Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Never have understood that vibe in a gamer. With some games, sure, but with the terraform abilities in VS, you can eventually make any place in the right climate work. And there's always another "ideal" location for that build within a few hundred blocks anyway. That's the thing about the mapgen -- there are lots of essentially identical locations in the game. All you have to do is find them. I'm always astounded at the sheer number of points of interest in the game. Floating islands or spires, some with waterfalls, that you can see from hundreds of blocks away. Massive barrier mountain ranges. Lone mountains high enough for glacier ice. A redwood on a hill. Large lakes or open plains. Gravel or sand deserts. Pine tree forests you can see from afar. Some of the ruins. Used to be I didn't appreciate it all back when I played with a map. And they are a good measure of distance. If you can still see them, they are less than about 400 blocks. (Or less than your view distance if it is not set that high.) And if you find a place that's ideal other than lacking a landmark, there is no reason you cannot construct a spire based around a ladder. Indeed, you could dress that up to look like a "natural" mapgen feature, maybe poke in windows with light sources behind, and put your windmill atop it, also visible for hundreds of blocks. Truth. I'm not convinced villages fit the vibe of the game. Yes, there are small ruined villages in the game, but those are all pre-calamity. (Of course, any wood-based settlements should be long gone, which is why that new ruin with ancient wood or partially-ruined wooden crates and chests exposed to the elements make no sense to me. Under cover of stone, sure, but open to the sky, or maybe even a block or two to the side of cover, not so much.) I think widely separated seraphs with their own holds makes sense, though. Where else are the traders getting their goods?
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Hope you don't mind if I find that just a tad humorous. There are 10^12 blocks in a standard world, and you absolutely have to have these couple hundred? Hope you don't think that way in real life. There are lots of people who have houses in prime locations that would be ideal for you to build on...
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That's really nothing more than a tweak to the claims system. Start with Trader permissions, then revoke sleep in their beds or use their storage or do anything with their crops, make sure fire can't go from the non-protected world to the structures etc., and villages are just window dressing. Though adding the ability to trade with them would make sense and give a point to exploration. I don't get why so many cannot envision a system that works differently than that other block game. How many other systems where VS differs from that other game have to throat-punch them before they get the point? As for too common, that's normal for a mod. Everyone seems to think his mod's changes should be in your face all the time. Best practices should include a tunable scarcity parameter. Better Ruins did it with loot drops at least, though not for the frequency of the ruins itself. Or at least I didn't find it last time I looked a couple versions ago. Maybe not. I can see the occasional seraph holding, but storms mean none but the best or the most sound sleepers survive many of them.
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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.
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Pretty sure I've replanted GCs. Fern trees are just decorations that drop firewood, at least for now.
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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.
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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.
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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.
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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.
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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]
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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.
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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]
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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]
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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.
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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?
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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.
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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.
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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.
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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]
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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.
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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.
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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]