Thorfinn
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Everything posted by Thorfinn
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The first question is do you see rifts anywhere in your game? Unless it is Calm, there should be at least 1 in your view distance.
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This. Carry Capacity/CarryOn are popular enough that it seems unlikely that reduction of inventory slots is something many people will choose. And those who do wish that can already do it. This implementation of the travois doesn't even need a mod to test. Fill the remainder of your slots with something you don't use so you don't accidentally pick things up. This makes it possible to do what you could in this proposal, take 3 items with you; just keep throwing whatever is in your main hand in time to pick up what you last threw. Juggling. Just leave things in your two hands and pretend they are in a firepit on your travois. Throw them away if you encounter a wolf. If this becomes popular, maybe someone will code a mod to do it. This!!! It just needs to be good enough that one chooses to use it on its own merits. The raft as implemented requires the sacrifice of a slot, two when not in use, but you still have at least 9 slots hotbar slots left, not including items in backpacks. And early game, even that's often too much of a sacrifice. Again, CarryOn might be a good guide. I disagree, but the consensus seems to be that an 8-item backpack boost should be at no penalty other than being a little time consuming. (I'd have even that slow movement and add to hunger rate.) A radical like me would think the travois should be treated as a combination raft/oar. As long as you have that in your main hand, you are pulling it. But I'd impose a hunger and movement penalty. So for my playstyle, I'd probably rarely use it. But the capacity must be larger to make it worthwhile, particularly cold weather. 4/8/12 for medium/large/huge hides, respectively?
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Incidentally, it would be really easy to see how much fun that would be. Gather no resources apart from flint and what you find in ruins, plus wood and sticks. Limit yourself to just 2 slots, and no food except what you find in ruins plus rabbits, wolves, bears and foxes. You can spot yourself all the glacier ice you like, because you must build a greenhouse before you can plant anything, and you must limit yourself to low fertility soil. No crop gathering, only seeds from ruins. Every time you eat something, throw away another of the same thing to emulate the extra hunger from the cold. Or easier yet, do a polar start, but limit yourself to just the 2 slots. Should be really easy to see how practical this is.
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Don't take this the wrong way, but you have not played a lot of polar starts, have you? Finding enough cracked vessels (forage?) with reeds is hard enough to get a single handbasket. You are proposing to use 6 rope = 18 reeds, plus 24 reeds for the basket, = 42 reeds, just to be able to take less than the current hotbar slots with you? (Oh, wait. Put a firepit on the one freebie and you get 2 slots, so break even, although don't get surprised by wolves or you will have to leave everything behind. So that's just 16 reeds. You could have built a handbasket and had 5 slots, including 2 convenient ones, instead of 2 awkward slots.) If you need that many reeds to make a usable travois, why not just create the four handbaskets and have 14 slots in lieu of your proposed 8? And, of course, the reason is you can't. There are not that many reeds available for the first couple months. By the time you populate all 4, usually it's 2 handbasket and 2 linen sacks. Maybe 3 and 1. But I've never filled all 4 before finding a linen sack. And maybe that's the answer. We just disable cold starts, as with that it would be unplayable without at least one lucky early drop of a linen sack. Or this could simply be a mod. Should be relatively easy once multi-block wagons and the like arrive on he scene. Don't know about how hard it would be to nerf the hotbar. I've never wanted to do that, so never looked into it.
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There is a mod that shuts off food spoilage when you are not playing. Read through that code.
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Right. A second year is out, but an extra 50% for maybe triple or quadruple seed output might be ok. Its already way down on soil nutrition so without fertilizer... Can't see myself choosing that option over the status quo.
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What happens if you turn the repeat slower? Does it work as expected with a 1 sec repeat? There are some occasional weirdnesses when the game can't resolve what you are trying to do. It happens occasionally with cutting reeds, and you have to select something else on the hotbar to stop what is apparently just an animation. Might be the autoclicker will only work if it's set to at or slightly slower than autoswing.
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Welcome, @PickleinThahouse! I am pretty sure bread is a part of Expanded Foods. I like this idea. But to make things just a bit more convenient, use leavening at 0.1 l. That way, 10 flour, 1 bucket of water and 1 bowl of leavening makes 10 dough.
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Sure, ideally VS would have every feature, and you just choose which you want to use. The question is which features are priorities. I'd place these as lower priority simply because there are alternatives already implemented in-game. Mushrooms are inferior to farmable sources of vegetable nutrition. And we already have compost, which is not only slower than what is being proposed, it's also slower than real life. IRL, you can make a batch of compost in about 2/3 of a month, as opposed to the 3-ish months in game. I'm guessing the slower process in the game was a design choice, probably to incentivize exploration for better soil. [EDIT] I like the idea. Don't love it, or I would play more modded than I do. It's just not as big a wish as other things, like the rideable animals they are releasing in 1.20/ [/EDIT]
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Why move from unrealistic to even more unrealistic? Carrots, parsnips, cabbages and turnips are all biennials in nature, that is, they produce seeds the second year. I could see allowing them to grow longer for seeds, but shorter?
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On, and as to your question, that I don't think anyone has answered explicitly, @thatmarlerguy since your apparent goal is to be able to leave the 3 machines attached and at ground level you will have to replace the top angled gear with a large gear. That will match torque. What you have would spin the lower axle at 5x that of the windmill rotor, but at 1/5th the torque. That's probably enough for a high-speed quern, but not nearly enough for a helve.
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Good points. I noticed he was only at 126, which is (probably) only 16 above sea level. That can work. It's plenty for your early (and, really, forever) quern. Hmmm. So 3 sails is enough to get full speed on your helve, or is it only when wind is strong or better? I'm finding I need two full sets just to be reasonably sure it's going to work when I need it. And that's in the winter. But if that kind of simplification is sufficient with just a single full set, I could use the other to always have the pulverizer running. Though what's the point? I only lose 3 to maybe 6 Tier 1 per batch of steel. Though I could see the utility of running 2 helve hammers. And if it saves about a stack of fat... [EDIT] That is a more elegant solution, @Michael Gates (Did you realize you have to type in up to at least the "G" to get to your handle?) It hadn't occurred to me that axles that were not in pillow blocks would also have friction, but I bet they do. The 50-ish axle resistances bringing power clear to the ground might be why I need so many sails. I hate how long it takes to climb up and down ladders. Might be faster to build a path. Have to time that out, how much time it takes to run a path up to 170 vs. climb a ladder, and figure out how many trips it takes to break even. [/EDIT] [EDIT2] Answer is probably on the order of 1000 trips. Took me about 2 days to build the stupid path from ground to 170, and that's not including the time it took to get the materials. I just had those sitting in a chest. I had forgotten why I so loathe making paths on anything but level ground. Where its hard enough to justify. And since I fell to my death once while building, ladders it is. Wonder if I can't figure out a way to drop into a waterfall so I don't have to spend all that time climbing back down... [/EDIT2]
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Please post back what you got to work.
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Wonder why it doesn't do game October rather than IRL October. I get it with Terraria, where there are not seasons, but...
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Welcome, @thatmarlerguy! Like the famous rapper Maelstro M said, you are way short on torque. I don't know what ratio the large gear gives, but it's probably at least 3:1, and if so, that setup is trying to run a helve hammer at 1/3 of what that one sail produces. It would probably work with just an angled gear at the bottom and a couple more sets of sails, depending on the wind speed, but a single set of sails is not much power. I generally find I need at least 2 rotors at least mostly filled with sails to get sufficient speed so it finishes plates before they cool off. And I usually put a large gear on top so I have the option to add up to 4 rotors. Try it on creative, like @Bumber suggested.
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Interesting idea. Would tend to unbalance basalt. It's already far and away the best spawn point. If you are not worried about that, sure, why not, but I would make it more like tin in terms of frequency.
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First, welcome! There are a lot of modded servers. Some open, some invite only. The real question, whether you want to set up your own server or play on someone else's, is what kind of experience are you looking for? FWIW, I'd start with no more than a few light mods that don't really affect gameplay to get the intended experience. Then one route is finding servers focused around certain mods. There are many servers based on the Primitive Survival mod or the Medieval Expansion mod. There are others that focus heavily on building and design. Maybe look for something with lots of decorative touches like Bricklayers. If you love cooking or crafting, Expanded Foods is a good start. But it is really hard to say. I have no idea what your tastes are, and I suspect you don't yet know what you would like changed from a standard world. [EDIT] By lightly modded, I mean things like Hud Clock, CarryOn, Sortable Storage, StepUp, Buzzwords, maybe Zoom Button - Reborn, maybe one of the several mods that reduce aggression of wolves and bears, maybe one of the waypoint helper mods like Auto Map Markers. Just mods that don't drastically change a lot of stuff. The game is complex enough that you really don't need to make it worse. []/EDIT]
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Wild Farming Revival.
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Welcome, @Gadiel. First post. Woot, woot!
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Chiselwork from my new House.
Thorfinn replied to Andre Oberländer's topic in Videos, Art or Screenshots
Agreed, @Grummsh When I bother with a starter home, it usually has at least one wall being a cliff face I've built against. Or walled off caves. I've even done them in dense forests where the standing trees are a significant fraction of the walls. Though since I tend to build my starter home quite late, they often have the trunks, lightning rods, lanterns, windows, etc. that the @Andre Oberländer starter home has. -
Incidentally, it's not the idea itself I'm objecting to. Rather that in a temperate start, it would only add maybe a half day to the Stone Age for people who know what they are doing, and make it really frustrating on those who do not.
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Yeah, but grass is rare in polar starts. There are a few ruins where you can find some, and the occasional arctic supplies, but you will need every bit of dry grass you can scratch up for the pit kilns. My last polar playthrough I had a dozen ancient crates and 2 owl chests. Could not have done that with just 2 inventory spaces. You need one space for blocks so you can get back out of caves, fight off the drifters with just one spear, not have a knife to gather flax, and still have to leave everything behind to bring stuff to the surface. I think if pines would drop pine needles, and these were usable instead of grass in the pit kilns, and even making firepits, the arctic playthrough would not be nearly the disaster it is. Maybe. Having to take out a wounded arctic fox with just a dagger, and without sprinting? When there is no healing unless you somehow keep the food bar filled? And you are still left in the same situation -- no inventory or hotbar slots to bring anything more than just the spear and knife. I vastly prefer to find challenge in permadeath, not that whole "take the goose across, take the fox across and bring the goose back, take the corn across, take the goose across" thing on steroids. Now, granted, you might get lucky and find a dozen arctic caches, all of which are teeming with reeds, so you get your hand baskets, but barring RNG being nice to you, there is very little chance for an arctic playthrough to ever expand beyond the two slots. Finding a ruins with a forage(?) vessel that has a linen sack. Maybe a trader who has a sack for sale. I agree. I think there must be a better way of extending that than turning it into a game of Klotski. My best ever was legitimately entering Bronze before midnight of the first day. That's going to be tough to beat. I think the fly in the ointment is that arctic playthroughs are impossible if they are that seriously nerfed.
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That was a part of some mod a while back. Still Necessaries, maybe? If that's not it let me know and I'll think on it. Could have been Better than Heresy...
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MOD REQUEST - Earning personal traders
Thorfinn replied to Devonax's topic in [Legacy] Mods & Mod Development
I guess its a start. Personally, unless the game is going really badly, I only buy cheese from the ag trader(s) since it takes way too long to domesticate milkers, and the RA map. So I probably wouldn't use it. Ideally, I'd prefer the first steps to be making houses for guys to raise your crops, or tend to your chickens, or cook food, or to build their variants on houses to attract more NPCs, millers to make flour, bakers to make bread and pies, etc. Using materials that you drop off in their homes. -
All you are really missing are NOT gates. All the rest are simply fluids. Instead of LEDs, you have waterfalls. You are going to be limited by worldheight. With signal being lost after 3 blocks, you have to continue logic on the next lower level. Though if you had a way to transfer the signal back up, you could use it to start a cascade from worldheight again for a more involved computation. You could use an Archimides screw attached to a massively tall set of axles. All it would take is some kind of waterwheel to turn those axles if the circuit has water flowing past it. [EDIT] Oh, wait, with a waterwheel, you could also maybe do a NOT. Depends on how the Archimides screw works. (No, never played with it.) If it even reduces the flow from a running water, so that instead of flowing the normal 3 tiles, it only flows 2 from a source, you also have a NOT. All you are missing in that case would be the waterwheel. I can't think of anything that would serve without that. Unless, maybe waterfalls in front of a windmill blocked the wind? [/EDIT] [EDIT2] You know, it would be really cool to see a lava-based computer. Slow as all heck, but just imagine all those lavafalls from worldheight changing as their gates flip. I could spend hours just watching it count in BCD. [/EDIT2] [EDIT3] Ooh, or if there were some way of toggling clutches, maybe you could have a wind-based computer. [/EDIT3]