Thorfinn
Vintarian-
Posts
4212 -
Joined
-
Last visited
-
Days Won
96
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Thorfinn
-
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]
-
Wild Farming Revival.
-
Welcome, @Gadiel. First post. Woot, woot!
-
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.
-
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.
-
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...
-
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]
-
I was bottling a 5 gallon batch of mead this morning, and as I'm dipping the corked bottles in the wax so they last longer, (instead of maybe a couple years, when the unsealed bottles start going, the mead in wax sealed bottles is often still improving at 6 years) I thought, hey, why not seal jugs to make juice and wine last longer.
-
I was thinking you would hunt several critters using two spears, then go back to "base" and leave the spears, grab your knife, make the rounds collecting meat, go back to "base" and start cooking, leave the knife at home, then do the rounds again collecting furs and fat until you have enough to make some clothes. You would do something similar with firewood, but just leave the axe leaning against a tree, and carry home the sticks and firewood. Mining, assuming you found enough clay to make the tools, likely you would have to take a hammer with you so you could crush the ore down to something uniform -- you can't stack medium and low ore, or crystals, but you can stack the nuggets. Then leave the tools behind. Not the slightest bit enjoyable.
-
Nice to know. They still only spawn wild hives in moderate rain, right? So no Uncommon or Nearly All The Time?
-
The other thing is I don't think rain is all that much different. Sure, there is savannah where rain is uncommon, and desert where it's scarce (or whatever those terms are) but the same is true in temperate starts. The first obvious indication if you don't like opening "C" is that the grass is, on average, much shorter in lower precipitation. I've never really tried beekeeping in arid conditions. No idea whether or not its possible. I actually prefer frequent rain. Crops grow quite a bit faster. Or maybe it just seems that way. Rather than being watered at 75%. they are 100%.
-
@Steel General, interesting. At least part of that could be modded in -- you would just have to base the character traits from the first item in your inventory. But in such a case, why wouldn't one just equip the Tailor bag whenever he wanted the tailored gambeson, so for pretty much the entire game, that kit sits in a chest somewhere. The clockmaker kit comes out when you want to repair translocators and whenever you wanted some useless pet who is always in the way of your attacks.
-
If I'm understanding this, you could pick up flint and a stick (at present, you can't put either in "off" hand, but with your vision, either hand is usable?), then knap a knife blade, assemble the knife, put it in the slot you were previously holding the stick. Throw away the flint, because you need the space for reeds. Now gather 40 reeds, make your baskets so you can carry something else, gather another 24 reeds to give you a total of 4 hotbar slots? Well, 3 plus an offhand slot? I'd tweak the numbers a bit. The core game uses roughly 3 reeds per storage slot. 10 reeds gets you 3 slots, a smidge over 3 per, and 24 reeds gets you 8, exactly 3. To remain consistent, your belt, with 2 storage slots should cost somewhere around 6 reeds, which is 2 ropes. The hunter's backpack suggests maybe 3 slots if you used 2 ropes and 1 pelt. The linen sack suggests 4 twine gets you 4 slots. Assuming the old belt is an ingredient for the new, including the original hand slot, that brings you up to the current 10. How about if you are doing a cold weather start? You will die because reeds are not present, and you only ever have 2 slots. Unless you add ground stacking of items, even clothes will be darned near impossible, as you need to somehow kill hares and foxes with just 2 spears, and to be usable, each kill must have both fat and hide, or you can't turn them into pelts. And never being able to carry more than 2 items, you can't even bring food with you. Dunno. In a default start, depending on how you earn the extra slots, it may not be that much different, other than a major hassle with early game inventory management, which has never struck me as the enjoyable part of the game. But you would absolutely lose the new players.
-
What's wrong with Maelsto M or Streetwin D? Sound like perfectly good rapper names.
-
Welcome, @RedVanGhoul. Agreed. Something like Empire Earth's custom civilizations, where you could save it for next time, or load it and tweak it as you figure out what you liked/disliked. So many of the current classes only make sense in a multi-player world, and even then, only if everyone talks things through so you don't all end up as Clockmakers or something. Though personally, I always prefer games that randomize that. Just like you do the best you can with the mapgen you were dealt, you do the best you can with the traits that were rolled. I blame that trend on the release of the 1st edition AD&D Unearthed Arcana's Method V where you decided what class you wanted to play, and the system basically guaranteed you a Superman character of that class.
-
Tin VS Bismuth, what bronze pickaxe do you prefer to use?
Thorfinn replied to Nerdlin Geeksly's topic in Discussion
Tin, same reason as @ifoz. A single small deposit of tin is all you need to get to iron, and I'm slowly breaking the habit of over-mining copper. I never have a reason for more than a few hundred ingots of copper, though I often have stacks of ingots and plates and a substantial amount of ore left over at end of game. -
A little PSA for if your game is bugged or you feel it's unstable.
Thorfinn replied to Nerdlin Geeksly's topic in Discussion
FWIW, the first and easiest thing to do before doing a reinstall is to clear the cache. Look for the directory "Cache" in the same folder and just delete it. When you start the game next, it will regenerate the Cache. Sometimes, an updated mod has fluff from the old mod version left over that Cache directory. I'm not sure why, but my version of 1.19.8 Update did not remove the old 1.18.7 core 3 (Essentials, Survival and Creative). I had to remove those manually. Wonder if there wasn't some glitch there. The update on another computer worked fine, though that was from an earlier 1.19. -
Holy cow! Lots of those I have no idea about. Probably doesn't matter, but is there a point to using Expanded Matter if you are not using Bricklayers?
-
Am I bugged? I'm bugged. Anyone know how to fix this?
Thorfinn replied to foebits's topic in Discussion
Are you sure you are not in creative? [EDIT] Been a while, but I think that how it works with time stopped, too. Or something that the admin was playing with for time.; [/EDIT] [EDIT2] Wait, how are you exiting without save? Alt-F4 or task manager or something? Because if you are exiting normally, that's something else entirely. You will have to provide a whole lot more about your install. [/EDIT2] -
That's just White Claw.
-
What is the wooden derrick-type structure at the base of the cliff?
-
Bears are no joke now, got greifed by one camping my front door.
Thorfinn replied to Nerdlin Geeksly's topic in Discussion
Browns you can outrun, absolutely, so long as you are not weighted down by armor or try to run away in a straight line. Thus the bit about F5 and getting used to controlling your seraph from that POV. It's easier if you have rolling terrain or bushes, or better yet, a forest. It's all in figuring out how. I have very little experience with polars. It came as a surprise (though it should not have) that unlike the other bears, they outswim you in deep water. But they cannot out-dive you. -
Bears are no joke now, got greifed by one camping my front door.
Thorfinn replied to Nerdlin Geeksly's topic in Discussion
Yes, they are lethal, but can be dealt with. On starting a game, switch to 3rd person camera and zoom all the way out, then switch the view back to what you want to play. Practice running with the camera following you. You need to get good at timing your jumps to ascend slopes and jump over small ponds and ravines. With that view, you can see not only where the brown bear is, and when you need to zig-zag, but also what kind of obstacles he has trouble navigating.