Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Welcome, @skibidi mold. I'm definitely not the one to give any home decor advice. I'm a very big believer in form follows function. I even use chests/trunks for walls so I can drop stuff off without going inside.
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Mine works fine, too. Make sure you are using the email you registered with. It's not the same as your forum account.
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Sure, that would be perfectly reasonable, so long as it conveys the atmosphere the game is going for. Hanging up garlic or painting the lintels with sheep's blood seems like it would take some of the fear/horror out of the game. Though after some practice, there's not all that much fear or horror to a storm anyway. It's just not a credible threat unless you get cornered or something like that.
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I suspect there will be more to come with steel. Alloys would not surprise me in the slightest. But as I read the roadmap, I think a parallel goal of the game is to better automate the tedious parts of the game, which it sounds like TFC has in spades.
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Agreed, such a device would be interesting, but if it's powered by temporal gears, it's going to be pretty tough to use it to avoid storms, since that's where almost all the gears are coming from. Personally, I can't see building one, unless it were essential to the storyline. Storms barely rate as inconvenience anymore. I usually end the storms with stacks of hay bales, or with stacks of dirt or sand, or sticks, or I run the route to collect resin, or do something else that I was going to have to do anyway. I've even harvested firewood for a charcoal pit when that was getting low. The double-headeds are the only ones I go out of my way for, the rest I try to ignore. Most of them, including the double-headeds, end up fleeing if you keep a little distance from them.
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There are effective strategies, assuming you forgot to enable sleeping through them. By far, the easiest is just exiting out and restarting. At least that used to work. Next is sitting on a raft in the middle of a lake. At least that reportedly works. Swimming used to work, for sure, since drifters couldn't swim, but that's not very practical in the middle of winter. Next is establishing a de minimis structure to sit it out. While some of the ones that formerly worked have been shown not to anymore, to the best of my knowledge, being on a ladder that doesn't go all the way to the ground, and has a "roof" over it has never been found to cause problems. Then there are a variety of clever ways of using fire or boiling water to kill spawns while you remain "safe". My go-to in most other cases, running, has never failed me. There are plenty of viable ways of dealing with the storm. What there is not are viable ways of avoiding storms that don't require a change in your plans. [EDIT] Oh, sure, now italics works. [/EDIT]
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Yes. Go to Buy, choose "Giftable Account"
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Should be by baby steps. Certainly the aeolian effects. You can model pretty much anything, true, it's just a matter of processing power. Given that computing power is limited, what's the best use? Darker clouds, maybe, if I were actually making any decisions based on what I see. And since we have just the one wind direction... Aeolian effects are complex. Most modeling is still done physically, by constructing wind tunnels and seeing what results from various geometries. The Cliff's Notes version is that drifts form where wind speed drops (obvious on reflection), but those dropped particles (snow, sand) now affect the geometry and thus wind velocities. While they can form against the lee side of a building, drifts on the windward side tend to be several feet away from the structure. And you really do not want to model a hedgerow or thicket. Particularly not for everything sticking up within a thousand block radius.
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No, BT and M&M are way older than that. The flat walls were just a graphic from the point of view of the center of a corridor, showing a little of the tile both right and left of you, the entire tiles 1 space in front of you, and kind of a shadowy view of the tile 2 spaces ahead. Step forward 1 step and it puts up a different graphic of the new map. A step down from the Gold Box. But apart from the rotation, the walls look very similar.
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Are you talking Bard's Tale, Might and Magic, that kind of thing? Yeah, I can definitely see that.
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Incidentally, that's mostly true in standard. Seems caves like to form where there are trace ores, at best. (OK, that's somewhere between pessimism and realism.) The radius search mode in standard is much more reliable than randomly running through caves. In wilderness, which does not have radius, yeah, caving is better, but that's an advanced, challenge mode, where it's presumed you already have a pretty good mastery of the rest of the game, including caving.
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It's really not that bad once you get over your fear of drifters. Unless it's a megacave, you can usually just run through it clean, not placing anything, so long as you are reasonably good at remembering the route you just took. If your short term memory is not up to the task because you have had an adult beverage or two, or whatever, a single stack of hay bales gives you the potential to leave behind 512 unmistakable and, if circumstances permit, easily recovered breadcrumbs. Slightly larger caves you might want to place a dirt block to indicate when you've explored a branch and there's nothing of interest beyond. Most of the time, you can run right past drifters without taking more than rock damage, for everything else, there are poultices. Plus, once you find some ruin you want to explore later, or a translocator you want to have easy access to bring back temporal gears, or you simply got lost and your stability or equipment is getting low, it's quite easy to just dig straight up to the surface right there. So long as you are not playing Waterworld, that will mostly come out fine, or easily remedied with just a few blocks.
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OK. I was just thinking that since we still have just the one wind direction, and it makes no difference at all to windmill performance, even a quasi-realistic sailing system is not just on the back burner, but on the stove over at the Johnson's.
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And at the moment, the wind always blows the same direction. Like I said, I have not tried JoS, nor looked at the code, but I'm with @Maelstrom. The math behind airfoils is fiendishly difficult. The most basic stuff is "just" second-order differential equations. Thus why it took so long to figure out faster-than-wind movement, other than hit and miss experimentation. Not to say the sailing mechanic must be realistic, but it kind of loses the point if it's just a different unrealistic system.
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I'd expect the new API is going to break all of the ones you mentioned. A smaller content mod may be unaffected. StepUp is still probably going to need no change. Maybe the team modified how blockheight affects movement but I don't see anything in what they've said which suggests that. The mods that change the drops (StickUp, Better Drifter Loot, etc.) might be unaffected, largely depending on how cute they got. I've seen nothing that suggests a change in those keys. The mod that guarantees one seed drop from trees is probably broken. Since the crafting grid is still a thing, I'd expect most recipe-type content mods will still work, though the properties of the block generated may not. Though in the back of my head, I keep thinking that as mod-friendly as Tyron et al. are, they might have leaked some parts of the new API to the major code mod developers so they can at least be thinking of what they will need to change. [EDIT] Now if Tels, l33tman, Spear and Fang, DanaCraluminum, catasteroid, etc. show up and say they have heard nothing about the new API, well, that answers that. [/EDIT]
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Will there/is there any plans to add more classes?
Thorfinn replied to Stejer's topic in Suggestions
Problem is a firepit is cheap. The most expensive part in a polar start (IMO) is the dry grass. Even if you are in a treeless region, there are things you can collect from ruins to burn. All you need is grass (lost forever) and firewood (needed only to prep the firepit.) And warm clothes aren't that important if you have the skills to cave, as then you don't even need a fire. I get that if you are in a group that likes to roleplay, someone who gets a bonus on clothes might be in demand. But if you are in a group who play the game (instead of the metagame) something like Hunter is not only vastly better, classes like Tailor are useless eaters, IMO. Special cases, maybe, but it requires a special case to make them useful. We agree on Clockmaker, but that's probably largely because I think translocators are more or less useless. -
Very nice. The flying buttresses are impressive. Sure would be cool if rain created flowing water so we could see your drain system in action.
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Mostly I agree. Longer growing season? Meh. Amaranth instead of rye? Meh. Oranges instead of apples? Double meh. The only good reason I can come up with is if you are not very good at combat, you don't have to go very far south to get out of brown bear territory.
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Just had this recommended to me for my server. Anyone with any experience with Linux Game Server Manager? https://linuxgsm.com/
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That's an easy one, though, @shnabbles. Just exit the server and rejoin in a few minutes. Enough time for a potty break or grab a quick snack or get a refill of your favorite beverage. Why not just create a recipe that an "X" or "+" with 2 rusty gears in each spot gives you a temporal gear? Then all you have to do is enable your mod rather than tweaking the trader tables every time there's an update?
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Player-held torches can set drifters and other flammable entities ablaze
Thorfinn replied to LadyWYT's topic in Suggestions
Used to be able to smack them until they started on fire. It's just that fire doesn't do as much damage to them as you might like. -
Sitting here without putting on my glasses, and thought you were suggesting locust plagues. Man, if you thought people complained about temporal storms, wait 'til they see the plague of locusts. Incidentally, doesn't that kind of make you wonder why they are called that instead of spiders or crabs or something like that? Foreshadowing?
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So if we go tar enough around the planet, we will find we are a double-star system? Cool! Or even if it's just an SO2 gas giant planet there may be places on the surface where it is too bright for drifters to spawn for more hours per day? Or maybe this is that Planet X thing that keeps popping up on YouTube now and again? It's supposed to do all kinds of weird things, though I've never heard any of them claim it will bring about temporal storms... [EDIT] Y'know, it never occurred to me to check to see if the time displayed is some kind of UCT or if it's local time, based on maybe high noon. If you go 15 degrees east, does the sunrise happen an hour earlier? Damn, I'm going to have to turn on coordinates and see. [/EDIT]
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Both those situations are choices. A laggy server needs to be investigated and fixed, and you can avoid hunger knockback with this one weird trick. I think a decent "feature" of the game is if it turned your view distance down to minimum on a death. The despawn timer doesn't start ticking until you reload that chunk, so you get a lot closer to your stuff before it can be an issue. Another possibility is to realize that it's just stuff, stuff that is probably easily replaced. By the time you have battle jammies, you should have materials for several sets of battle jammies. Linen sacks are even more easily replaced. It's just inconvenient enough that you decide to exercise a little more caution next time.