Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Maybe I'm not using them properly. Doesn't the first just move the currently selected stack from the hotbar? And the second retrieve one stack into an empty slot? My bad. Coal, charcoal, anything that ground stacks that is subject to gravity are great, in that they save a quarter of an ingot which can be important in early game, though at the cost of being more cumbersome to initially load than a chest. It's not like you come home from a mining expedition with brown coal in all your hotbar slots. Getting the parchment much before the second flax harvest is a problem, unless you delay either the mill or armor, but on obvious things like the crate next to the forge, you don't ever need a label. I could also see the value for firewood in the kitchen -- running 4 ovens takes 24 firewood per round, so you need more than 1 stack if you are going to do it twice. If you tend to do lots of baking all at once, like making up all your berry or meat pies before the ingredients go bad, sure. Maybe peat, if you tend to store meat and berries as meals. But that's exactly where chests really shine. Open up your stone chest and your dirt chest (or maybe you combine them) and pull full stacks straight into the crafting grid rather than pulling them into inventory, opening inventory, moving them to the crafting grid, close inventory, repeat. When using chests, when you are done, press Escape, and whatever was remaining in your crafting grid returns to the chest(s) rather than you having to place them in the hotbar and push them into the crates. [EDIT] Another simple solution occurs to me -- treat emptying stacks the same way as broken tools. When you get rid of the last of a stack, pull another stack from inventory if you have one. [/EDIT]
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I wondered if that wouldn't work. It's always a question of whether they can't spawn there or if they just didn't select that tile. If they spawn anywhere in a 25 distance NESW of you, that's a square 51x51, or 2601 tiles, so the odds of any drifter who chooses a spot randomly would be 1 in 2601. You gotta wait out a lot of storms to have much confidence in whether it's safe, or you just didn't draw the short straw. So obviously, the more tiles you can observe, the more confidence you can have. I had enough hay bales to make a good test arena with something like 450 beds, so 900 of the hypothetically 2601 possible spawn locations would be on a bed. And while there were a couple non-crawler spawns, most ended up on the roof. I thought about trying it with ladders, but realized that if I were to try to make the same size arena, that would take 1800 ladders, or 4200 sticks. I didn't have anywhere near that, more like a couple stacks was all, and, of course, unlike the bed test, I couldn't just affix lanterns to the roof to light things up. Only answer I thought of was modding ladders into light sources, which might be a cool mod, anyway. Ultimately I decided I didn't care enough about the answer to scrounge up another 60-some stacks of sticks so I could find out.
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They don't glitch through walls during a storm, they spawn wherever they damn well please, even in your face, even under bright light, even violating whatever we think we know about spawning rules. If you can be there, sitting or whatever, they can spawn there. Some places where you can't be, the crawling ones can spawn. Contrary to popular belief, they can even spawn in a 2-high space with a bed on the floor. [EDIT] Incidentally, in a storm, running is your friend. Most drifters aren't worth the effort to kill -- just get far enough away that they wander away. The double-headed ones cannot be fought hand to hand. maybe ever, unless you are in steel plate or something, but a dozen or so flint spears can take them out, so long as you keep running. [/EDIT]
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Not to jinx things, but you did back up your savefile, right?
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You mean from a realism standpoint? Gameplay standpoint? Only food is necessary from a gameplay standpoint. Eventually, in a million by a million world, you will find virgin ground. You just have to not starve before you get there. Or quit from boredom. The only practical way I see being able to join at any point in time and get more or less a single player experience is if berry bushes produce year round, and, if not indestructible, at least propagate via clippings, not via transplant. Without food, there's no point in flint and sticks unless you just want to open your wrists and end it all. In an active MP server, you are not expected to be able to go it alone from spawn. Like @LadyWYT says, you seek out the community and they give you the seeds and food to get you started, and you figure out how you can be an asset to the community. Ideally, such a community would construct a road system with signposts pointing you to their village, and place wayside rests along the way with directions of where they buried a crock of food (inside the hut) so you can survive long enough to get there. [EDIT] Oh, plum slipped my mind. I meant to welcome you in my first reply, since I saw it was your first post. So, belated welcome! Swing on by. I'll throw another steak on the fire. [/EDIT]
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Wow. If that's really 1 in a million, unless I screwed up the math somewhere, at roughly 5 seconds per clay tile mined, it would take around 40 IRL days of 24/7 nonstop digging to have even odds of having seen it (at least) once. I'm not holding my breath...
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There's a mod for at least the first of that. Anvil Metal Recovery, I think it's called. Felt a little cheaty to me, so I tried it a few times then quit using it. But I think it was that broken tools gave back some bits that could be exploited that bothered me, not the ones you strike off on the anvil. The rest I would think would be fairly easy to add. Just a recipe to put it in the crafting grid with a chisel and an appropriate number of bits comes out. There are a lot of mods just add a recipe or two you can use as a guide. Turning planks or firewood to sticks is probably straightforward. You just add the recipe on your machine, test it, then use ModBuilder or whatever he called it to bundle your mod. It's all on the Wiki. If you decide to make one, remember the copper arrowheads and other stuff that comes from panning.
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Truth. Another large part is the genre itself. A game year is a little over 40 hours. As a server approaches 100% with at least 1 active user, if you check in once a day, half a year has gone by. Take off a weekend and not only has whatever you planted already suffered from heat stress, but it's also been winter killed. And except for grain and jam, and maybe a few crocks, everything in your storage has gone to rot. It's pretty hard to make either approach seem realistic, since you can't very well stop the seasons.
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It's a larger problem, though. All the wild crops within a few thousand are also gone. Many players won't replant the trees after they cut them down. The berry bushes are not only picked clean and the berries long since gone to rot, and the bushes themselves have been taken. Cattails are at best just roots, but often gone entirely, either transplanted or harvested without a knife. All the non-varmint protein is hunted to extinction, not to respawn for, well, I don't know how long. At least mushrooms have the decency to regrow. Eventually. If someone had the decency to just harvest them rather than dig them up because the shovel is faster, and you need dirt anyway. I don't have any solutions, mind you. Single player is easy enough without resource respawns. Best I've been able to come up with is you spawn in a chunk that has not been mapgenned yet, with a translocator (broken) that sends you back to a translocator near world spawn. That is, when you go through that common worldspawn translocator, it takes you to your personal translocator.
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Yes, @Booker42, an Add All (that will fit in the crate) and Remove All (that will fit in inventory) would be great. I'd also like that to work with chests. That would actually serve my needs better than my suggestion, as it would not only save clicks and time, it would allow me to sort trunks. Though I would not shed any tears if the game added a sort button like @Spear and Fang's Sortable Storage mod, one of the few mods that makes the cut into my Vanilla+ install. @ifoz, not really seeing how that helps all that much. Two crates will hold 640 logs. One trunk will hold only 576, and costs half an ingot more. 4 more slots are not nothing, but neither are they much to get excited about @LadyWYT, agreed, those who think in pictures will have an easier time with crates. I've never wanted to freestack crates -- my storage is always against the wall or glued to the ceiling, and occasionally serves as the floor. I can see the point of having rows of freestanding crates if you use a lot of them. @ArgentLuna, I organize by function. So the leatherworking trunk has oak logs, ground lime, partially treated hides, maybe a few spare (possibly filled) buckets and barrels, etc. the automation trunk has resin, logs, fat, sticks, the quarried block I'm going to use in the crusher, linen, spare axles and angled gears, sometimes chisel, saw and hammer if I set up away from my toolrack, etc. Metalworking has ore, blooms, borax, ingots, spare crucibles, various molds, etc. I get that is not appealing to everyone. I just like to be able to open a trunk or two and do what I set out to do, rather than run around gathering materials every time. Yes, I have dump chests, but try to keep that to a dull roar.
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I'm not talking about exploring. Just point A to point B travels over relatively familiar terrain, like to where you can get more quartz or olivine, or to a translocator or trader. Or even the early game trek back to pick up a skep that should now be populated. Those are all easily accomplished at night, and at some point, you have enough sticks or charcoal pits or clay or peat or crocks or storage vessels.
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You mean layers of sticks? Sure. Worst case, they stack to 64, so a single stack stores over 500 sticks. Two stacks of them is almost as many sticks as you can cram into a crate. It's how I store sticks early game anyway. Usually not in a house, because I don't build a house until July or August at the earliest, but I place layers of sticks out by the pit kilns so they are handy when I need them. Once I had the brilliant idea of roofing over my pit kilns with them. Once. It can probably be done at some height, but I've never bothered to find out because the long-term plan is to use them all up as needed anyway. Re: project management, I make sure I have enough on hand for the phase of the project I'm working on. I don't need to have every block ready before I commence building a mill, just enough to get one set of sails going and keep the critters out. I don't wait until I've got enough linen for even 4 full sails, let alone the 8 I'll eventually have in the completed windmill. If I only have enough fat for half the needed axles, I'll place axles until I run out, then build a temporary floor wherever necessary and set my quern there until I hunt up enough fat to get clear to the ground. You can save about 1/3 of the storage space by converting slate rocks into slate roofing, and save it completely if you just place it where the roof is going to be. Same with rocks. Rather than have a trunk-full of claystone rocks, turn it into fences and use it around your farm and critters. Or into cobblestone for a 7/8 storage savings. But generally, yeah, if I don't have a need for something in the near future, I prioritize collecting resources I will be using shortly. I still have a few hoarding issues. Like food. I'm piling it up like I'm expecting a village of hobbits to come to visit all winter.
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Welcome! Quite the effort, particularly first post. My personal favorite is 200% Hunger, and whatever Wilderness Survival defaults to for Spoilage, maybe 125%? Sealed crocks in a cellar still last a year or so, which is when your next year stuff starts coming in. The big question is whether you optimize for the time that the hunger clock stops running, or you just eat until you are full each time. Once your bonus HP are in, there's no point in not taking advantage of it.
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I agree that logically obsidian arrowheads should exist. It's just that they've taken pains to make sure obsidian's big advantage is durability, not damage. Thus the very few critters where the extra damage makes a difference in spears. And that's true elsewhere, too. If you go after drifters, I think there's only one case where the obsidian axe is an advantage, the double headed, which you are not going to melee with in the stone age anyway. True, obsidian would make one hit difference if you were hunting deer with an axe, but who has ever seen a deer with an axe? Probably the logical place to put them is identical to flint arrows, or possibly with the quarter point extra damage but a greater break chance. It is glass...
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...they only really serve one purpose -- charcoal, because gravity. Arguably they might be good for sticks or torches, but why are you accumulating them in those kinds of quantities? Your other high volume stackables, like boards, peat, firewood, firebrick (raw and fired) stack to worldheight, presumably. But interfacing with crates is cumbersome. With a chest, you open your inventory and the chest, and shift-click stuff between them. With the crate, you have to move all the stacks you want to store into your hotbar, then right-click, scroll wheel, right-click, scroll wheel, etc., reload hotbar and repeat. And for that clunkiness, you get only 4 more storage slots. Long-winded way to say, "Please give crates a chest-like interface."
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Your first post. Welcome! There's room to give an extra quarter point, like happens with obsidian spears, but that extra quarter point doesn't translate into needing one fewer spear except four (to the best of my knowledge) cases -- corrupt and nightmare drifters, and two of the goats. Copper is one fewer spear almost across the board, and tin bronze is often one spear less than copper. There was a lot of thought put into the health and damage to make each new age an advantage. But moving up from 2.75 to a full 3 makes a huge difference. One fewer arrow for surface drifters adds up fast. Basically, any creature whose Health is evenly divisible by 3 would require one fewer arrow. And then there are only a couple of creatures which copper is an improvement. It could be done, but it would take away the point of bothering with copper arrows. Particularly since copper arrows also require fletching.
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Or it might be bad/scary enough that doing stuff outside at night is no longer an option unless the whole area out to the ignore distance is well-lit. Granted, it's not all that hard to light up a resource area, like clay or peat or forest for a charcoal pit, but it would make traveling after dark inadvisable.
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Sink a ladder and build a series of static diving bells down to it. Then you can leave torches in the bell so they are easy to find. [EDIT] It could be done with as few as 6 blocks, one of which you retrieve to form the air pocket, but I'd use 8 (less 1) to make it easier to align getting in. [/EDIT]
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You could try one of the waypoint sharing mods. I don't use the map, so have no idea how any of them work. But if your friend opened his game up to MP, you could join, then, I guess at least in theory, get the waypoints into your name, too.
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And especially those who like to do a lot of chiseling. I suppose you could make chiseled blocks immune to weathering, but without that, I'd expect a major outcry. And just think if your mixed drystone fences and blocks started deteriorating and you had to make another pass through 8 different rock strata to replace them. Most would likely choose to build out of easily replaced dirt or maybe cobblestone.
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I've never tried to migrate a save from someone else's username. If you log into your friend's game [EDIT] on his machine [/EDIT] with your credentials, does it make you create a new character? Or do you see the old one?
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Does the world itself show up in Load Game or whatever it's called?
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Oh, man, that brings back memories. Nightmares, almost. Scads of drifters. I knew for absolutely positive that they would figure out how to get through. I did have the sense to burrow in on a ledge 4 or 5 above the valley floor, though.
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It's still trivial to accomplish -- just build a ladder 25 or 50 high, place even a single packed earth to serve as a roof, climb back down, retrieve your ladders, and stack your firewood until it hits the block. Makes a nice marker, too, for those of us who play without map. Though there are easier ways to accomplish that.