Thorfinn
Vintarian-
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Everything posted by Thorfinn
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How does this work out? [EDIT] Looks ok on this computer. I'll have to check my other machine. (The one in the air conditioning.) [/EDIT]
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Hmm. That's what I did. Wonder if maybe the default compression was set too high... Think I'll try just using a cropped PNG for now. Figure out what settings work later.
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My brother runs about 1100 head. Yeah, I'm familiar with the temperament of the fluffy cows. Amazing how many people aren't.
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Updating existing worlds to newer version + 1.20 question
Thorfinn replied to CynicalCat's topic in Questions
Even if 1.20 gets released in the next few, it's likely to take quite a while longer to get the mods updated. I don't follow the news too closely, but it sure seemed to me there was a lot of big changes. If you use informational-only mods, probably no big deal. Worst case, some of the numbers are wrong. But with major content mods, there's likely to be a lot of hit and miss, missing textures or even blocks, etc. If mods are essential to your experience, I'd suggest going with a 1.19.8 world (follow @DejFidOFF's suggestions) and wait to migrate to 1.20 once that has a fairly stable release and the modders have had time to fix whatever broke. There's not much that breaks "immersion" more than seeing white voxels with red question marks all over the place. -
Because Real Americans... There's not much we measure in metric, and what we do irritates them. Things like 9mm, 10mm, 5.56, 6.5 Creedmoor, 7mm Mauser, 7.62, etc. The real temperature units are also the big reason I use Hud Clock. That and the room indicator. I also like some of @DanaCraluminum's information tweaks. If those were separate from the gameplay tweaks, I'd make that Vanilla+, too, but by the time I get that all configured right, there's a new sub-release, and I'm starting all over. If I'm planning to play more than a year I add Golden Combs, too. It's late July or early August before you can get the Langstroth going so not much point in a single-year goal. In that case, I also add his crop and smithing rebalancing mods so I have something useful to do in year 2.
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Yes, when I thought I'd grow some specialty trees, I remember having to ladder my way up and trim every leaf block, and sometimes that wasn't enough to get a single seed. But on average, you got slightly more than one seed so long as you never took the easy route and let some of the leaf blocks decay. The leafy blocks have a lower drop rate, but the quantity are the reason they make it on average. Yes, that means you have to start on the outside of the leaves and work your way in. I find oaks are also a little lean on acorns. I'm always throwing away birch seeds, but that's probably because thinning the brush for sticks and visibility means a lot of seeds. But purpleheart and ebony were a design choice. You are supposed to have to explore the forests if you want to do anything significant with them. I suspect that's also why those woods make better crates. You have to choose between decor and utility.
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From what I understand, the limit on ebony and purpleheart is intentional. You are supposed to explore to get those, not grow them safely at home. Others like acacia and redwood are close, but if you do as @LadyWYT suggests and trim the leaves first, you should be able to make a stable woodlot.
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What's so scary about moose? "Hey, Rocky, watch me pull a rabbit out of my hat." and "Eeny, meeny, chili beanie, the spirits are about to speak."
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Single player, I take it? Usually defaults for wilderness. Sometimes turn on cave-ins. I play either straight Vanilla, or Vanilla+ ( @Rhonen's HUD Clock, @Spear and Fang's Sortable Storage, @Taska's Meteoric Expansion), or , once I'm content that I've played the devs' vision, with one or more larger mods like Primitive Survival, Medieval Expansion, Bricklayers, Expanded Foods, Wildcraft, Fauna of..., etc. to get a feel for how others would balance the game. Bricklayers will probably be moved to Vanilla+ at some point. Done the cold starts, but they take away too many of the fun parts of the game, and replace it with way too much grindy tedium for my taste.
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Thanks! So do you just delete older pics as you need space here? I guess I could just pull the .png across, but not a huge fan of having dead references in the future. Though I suppose the image services are no guarantee, either...
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How do you guys get your screenshots to look decent? I tried converting to jpg with Paint, and I thought it was OK, but it was much darker, and had too many artifacts.
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But moose are so friendly. Rabbits run away. Moose run over you. Kind of the way overly-friendly labs do to small children.
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Counterweight-based door and gate closures have been around since at least the 2nd Millenium BC. After all, it's nothing but a rope, a pulley and a weight. A portcullis is nothing more than that, just on a bigger scale. But you want to be a little careful with the realism thing, I think. You are not going to be able to have some guards running the windlass from the gatehouse. Whatever you do has to be single-player friendly.
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Seems to me if you put down a fencepost in front of the block you are going to remove, that ought to be safe. Though what do I know? It never occurred to me to do anything but brute force. This mining through the walls thing smacks of sorcery!
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I believe you can just disable that part of DanaTweaks. I'm pretty sure @DanaCraluminum made those other config mods just so you could disable the parts you don't like. And, of course, in hopes that others would use that utility for their configs...
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I'm definitely not laughing. Before basket traps became a thing, I used "pit kiln" traps. Place a single block 2 higher than surrounding territory, dig a hole under it, (so there is only a 1-tile gap). For whatever reason all kinds of critters will jump in the 1x1x1 "pit" and not be able to get out. If you surround a trough by a bunch of "pit kiln" traps, you can get the whole herd.
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Holy cow! You kicked them out of the house for that? You are strict!
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Personally, 'nuff said right there. Whatever cheese I can't buy from the agricultural trader is not worth the effort.
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Could we add favorites list to the mod page?
Thorfinn replied to Nerdlin Geeksly's topic in Suggestions
Just checking. You aren't @Ilan , hyping your own mod, right? -
How about building a ladder to worldheight? Doubt you even have to get that high. I've run into hypothermia trying to set up a windmill when I had more axles than I had any idea what to do with, so put the sails at the top of the world. Yes, I didn't have to go anywhere near that high, but I don't do Wiki and didn't know any better.
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Since you are going to the trouble of having a greenhouse and all, you did know you only need glass in half the roof, right? So you could build two greenhouses with the same amount of glass?
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FWIW, I quit testing things in creative and with sped up time, because there were a lot of times it didn't work the same way as it does in regular old Wilderness or Standard. IIRC, it was bees that made me swear off creative mode. You can probably create and populate the pen with creative, but then I'd use whatever the command is to switch to Standard and leave time alone. But I wouldn't swear that would work the same as just building things in Standard, either.
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Yeah, or if they are half as committed to the cause they pretend to support, produce a server-side mod that makes locking it down no harder than adding the mod. Personally, I'm of mixed feelings about these "anarchist" turds getting the world they crave. My kids and grandkids would be living in a much worse world, but on the other hand, people would come to realize that society doesn't really need anti-social types, and there would be nothing and no one standing in the way of staking them down on a nest of fire ants for a week or two. They get away with being pieces of crap because government prevents society from dealing with them as they deserve.
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Yeah, @LadyWYT, turns out, wolf bait. After that start, around day 5 or so I went to pick a rye I'd just been ignoring because it was just going to suffer from the heat anyway, and I had more important things to do. Turns out that single rye plant was the only thing holding up the dirt covering a very, very deep hole, so I plunged to my death. Yes, I know better than that. I just get careless sometimes.
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Pinning the Guidebook / Keeping a page open / Bookmarking a recipe
Thorfinn replied to caffeine's topic in Discussion
Oh, yeah, that immersive interaction vs. grid crafting is a big deal. Very similar to people not understanding the rules for making a charcoal pit, or how meals or alloys work. So your suggestion is that "h" opens up the last page you were on, unless you are currently hovering over something? Then look up that thing? Sounds like an improvement. I'd suggest that it also jumps straight to whatever block you are currently pointing to, so you can find out that lily pads are useless, seaweed is less than useless, and woad can be used for dye without having to harvest any of them. [EDIT] Oh, hey, multiple other things come to mind. If you press "h" while looking at an oven, you can immediately figure out that you can make bread and pies, and follow the pie item to get to the infobit about it. If you "h" on the table, it takes you to that page, and from there you can go to the recipe for pie. Cooking pot takes you to meals. Fire pit invites you to learn about primitive cooking, meals, torches, lime, etc. [/EDIT]