Jump to content

Thorfinn

Vintarian
  • Posts

    4212
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. Maybe. On the other hand, upland ponds and lakes are water sources, as are all those beautiful waterfalls you see all over the place. With the right setup or some light terraforming, you could create a waterwheel to take advantage of that elevation drop, and not worry about flooding the lowlands, because any flowing water will stop after 4 horizontal blocks.
  2. Unless something changed, crops will adjust to the longer month (i.e., flax still takes about 2 months on med soil, regardless of how long those months are) but currants will still go bad in 2 days. Without changing something, by spring, you will have nothing un-rotted except grain and maybe salted meat. I don't remember how long that lasts. Pigs will run out of food at around 80 days, when the turnips go bad, unless you have enough onions to tide them over the last month of winter. Dropping spoilage rate to 50% would probably work, though the only fruit you will have by the end of winter is jam and sealed crocks of porridge. Is there a reason you want 30 day months? The game isn't really balanced for it.
  3. Oh, just place it, get it all ready to go, then fire it up when the time is right. You don't need all those crocks or bricks right away.
  4. Sure, you can hit them with a torch until they start of fire. But it only does a couple HP before the fire burns out. You have to keep setting them alight, and during that time, you are not harvesting the dead ones. A firepit might work now, too. You take damage from it, I don't know why they wouldn't. Maybe casting ingots into molds under their feet? You can even set it up without fire such that one of them throws a rock at you and hits one of his friends and it becomes a free for all. You can always use more crocks or storage vessels, right? Firebricks?
  5. Welcome to the forums, @Artos, and hope you have a great time! I'm with @Krougal on this. While pre-7 might change a 1.19 world beyond what could be recovered in the 1.20 release, a pre-7 should update just fine. Not guaranteed, but so far, it's always been the case as long as I've been playing. The only upside/downside is that when 1.20 comes out, it may have slightly different resource generation, so your corner of the world may have more or less than the design point. Big deal, right? Just take an expedition to new territory and top up.
  6. I suspect water wheels will come first. Now Wilderness defaults to buckets not moving water source blocks, which is the first step one would have to take to keep water power from being abused.
  7. Oh, yeah, @Echoweaver, that's a phenomenal strat for dealing with apocalyptic nights if there are several rifts in your AO. You can build a 3x3 pit trap with a pit kiln in the middle such that they all die by fire while you just go around harvesting, and on a good apoc night, you might get enough to make a linen sack. OK. If it's not a double-headed, I don't care whether they despawn or just run off. They are not worth wasting spear durability. I've just had corpses flickering that vanished, while non-flickering remained. And flickering ones might vanish with a spear in mid-flight, while I don't recall not being able to chase down a non-flickering one. Might be pure superstition, but I prioritize harvesting the flickering ones.
  8. The ones that flicker do. The ones that do not flicker will persist like a regular old surface drifter from a rift. They will *poof* if you don't harvest them soon enough, though.
  9. I just run. Only animals and double-headed drifters have drops worth bothering with, IMO. The rest can just despawn and save me the durability on spears.
  10. There are a couple of them. Don't know that they have been updated to 1.20 yet, but I was pretty sure at least one had been updated to 1.19. The one I'm thinking of put wolves and bears into aggressive only if they were hungry. If you want that for just bears, it should be easy enough to delete the lines that change wolf behavior. First, welcome to the forums, @Katherinacraft! There is a mod for that, too. Couple of them. The most basic one added footstep sounds for all predators. Or maybe it was all animals, I forget. Search ModDB for "footsteps" and you will probably find it. If not, post back. [EDIT] Yep, its there. Configurable, too, so you can disable the footsteps you don't want scaring you. https://mods.vintagestory.at/show/mod/13073 [/EDIT] I'm constantly amazed at how close you can sometimes get to them without aggro being triggered. Dead of night, I've jumped over one that was chasing something or other and he didn't aggro. And it might be that when they are standing, you need to be in their FOV. Not sure, but I've watched bears like that for way too long, and he didn't aggro until he dropped back down to all fours. One can also make a bunch of spears and throw them around where you will be running so you are never out of spears, and never have to circle back and disturb the conga line.
  11. Early steam might still be iron, but higher pressures are going to require steel. Maybe even steel alloys.
  12. Temporal stability, sort of. Everyone can have a different amount of current temporal stability. But that's the same as everyone can have a different level of health, or of oxygen, or of satiation. Two of those can be remedied very early in the game. Temporal stability, after you obtain a green gear. Oxygen, not yet, but I suspect that's going to be covered in the roadmap's herbalism. Something like Rowling's gillyweed. It seems a pretty weak thing for Jonas tech to do, but I could also see it as a part of the planned early steam or steampunk genre. Resistance to temporal depletion seems firmly in the realm of Jonas tech. The reason I say, "sort of" is that when one lets temporal stability get too low, the drifters that spawn in exist for everyone else in the region, too. They are objective reality. [EDIT] One of my current prognostications is that sometime in the future, after a game-year or two, you won't be able to sleep through temporal storms regardless of whether you selected that in the world setup. You've noticed that your temporal stability spins backwards during a temporal storm? Once that gets below 25% or 10% or whatever, you get the effects of a "wimpy" temporal storm. Or maybe more accurately, you become a mobile rift. The only way out of it currently is to get your stability up by killing drifters or by using a temporal gear to restore stability. I could envision a future Jonas tech that also lets you slowly restore the stability in an area, or even some master rift ward device that puts all the rift wards around you into synchronization and lets your small protected region be the eye of the storm.
  13. Sleep may well be incomplete, or it may be a game design choice that seems odd for humans, like the half hour of free sprinting per 100 points of meal. I can't say, but it may be related to your character not being human, so different rules apply. One of those odd rules might be seraphs get temporal resistance. Dunno. But since 200+ player servers are on the roadmap, whatever is in the game needs to work for that, too. Whatever you think of temporal events, they are objective. There is a rift over there. Something materializes some distance from it. All players in the region will see the same thing. This isn't a hallucination, a manifestation of lack of sleep. It's a characteristic of Tyron's post-apocalyptic world. Jonas tech is the mechanism that is obviously intended to deal with it. There's already a Jonas tech device that prevents rifts from appearing. The translocators are some form of applied Jonas tech -- witness the base return and terminus teleporters. Just be a little patient as this unfolds.
  14. Shield might be a good idea in 1.20, now that there are credible threats other than brown bears on the surface. TBH, I forgot about the shield until you mentioned it just now. Dunno. Whenever I'm out after dark, I need that offhand for a torch.
  15. Since 1.17, I think, I've never seen it anything but low. The wiki is probably right. Whoever wrote it probably pulled up the JSON and saw the only drop was low.
  16. Agreed. The idea is not simply "arithmetic" though, and I suspect you know that. It's envisioning a new mechanic where there is some resistance to stability loss. Another thirst bar. Yay. I have not looked into the stability code, so I have no idea what that would entail. I just deal with the game on its terms.
  17. Whatever it does is still loaded into RAM, which is why mods that aren't even being called entail a performance hit. Even when you are not cooking any of the Expanded Foods, or are using any of the improved sails from Millwright, they slow things down.
  18. I hate being the contrarian, but sometimes servers full of strangers can agree. Skipping temporal storms when you already have trunks full of gears and Jonas parts, for instance. Or farming once you have a cellar full of food. Explorers and miners still cause problems -- they can wall off and put a bed down, and wake up surrounded by tainted drifters. But late game, particularly after the RA, when everyone is doing the boring stuff, it's quite easy to get people to plan their actions around a midnight bedtime. Animals only reproduce so fast, and if the goal is to end up with Gen10, you almost have to sleep through a third or more of the day. There are times that there is unanimous agreement to speed up time. I just don't get the resistance to just leave that in the realm of a mod. Why is that an issue?
  19. It is equivalent to loading a mod that gives you exactly what sleep behaviors you like in your game, but lets you choose what exactly sleep does, and does not entail any extra code in the base game, unlike toggling it off. There's a reason mods slow things down even if they are not in active use at the moment -- it takes up valuable memory. I don't get why that is so difficult to understand. Machine resources allocated to one purpose cannot be used for other purposes. That's the beauty of leaving things like this as mods rather than configs. Only those who want that feature take the hit.
  20. OK, but this does not hand-wave away the problem. Presumably those who "don't have to" get the 7+ game-hours of actions that their slumbering brethren do not. I only see two possibilities -- everyone on the server is on ludicrous time, or no one is. If the former, in what sense didn't he have to? If the latter, everyone who is sleeping gets to wait through the 7+ IRL minutes of slumber. Am I missing some third option? Again, single player or small group of friends who agree on bedtime, this works fine. An open MP server, not so much. That's likely why there is nothing else that sleep does -- no one can figure out anything that works well in open MP servers. Incidentally, not entering ludicrous speed when at least one player is not sleeping would be an excellent way of awakening when you want. You can watch the sun rise through the window and get out of bed whenever you choose. Of course, that does commit you to several minutes of idleness.
  21. If you play with colored map, just set your view distance to as high as your rig can handle. With a little practice, you can probably tell the difference between shale, slate and basalt. If nothing inside that range, turn view distance back to whatever your rig runs well on, go out to where the expanded view will reveal a lot of the map, stop, and turn the view distance back up. Lather rinse repeat. If you don't play with colored map, ladders or nerdpoles are your friends. Climb up to just short of the clouds and look around. Note the landmarks on your horizon, move to that landmark, repeat. Or just dig down. Like @xXx_Ape_xXx says, that's a really common stone above the mantle.
  22. The mod feels too cheaty to me. What I was trying to get at is that either I'm having bad luck in two different worlds in 1.20 or the mapgen has been tweaked. Four months of play time usually gets twice that or better.
  23. Welcome to the forums, @Sullivan! I'm much the same, The early to mid game is the most enjoyable. But I draw the line at iron. Bloomeries are simple enough, and a single deposit of iron ore is enough that you never again need look for bismuth or tin. Iron tools offer enough advantage that they are worth it, iron weapons and armor, not so much. Though it might be in 1.20. I make a few batches of steel, mostly for the bragging rights of having steel plate armor on an armor rack, never to be worn. But, yeah, might as well start a new world then. The new monsters are a huge improvement. One of them you can no longer just ignore the missiles. His surface version's missile damage is about the same as a flint spear, I think, and he is not shy about using them. Another, I don't believe you can outrun on level ground, even unarmored, and they corner extremely well. Their weakness is they don't hit very hard. Also, they either can't get through a single-wide space, or do so with difficulty. They might be sword and board foes. And like drifters, they get much more nasty as you descend, definitely into the one-shot range. Might be there is a purpose for metal armor if you do spelunking around these bad boys. [EDIT] For comparison, in 1.19, I would usually not bother with improvised armor, and a single stack of horsetail-reed poultices would last until maybe August if I didn't screw up too many temporal storms. In 1.20, I've used almost 2 full stacks by May 6. To be fair, most of that damage is because I persist in doing stuff outside during Apocalyptic nights, which maybe I'll have to reconsider. Those reeds are better spent on skeps.
  24. Another option is to not bother with swimming. There's plenty to keep you busy on dry land.
  25. Unless you are in polar, it's more hassle than it's worth. It's trivial to stock a cellar with so much food that in a few game-months, you will be working full time producing barrels to compost all the rot.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.