Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I agree it is not a challenge of your game skills, but it is a skill not too dissimilar to being able to pick out each instrument part in music. Definitely something you have to train yourself to hear, at least at any distance. Seeing worker bees around flowers would be cool, I'd agree. And definitely useful for the hearing impaired. I'd suspect that even a single bee per hive would turn the quest for an apiary into an activity rather than a game, easier than even finding resin. Making the hive stand up to a couple bare-hand love taps? Sure, why not?
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[EDIT] Re: "base" design, you be you. If you want multiple buildings, or a tower with multiple floors, or just adding on as you need more space, whatevs. The only real constant is you will probably want something that counts as a cellar. I rarely build more than 2 rooms -- a cellar and an ante-chamber where I can pour ingots.
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Impressive. Pretty sure I had not found a wild hive in the first week I owned the game. I don't think I'd made my first saw, either, let alone made it to iron. But I had found out that porridges and stews in crocks last long enough in a cellar that I wasn't worried about it. And then finding out how much longer sealed crocks last...
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I take it you are a big fan of barrels. Why make juice? I'm still trying to come up with an excuse to bother with juice or booze or distilling. Bandages evaporate so quickly that they are only useful after combat ends, which means you need a stack of stuff for in-combat healing, a stack of linen and a jug of alcohol. That's a lot of slots.
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Welcome to the forums, @Team JEM! Fishing is on the Roadmap How would spearfishing be different than just attacking them with a spear?
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Welcome to the forums, @joceville! Rather than just running around willy-nilly, I generally have a lot better luck building a ladder 25-30 or so tall and look around. The difference is obvious from that perspective. Plus, it's easy to spot the crops, since they are mostly based on "#" rather than the "X" of grass. Sure you could do it with a nerdpole, but with ladders, you just climb down, knock out the bottom ladder section, and they all fall down. If you are on the 1.20 pre-releases, the new red clay is very easy to see. [EDIT] I don't know whether it forms in Uncommon rainfall -- unless I'm playing a challenge mode where my spawn is my home, I don't settle anywhere that's not at least Common.
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Build your house 4 blocks high, add a flat roof, and prepare a plethora of spears. A single block with tool racks all the way around holds 16 spears. Then get good at throwing. On standard, you can also build "skyways" out of dirt out to your berry patch so you can get a closer shot. If you dig your 4-deep bear pit under your skyway, you can lead him into it, or, if you do too much damage, make him flee. [EDIT] If they haven't changed bears, you can also dig a 1x1 pit and climb down. He can't fit in it, and you can kill him or make him flee.
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One reason to check out the mod is that based on the features that make it into the game, I'm pretty sure they look at how many downloads mods have to get some idea how popular the feature is. And S&F is one of the more diligent in keeping mods updated. I see he's already put out a version compatible with 1.20 pre. Anyway, this mod gives you the ability to make a rotor that supports 40(?) sets of sails, so vastly more powerful.
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I spent quite a bit of time on this build, so I would like to share it.
Thorfinn replied to Apocalypse_Andy's topic in Builds
That's some amazing attention to detail. What is that white structure (granite?) in the background of the third picture? -
Personally, I'd prefer if the "lost" charcoal became a new resource, "ash" which could be used straight up as K fertilizer, or possibly further processed into potash. That would give a reason beyond the charcoal to produce charcoal.
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Thanks. @Maelstrom @NastyFlytrap, I've been thinking about the easiest way to address your concerns. There used to be a mod called Shorter Tall Grass (or something like that) that simply replaced the tall grass model with medium, the medium with short, and the short with eaten. I didn't like it because then I needed to look at the hover text to see if this was a region I could collect grass from. But you could use that straight up to deal with the problems you are having with tall grass, or tweak it a bit to put all variants of grass at short or eaten. As for leaf blocks, I'd think though it would be fugly, you could replace the "branchy leaves" with the stem from fruit trees, and the "leaves" with whatever most closely matches what you would like. You could use the mod Wildcraft Trees and Shrubs or it's current equivalent to see how to create your own leafy blocks, or, heck, just replace the "leaf" block with an air block. After all, apart from aesthetics, the only purpose a leaf block serves is as a combustible block if you want to burn off areas. (Which is another way of dealing with all those thick brush areas. Though you do need to be a little careful with that. Thick brush is one of the few ways that you can give brown bears the slip. You need to be a lot more attentive if you clear out the underbrush.
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Look into @Spear and Fangs Millwright mod. IIRC, it doesn't do much for you before iron, but you are evidently there.
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Don't be a jerk. I was replying specifically to: You act like someone who has never been to a wilderness area like the Boundary Waters Canoe Area between Minnesota and Canada. Or even regrowth areas of the upper Midwest or SE US. [EDIT] I'm not objecting to the suggestion, or whether it could be prettier. Fine, agreed. It's not that I'm shooting it down, just that it's not a priority for me. Not when it's trivial to adopt a gameplay which renders your concern moot. It's your insistence that the game cater to your playstyle which is the problem.
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Could you let us turn the grass interaction prompts off?
Thorfinn replied to NastyFlytrap's topic in Suggestions
Yeah, I'd think it wouldn't be too hard to make carcasses be top layer. I think that's probably how the mod does it, though I haven't looked. -
I have no idea what the weather is like in Austria, but on the Great Plains, things often start browning up in early summer once you get west of the 100th meridian. Particularly if you let the grass go to seed. By l late summer, fire risk is always at least High. USGS has a great page on fire danger if you care. https://firedanger.cr.usgs.gov/viewer/index.html As you can see, Michigan (and probably mid-Canada) are still in low fire damage, into early October. I'd think regional climate would be an interesting addition, but it's not a big deal (to me) at this point in the game's develiopment. I get the feeling that you are talking a personal aesthetic taste rather than realism, though...
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I suspect your experiences in forests are not as natural as you think, or possibly just at a very particular point in the development of the forest . Without canopy trees, ground bushes and small trees overwhelmingly dominate, to the point of thickets even more dense than the densest in the game. In nature, forest fires usually clear that out from time to time, and the handful of remaining might grow to become canopy trees.
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To extend a bit, in a way, that's what the sub-releases are. They generally don't add new mechanics, but add or tweak existing content. That's why you can download an update package for sub-releases. As you read through all the tweaks, though, it's obvious you wouldn't want to add the load time to every game you play, but rather have the base game be updated. Also makes it much easier for modders. Otherwise, they would have to go through both the base-game code and the pre-release mod code. It would also mess with the dependency structure.
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Re: the OP, yes, I think improved combat will definitely lead to increased PvP and, ultimately, toxicity. I would hate to see the combat system "improved" to the point that a coop experience is degraded to irrelevance. The game is way too rich to become a deathmatch. If one wants to mod it for deathmatch, fine. But I would hate to see the core game go that way. DOOM was really the first game that made it possible for a small team to work together to retake a base or colony that had been overrun by alien lifeforms. And, yet, it had a good enough combat system that PvP soon dominated, and cooperative PWADS were practically non-existent. I'm not saying that combat should not be improved. It's on the roadmap. But take it in baby steps, and stop short of where it becomes a decent combat system for PvP, or all the depth will be for naught. The game should still make it possible to enjoy a sunset or invite friends over for a fish fry down by the lake without marauding jerks messing it all up.
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Happens a lot. You can even use that behavior to trap ones, if you like.
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And...?
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Oh, yeah, a 10x10x10 entity could be serious scary, particularly if he has speed commensurate with his size. And I don't even want to think about Dave getting a bite attack...
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True. It's only nighttime, right? Heard it in caves from time to time, but not knowing how tough they are, I just left and came back after they de-spawned. I don't know that new players should be expected to fear some "clickin' noise" but I'm not sure that's not where the game is headed, either.
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Not sure what that even meant. The boss in the RA seemed to be around 4x4x4, i.e. 64. Though I would cop to being distracted in the moment. Am I just over-inflating it? 3x3x4=36?