Thorfinn
Vintarian-
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Everything posted by Thorfinn
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What in heaven's name did I say that made you think that's what I was talking about? Build a house, make it nice enough and maybe someone moves in, and becomes a part of the community. They can leave at any time. They can take on the role of their randomly determined class. Same as making a trading post, and maybe some trader will move in and set up shop permanently. Hardly means he's your slave. It seems to me the only reason to build a seaside village with multiple houses, a tavern, food for 10, etc., is if you are expecting other residents. Unless maybe it's a Bates Motel kind of thing... Which is horror, though not really eldritch. That said, I agree that this is more of a lone wolf game.
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There's cages for chickens. The text suggests you can catch young kids and piglets in those, too. Never tried that yet, though. Re: piglets, if the adults don't try to kill you, there are none around.
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First off, welcome, @Sulka19. Haven't done it to that extent, no. My goals are pretty constant from game to game, and one of the conditions I've recently added is building within sight range of the first medium fertility soil I encounter. Even if that means settling in Bauxite Hell. So my homesteads almost never look similar, apart from the pretty standard 6x6x6 cellar, which mostly differs only in the type of cobblestone. One time I'm in a swamp, the next it's hilly, just shy of mountainous, the next, its a treehouse on the edge of the Forest of Endless Wolves. Just the layout of the farmland alone changes drastically. Everything else I need has to be carted in. If there were a game purpose to it, yeah, I'd build settlements and houses for coopers and bakers and millers and smiths. What I'd really like is an NPC farmer to take over all the crops and a herdsman to take care of milking. And a potter to make crocks and a cook to prepare meals and seal it up in crocks. And so on. I just want to set it up. I don't really care to run it if someone wants to move into an empty house and take over.
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I think you might be right, @dakko. That was supposed to be fixed. Guess the Escape then RUN was so drilled into me that I never got out of the habit. @Des Main, yes, please let us know what it turned out to be. I play Wilderness almost exclusively, and haven't run into it yet. Heck, if it's repeatable, I'm halfways tempted...
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Sigh. Looking for a reason to not start a new game...
Thorfinn replied to Thorfinn's topic in Discussion
Thanks! Yeah, I'd been checking all the traders pretty much every month since July when things were starting to look bad, and no joy. I was breaking vessels, checking traders, prospecting, only stopping back "home" every month or so to harvest. I did stumble across a "high" cassiterite prospecting, and found at least 2 different deposits of iron on my way to RA, so if I can find even a half-stack of tin ore on my return, I'm golden. All it took to turn things around was one lucky cracked vessel. -
Been thinking a bit more about it, and coming around. As long as you don't take away the ability to carry a stack of spearheads or pick heads and put them on sticks found in the field, I don't care if the ones built specially via woodcarving have more durability. Fine with me. Even a good thing, for those who like to roleplay that kind of thing. I suppose it even gives one something to do if he doesn't want to try to accomplish something outside during high rift activity. Re: the sawmill idea, that really makes sense. Make it with a copper saw blade put logs in the input slot, hold down right click while it converts them to planks, the same way the quern does with grain or limestone, and, like the quern, can also be powered by wind. The advantage is two-fold over using crafting grid -- better output per log (similar to the OP's suggestion) and no durability cost, as is the case with pulverizer, helve hammer, and, um, I guess that's it. The disadvantage is that it is slower than just using the grid and using up charges on your saw. And I guess that would also work for your worktable. Put in ingredients, select the product you want produced, and either hold down right click or hook it up to a windmill. It goes until one of the ingredients runs out, and saves durability on your tools. [EDIT] A spinning wheel that turns 3 flax into 1 twine? A loom that turns 3 twine into 1 linen? [/EDIT]
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Sorry that was the impression you got. I didn't think I was being so hard. I was just bringing up examples of why that might not work as well as it does in some other games. I selected one reasonably easy (the alcohol-soaked bandage) and a much more difficult, the tier 3 refractory brick. All the base ingredients are easy to come by for the bandage, and the name itself suggests you need something fermented. You get primary fermentation figured out and get a recipe for distilling into spirits, then distilling that into aqua vitae. Great. I can even see a rewrite of that part of the guide might make that a lot easier. How about with refractory bricks? You pick up some fire clay and get several recipes opened, including 3 types of refractory bricks, one with 2 ???, one with 3 ??? and one with 4 ??? Quartz is all over the place, and bauxite is easy to come by in the right place, so I'll spot you those. You picked them up and for whatever reason decided to hold onto them until you could make a crusher just to see what you can do with them. Olivine can be found lying around, though it's pretty rare, and since you don't know you are looking for it, I'll spot you a chunk only every few games and assume you didn't sell it at the trader. But how are you ever supposed to figure out ilmenite is the last ingredient? I've never encountered loose bits in hundreds of games. No idea if they even exist, or if you have to notice the brown splotches in a cave somewhere and have at least an iron, maybe a steel pick. The more likely answer is, of course, look it up on Wiki. At which point, why bother making it difficult in-game?
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If one were absolutely committed to making common actions more grindy, please don't make it any worse than a multi-component version of a quern. You know, just put the components into the slots on the workbench, then hold right click until it is done. Or add ingredients one at a time, hold right click until that component has been added, I don't care. But I don't see the point of making it tedious just to make it tedious, or to justify an end of game answer to the grindiness. End game you have all kinds of time to squander. Early game, time is precious.
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Don't remember the number, exactly, but you have to sell the right quantity. 12 at a time, IIRC
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Should still work. You obviously won't be able to do that on a multiplayer server unless you are the administrator, but single player should be fine. Type /help serverconfig for a little more information. It's the 4th one from the top.
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Maybe I'm just dense, but what exactly do you want this end game miner to do? Mining, I guess, but why? It only takes a day to get a month's worth of ore...
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You really don't want to see my chicken coop. At least it has a slate roof, because I had too much slate sitting around, but other than that, it's just 2 concentric drystone fences (to keep bears at a distance), 6 nestboxes, and 4 troughs.
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Why doesn't alcohol provide satiation when your hunger bar is full?
Thorfinn replied to BudgetLimeSoda's topic in Discussion
Right. Thought at the time it was probably a copyright thing. Thinking more on it, I wondered if it wasn't more that it allowed them to expand beyond just Cthulhu horrors, and escape the sanity angle, having avoided calling stability "sanity." -
Sigh. Looking for a reason to not start a new game...
Thorfinn replied to Thorfinn's topic in Discussion
January 9. Cracked ore vessel with 4 tin! Woohoo! Exactly enough for two bronze picks. I think. Glad I chose to make more than 1 pick mold. in a couple hours, I'm off to get a map. With luck, maybe I'll prospect up some tin on the way? -
Why doesn't alcohol provide satiation when your hunger bar is full?
Thorfinn replied to BudgetLimeSoda's topic in Discussion
The game is at least loosely Lovecraftian, which is why there are areas of greater and lesser instability. Since it increases as depth, it implies the horrors dwell below the mantle, which is currently completely unimplemented. Anyway, neither Randolph Carter nor any of the other protags seemed to find alcohol to be much help -- the horrors exist independent of your current state of inebriation. I guess as a game mechanic, you could probably do it, but I'd think in that case, the gear would start spinning faster and faster as you sobered up and faced the horrors you masked with alcohol. -
OK, thanks. Never played MC, or even looked at it. I did inspect the grass outside the window pretty closely to rule out it being a texture from an open source game (now game engine) called MineTest that I used to use to teach an after-school program on scripting (Lua). Yeah, the windows were also a giveaway it was not the one I was thinking of. So this is just MC? Or a variant texture pack? While pretty much everything else is obviously not VS, I've gotta admit the maple log is really close...
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That's amazing! The guy sitting on the bench is so richly detailed, I have no words. Seriously, that's cool. Wish I had the patience to do that, but I dont.
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... and write this one off as a loss. So far, have found no traces of tin, three commodities traders, who've never had tin any time I checked, and trace amounts of zinc. It's mid January. For what I consider a "win", I'd have to find enough to make a tin bronze pick (to trade for the RA map), clear out the RA and find some kind of bronze that would let me get steel tools and steel plate by 1 MAY. I hate to quit when there's still a chance of "winning", but I just don't see the path. Even if the fairies gave me enough tin tonight to make the pick, it will probably take a month to get the map, get to the RA and clear it, a couple weeks to get home, and then I've still got to get enough bronze to make another pick and anvil, them mine iron, then wait for blooms, then make enough steel for a full set of tools and a set of plate armor. All before 1 MAY. Much as I hate to admit defeat, I think realistically, I got beat this time. Any hope?
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Is there a way to update mods to their latest versions?
Thorfinn replied to Teh Pizza Lady's topic in Questions
There are mod updaters, but the simplest way I know of is to have the mods you use in a local install, then go into Mod Manager, do a refresh, and see which ones have updates. That way you can start a single player game and do at least the first pass of making sure it isn't going to mess up anything. -
OK, so does crafting or buying a square of linen reveal the alcohol-soaked bandage, even if you have never produced alcohol? Does picking up a piece of bauxite reveal that if you pulverize it, and you pulverize quartz, you can create refractory bricks? Does picking a cranberry reveal meals with fruit, jam, juice, wine, bait for basket traps, etc.? Devil's in the details.
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? Drifters spawn in areas that are sufficiently dark, and within (I think) 25 blocks of a rift. Yes, if you don't leave enough torches in your basement, you will get overrun. Or am I not understanding what your base looks like? Screenshots would help a lot. And so far we've all assumed, but never explicitly asked, no mods, right? What version are you playing? Absolute worst case, create a new game, exit, and put a copy of your savegame somewhere we can access it. What you are describing should not happen, barring something really weird with your specific install/settings. [EDIT] On second thought, upload that savefile. Maybe we could figure out what happened. [/EDIT]
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Not sure I'm following, but I'll try a few more variations on the theme to see if I can figure it out. It looks to me as though you are saying open a chest, press "e", Ctrl-R-Click on the crate that has stones (say) 8 times, Ctrl-R-Click on the crate that has dirt 4 times, transfer stacks into the crafting grid, craft into the chest? And if you have excess stones or dirt or both in the crafting grid, when you press Esc, they return to their respective crates?
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Is it even that? I don't recognize a single block anywhere. The maple log looks close, but it's not. Unless it's maybe a graphics setting I don't use.
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Might have to use a pulverizer, too...
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I never did bother to try to figure out if they can reach through uncompleted outside corners, i.e., is this structure safe? (Top view, X=full wall-type block) XXXX X X X X X X XXXX It's disturbing to see drifter arms get through, but I've never actually tried to see if they could deal damage. Even if they can't, it's possible bears can... Or in lieu of. I always hit escape right away and take in my surroundings, and, because there are usually so many trees and bushes that could be hiding wolves or bears, make a run for it. Only once I feel reasonably secure will I consider being distracted by setting up hair color and voice and whatnot. If then... [EDIT] You can always do character selection later. It will bring up the option again when you rejoin the game, and I'd pretty sure there is a way to bring that back up without exiting and rejoining. Used to be anyway. [/EDIT]