Thorfinn
Vintarian-
Posts
4023 -
Joined
-
Last visited
-
Days Won
96
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Thorfinn
-
You will be thrilled to know you can disable them, even in an active world. See @Mirveil's post just before yours. If you really have to have temporal gears, maybe edit it in as a rare trash panda drop? Seems appropriate.
-
Pretty sure I've replanted GCs. Fern trees are just decorations that drop firewood, at least for now.
-
Might be a long wait. Support for dotnet7 was just last fall. I've recently switched one of my machines to Linux, and as @EzioCoda says, its really easy to set up. And besides, going out of support is more or less the same as your car's manufacturer's warranty running out. Take care of it and you can expect at least a decade or two more use.
- 28 replies
-
- dotnet
- game engine
-
(and 1 more)
Tagged with:
-
Unless seraphs are a short-lived species. Much as I like the idea, the details of that will get messy. "Let us choose our seraph's gender," and we are off to the races with a potential political war. Which we don't need. Doesn't really work in this game anyway. Since you only get one character, it would have to be something like a phoenix. Where one day, you wake up as a different seraph. All the effort you put into that one seraph is dust in the wind. I guess you could do it something like Dungeon Keeper, where you can take over the body of an NPC and play as that for a while, eventually giving you access to all classes, albeit one at a time. But that's not the family thing of Medieval Dynasty, either.
-
I don't know. We don't get to tell a trader wagon what kind of trader he is, or whether coons or wolves or deer spawn in a given location. We just learn to work around the challenges the RNG gives. Having been an employer most of my life, I want nothing to do with that for a pastime. If some hunter wants to move into my starter cabin, why not? I'm happy to trade honey or jam or a cord of firewood for meat and fat, or whatever. I'd be inclined to build another home nearby and hopefully attract a tanner. But if a potter moves in, that's fine, too. I'll just keep building until the guy I want moves in, and meanwhile, we are building up a prosperous little community. A charcoal maker moves into the house with the hog pen that was obviously intended to be for a swineherd? Fine. I can move the pigs, and now I can trade (say) seashells or cabbage stew for charcoal. No, I don't want to turn this into a trader sim. But it would be nice to have someone take over the tedious stuff -- milking the chickens and whatnot. That's the primary reason I start a new world. The mundane worklife part of the game interests me not at all, and generally by early winter, that's what the game has left to offer.
-
I generally play Wilderness, so no surface tin, but even when I play Standard, tin is hit or miss. Some worlds seem to have several, but most have none that I've been able to find. I even tweaked things to make surface tin bits glaringly obvious by giving it an invalid texture, to no avail. It's just not there.
-
I think it should be the other way around. You don't get to tell them what to do. You just create the home and workshop and whatnot and an appropriately-classed NPC (maybe) either moves in to fill that role or he does not. I'm thinking some kind of reputation-based system. If the "wrong" class moves into what to you is obviously supposed to be a foundry, if you evict him, word gets around. Figure out some way to work around whomever shows up, or be prepared to do without anyone, potentially for the rest of the game. [EDIT] Welcome, @AlohaSnackbar. There's a local radio talk show host who uses that term a lot as the situation merits. [/EDIT]
-
Welcome to the forum, @gamerdamer2. Pretty sure that's in the works. Mostly, it's just reskins. You can check out Wildcraft mod to see their vision for berries, herbs, etc. Wild Farming lets you grow plants that were before simply decoration.
-
It's a pretty small attraction distance, though, and they only eat so much. If you find a large herd of does, you can lead them away with the trough chain, as only one of the herd gets to eat at each stop, but it's still a pretty slow, tedious process. If you like cozy builder style, sure, why not, you are already committing to the long game anyway, which you are going to need to get more than 2nd gen or so. When I try to bring sheep home, I tend to lead the buck into a temporary enclosure with basic rock spears so I don't accidentally kill him before I get home. It's kind of like the process of eluding brown bears, enabling the over the shoulder cam, except you aren't trying to give him the slip. [EDIT] Doesn't an appropriately-baited basket trap catch the babies, though? Never actually tried, but that's the impression I got reading the entry in the Handbook. Granted, you have to let them grow to maturity, but if the herd is some distance away, that might be a better use of your time. [/EDIT]
-
I have no problems with shells -- from time to time, it's my source of limewater. I'd think it would be easy enough to just make a shell into a light source and keep the same graphic. [EDIT] As a mod, I'm saying. [/EDIT]
-
I have never had this much trouble finding a specific ore. Yikes.
Thorfinn replied to immersiveSinner's topic in Discussion
No caves in the area? Ultra-high isn't a guarantee, but it's pretty close. You don't need to test anywhere nearly as closely together -- it's reporting the average of the probabilities in the area around that spot. A vertical shaft will either hit it or it won't. Try another shaft 10 squares away or so in each direction. That high a chance will likely spawn multiple ore bodies, and you only need one. You could pop another shaft in the middle of each set of 4 and be guaranteed to hit one if it's there. -
Just load it, return to main menu. It will be the one most recently updated.
-
Welcome to the forums, @Anna Hoellrich The major problem with oil lamps is the fat is too precious to waste at that point in the game. Bur I could see a process like grinding (oil) shale in a quern, extracting it with water (barrel mechanism), and skimming off oil in a shell or bowl to make an oil lamp. Maybe forty shale rocks become four lamps?
-
How about instead you just build a fencepost and place a temporal gear on top? Or craft a stick and a temporal gear into a claim marker. The rest of the effects are the same you specify. Maybe 108 days, one full game year? Yeah, I'd like to see something like that as a mod first.
-
You probably should go caving with at least one full stack of packed earth. Knowing I'm going to pick up stuff while delving, I usually take 2 stacks, one of dirt, the other of packed dirt, so I can top up the packed dirt as needed, and suck up all the stones in the form of paths that I'm going to need anyway., Torches work for me, but, again bring at least 2 stacks. They need to be no more than 7 or 8 apart to completely spawn-proof the caves, which takes a crapton.
-
Suggestion : Make forum and Client area the same account login
Thorfinn replied to Mister CD's topic in Suggestions
If you are offline, it will bypass the check. Don't think you can go back online for multiplayer, but what do I know? -
I know that. I'm talking about planting the tree seeds a dozen tiles from my front door. And while I'm not there all that much, it is kept loaded the entire time I'm doing farming or beekeeping or cooking or metalworking.
-
Pretty sure that's not the case. I think the game lets you plant them, but there are lots of times I've never seen them progress, even the longer growing ones. Granted, I rarely play more than 100 days any more, as I prefer setting things up to running them, but even species that take 28 days (~ 3 game months) should show some progress in that time. [EDIT] Granted, I'm talking playing with the Primitive Survival mod, whose tree hollows can contain kapok, acacia and ebony, as I recall, and I don't recall any of them growing. It is plausible that Spang put in those restrictions, I guess. [/EDIT]
-
Going to have to share a lot more information about your world. For example, Oct 12 tells me you are not using default settings. So what settings are you using? What mods? Heck, what version? Have you already gone through the process of eliminating all your mods from suspicion? Welcome to the forums, BTW.
-
It happens when you build yourself into the ladder. Don't let your head or feet be in the voxel where you are adding the ladder.
-
It could, depending on how current spawn mechanics work. If, for example, the algorithm chose a "random" shoreline sand block and checked for flint and sticks in, say, a 32 radius, and if either are lacking, spawn it, and pick another block until you pick one that has both flint and sticks, then do a percent chance of spawning some other item. Just put it in the queue with other spawns. Though those tend to be really slow. No idea if that's just all the more they are checked, or the chance is just small enough that it looks that way. In practice, I think it would need to first find a water block, then move some direction until it hits land, and if that's a sand block.... Otherwise, you would be spawning seashells in the desert. [EDIT] Oh, did I mention that it would be a cool mod, so the algorithm and parameters could be fine tuned before anyone official devoted any time to it? Might turn out it's not very popular. [/EDIT]
-
Oh, I understood that you do that. The post just before mine said pretty much that. I was just riffing off that meme that gets used frequently, just today I saw, "I have nine guns." "Nine? I have 14." "I have 33." "You guys know how many guns you have?" I was just kind of hoping to bring some levity to a discussion about how awful temporal storms are.
-
You almost have to rotate pies, @dakko, or your other nutrition bars start getting hit. Roughly speaking, I've found you need to rotate through 1 meat, 1 veggie, 2 fruit and 2 dairy pie. You still need to top up individually here and there, eating a bowl or two of jam, or the occasional turnip or slice of bread, but mostly the game is not awful for healthy nutrition.
-
You guys stop working during temporal storms??? The only ones worth bothering with are the double headed and the ones that just won't leave you alone. Sure there are lots of things you can't do, so do those things when there are no storms. Storms are a great time to gather dry grass, or collect sand for mortar, or dirt for paths or closing off worthless dead ends in caves, though digging is pretty tough until you have at least bronze.