would maybe do half that well.
  5. Alas, horsetail and grass is all there is at present. [EDIT] Interesting. I did not know anything propagated, except in a sense, mushrooms.
  6. They are not instances per se. They are merely a different set of command line switches that you apply to one common instance. I looked into it a while back, and at that time, the Main Menu was off-limits to modders. That's where you would need to put a mod to change command line switches from within a running program. So while you wait for the Devs to consider changing it, you can have something that does what you are asking, if it's a little clunky.
  7. Other than the evaporation basin should be more or less impermeable (rock, clay, etc., maybe wood gates) sounds good. There is a mod (Fields of Salt (?)) that works kind of like that, but IIRC the basin takes some insane materials. Maybe rework that? [EDIT] Thinking about it, the game is moving away from being able to transport source blocks. It might even be moving away from source blocks entirely. While your idea would still work in HS and Standard, it will probably be obsolete in a version or two. Changing the ponding materials from the other mod wouldn't be too bad, but I don't think I'd put much more effort into it than that at the moment. If salt is that big of a deal, I'd use Expanded Foods. If that's way more content than you want, maybe ask @l33tmaan if he would create a stripped down Expanded Foods Lite that contains only basic operations like berry drying, salt making, etc. The kinds of things that are requested frequently.
  8. Other than as a fill block, not in vanilla. There are mods where it does, one of the more popular is WildFarmingRevisited.
  9. Because you can't see something that's not there. Why it's not there is the question. For whatever reason, it's not there. To add it, /worldConfig propickNodeSearchRadius [0-12] 6-8 are typical ranges. Much above that gets too confusing. https://wiki.vintagestory.at/index.php/World_Configuration
  10. Last half of my post from October 26 here Yes, it's a little clunky, but this is alpha, after all...
  11. Most just build near an agricultural trader.
  12. In part, I suspect the reason is that in a reasonably realistic growth rate, a handful of walnut or chestnut or pecan trees would supply all your food needs, unless a nut were so low in nutrition that it wasn't worth bothering with. The point is not so much realism as exploring other game options.
  13. It's really hard to know. I don't think the supernatural foes spawn except in sufficiently dark locations. In order to remain active during daylight hours they have to be spawned in the first place. And I've never bothered to figure out how things work if you sleep through the night. My guess is they would not even exist in the first place in your game. [EDIT] In case you are wondering, I think this is probably to your advantage. If you sleep through the night, it's likely you do not have to worry about them overmuch. If a hypothetical multiplayer game chose not to sleep, you would have to deal with face-huggers at the rate we do. [/EDIT] I think at this point, the most important thing is figuring out how difficult they are relative to other creatures. My guess is that face-huggers will replace some fraction of bears (they are much less damaging than bears, but similar in other respects) and that Pluckers will replace some drifters. And, further, I'd guess the damage of their missiles will decrease. Quite a few WS players think that is just too much damage.
  14. It is a big step up. Though Tryon said this was temporary, that the beasties (including drifters -- "It's a bright sunshiny day at noon. Go home, dude!") would not be roaming the countryside at the levels they currently are. My guess is, again, getting feedback from people who can deal with them about flaws in their AI. Though if they are not toned down, you will probably want to seal off all the caves around you, at the very least. And maybe do stuff inside or even (*shudder*) sleep.
  15. Right. If you have something like 2TB of RAM you don't know what to do with, I suppose you could expand the atlas enough, but, holy cow. And think the kinds of video cards each client would need to render a landscape with that large of an atlas. It's an interesting idea, though not one I'd play. It would just take a whole lot more machine than most people can bring to the table. Oops. My bad. That's only 1 month. But still. All your berries, likely your juice would be gone. Hides you had not converted to pelts or put in barrels, toast. And if mud huts last "several in-game weeks", and taking a day off is 12 weeks, not only are they gone, but so are any veggies in your cellar, and if a mud hut, even the cellar itself. that's got to be a dedicated cadre. Pies and bread would be at the end of their lives, or maybe a bit beyond. If you come back and there's no good food left, probably best to just exit and wait another day for it to be spring.
  16. Near as I can tell, so do the new Face-huggers.
  17. Sigh. It apparently does not repair if you make it bigger than 2x2.
  18. I guess. If the watering rate matched the movement rate, I might be tempted. But as it is, I've got to go back and water stuff that got skipped the first time around. Takes at least twice as long all told. I'm better off scrounging up more seeds and getting more planted at 75% than trying to top them up when it's not raining. Like @Krougal, I try to find an "almost always" rainfall region. I'd much rather low visibility than have to water.
  19. Oh, the lake was repairing itself, even 2x2s, in Wilderness. Still don't have any way of making an upland farm, but that's probably why I thought source blocks healed nearby blocks.
  20. No, you are right. I just couldn't see it with the dim light from the stars. Didn't it used to repair? Then again, I haven't disassembled my lake farms in the last several versions. That could definitely be a problem for farms if you make a mistake and put a block where you wanted a water. It cannot be recovered. Short of creative, probably. I've fiddled around a lot with Wilderness Survival, and I'm just not figuring out a way to make farms other than filling in lakes and ponds. You can't even make a cistern so far as I can tell, as the water drains as fast through solid rock as it does through gravel. Maybe that's the point, though. If you want an upland farm, and there's no water nearby, you have to water it with a watering can. I'll confess I never saw much point to a watering can before, but now? Adapt, I guess. If you won't fill in a lake, you will have to spend time watering. And maybe in the future there will be Archimedes Screw based sprinkler systems?
  21. Pretty sure you can set it to do that, it's just disabled by default. I think a good limit would be chests and trunks have to be carried with both hands, storage vessels can be converted to backpack use with rope(s).
  22. Like @Maelstrom said, if the ore is based on sea level, it's absolute, if surface, it's relative. Look at the ore page on the wiki for details.
  23. Yeah, what I always do for replacing baskets is to empty the third basket (the first three items in the last row of inventory) and replace it with my new backpack. Then I replace the second basket (the last three of the first row). After that, it's easy to figure out which spaces to empty, first three or last three, depending. But I think that was probably intended for your other thread.
  24. Should be, Or, rather, you should be able to make a series of blocks in various states of decay, and replace them as they "rot" similar to food. Don't know why one would want to, though. That would be an insane overload on the atlas, since you need, say, 10x the number of models for each of the blocks in the game. The only upside would be chiseled blocks, even those given a tiny one pixel love tap, should be immune, unless you can dynamically create deteriorated blocks of all chiseled blocks. Again, insane resource hog. Would be a niche player, I'd think. Taking just 8 hours off for sleep would be more than 2 months of thatch deterioration. If you skip a day or two, you will have to spend your entire playtime replacing thatch, if you were foolish enough to use it.
  25. OK, but did you make it just 1 wide? It needs 3 orthogonal source blocks to refill, and the third source block can be a newly-filled source block. If you EVER placed at least a 2x2, it will be unable to refill any of that. Now I haven't checked building clear into the shoreline. I'll have to try that when it gets daylight. It just nudged up to Apoc, and I'm a bit too busy to test stuff until after daylight.
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