Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Fair enough, @0m1k. I think it wasn't supposed to work that way. One would expect you should get one bonus or the other, whichever is better, but not both.
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I don't know that has ever worked with storms. Not in quite a while, anyway. I think all you do when you "bury yourself" is that you reduce the number of possible air tiles in which a spawn could happen to 2 or 3, out of the 1089 within a (hypothetical) 16 tile radius. Substitute whatever radius you think is the real one. 25 is commonly thought to be correct, which would be a 51x51 square, or 2601 tiles. Though spawns often happen in the block right next to you during storms, so it might skew closer. I think it's still a numbers game. Eventually, your number will come up. It's certainly possible to battle drifters during storms, even the occasional double headed ones, with no armor and only flint spears. There's just not much of a point unless you want bragging rights of showing off a trunk full of temporal gears.
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Yeah, I hear you. I haven't bothered with using that even in mines for ages, but some of the players in our multi-player world spend hours and hours spawn-proofing, well, everything. "Really, dude? You need me to give you food, linen, armor, tools, pretty much everything? You do realize if you didn't waste all your time placing rocks you could do some of this for yourself, right?"
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After vs_install_1.18.7 I get black screen with sound.
Thorfinn replied to Paulo Jorge Dias's topic in Questions
Somewhere around there, the update within the game wasn't working properly. If you have the full installer for 18.7, just go to the client and download the update to 19.3 -
Apparently, snow still offsets enough of the bottom block that it doesn't count. Do they go over 4 blocks?
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Golden Combs, I think.
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Right. It depends on what you think the role of having a "home base" in VS is. If you want a safe place to kick back, relax, maybe sleep your life away, you want somewhere with positive energy. I see a "home base" as nothing more than a place to drop off stuff between adventures. It makes no difference to your stuff which way the gear is turning.
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Don't know about cedar in particular. Never burned it more than just cut-offs from making a cedar closet, or old cedar shingles, which are quite different in form than a chunk of split wood. I don't know that the shingles burned any faster than the luan scraps from redoing the laundry room floor. The cedar smell is probably an oil. Pine can be the same if it's very "pitchy". And, sure, you let pretty much anything dry for a long time, it burns fast. But a split 5"x5" log, like the game model shows, seasoned for a year, doesn't vary much in terms of burn time IME. Just heat output. YMMV. But again, I don't care about realism if it makes for a better game, which I think longer lasting fires would. Certainly realism argues a fair sized log should last longer than a small pot of porridge.
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Do the chunk borders matter? I had about convinced myself they do not, getting different results on what had to be the same chunk. That it was just something that I had assumed or a consequence of using the prospector mod which displayed by chunk. Might have to try turning on wireframes and see.
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Interesting. I would not object to their having different stats, either. Gives you a reason to change things up depending on what kind of combat you are anticipating. Not a huge fan of a separate class doing it, though. Not until class becomes something more than just a list of bonuses and penalties that apply from the moment of character creation.
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In our cabin, we do most of our heating with wood stoves. This does not match my experience. We can fill the firebox before going to bed, and in the morning, it's about the same amount of coals, regardless of whether we were using red oak, cherry, apple, maple, pine or poplar. The heat output for those hours is drastically different for the same level of moisture depending on which wood we are using, but burn time is, as @Dra6o0n says, much more dependent on damper settings. That said, I don't care much one way or the other. I'm not a huge fan of realism in my escapism.
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Better Ruins page says it is not updated to 1.19 yet.
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If it were me, I wouldn't bother moving. Probably the only time it would ever matter is if you let your stability get too low right before a temporal storm. So long as you have something to do -- a smithy or kitchen or something as an outbuilding enough blocks away that you are recovering, maybe even a fenced in field/garden, that should be enough to top you up as needed. You can always use more charcoal, so building a pit somewhere near your trees would also get you out of the problem area.
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If I understood it, the only new thing is it throws a warning in the mod selection screen, instead of having to figure it out by go through the various log files. I do like the message. Just having things "greyed" out was something of a PITA.
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Awesome! Huh. But the upside stair still works? Was there a reason for one but not the other?
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That's true to a point. If you don't make some of those sightings into occasional real threats, it just becomes more atmosphere to learn to ignore. And we are right back to where we started, but instead of just a wimp like a wolf, you need some boogeyman who would be a real threat to a seasoned player, and who would rip the casual player to shreds.
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One other thing to consider is how the logs themselves work. Would they all fill the entire voxel space? Or are the higher trunks and branches smaller diameter? They couldn't all then stack, and neither would it be reasonable to assume they should all yield the same amount of planks or firewood. I ask because my favorite build style is log cabin hunting lodge, and if they do not fill the entire space, it would look even more odd to see the walls with visible gaps between the logs, though presumably they would still count as a full block in terms of qualifying for a room. Or would I have to chop down 4x as many trees to get the larger diameter ones to build with?
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New run? Why not? That's what these release candidates are for. Worst case, you run into something that doesn't work right and play your old world. I'd strongly suggest @Streetwinds guide.
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1.19 pre Stone and other resources are very hard to find
Thorfinn replied to Arasine's topic in Discussion
Or, you could just play the hand you were dealt? I get complaining about spawning in bauxite. That's going to involve a lot of trips for gathering materials. But basalt? -
Outlines in clay forming is barely visible
Thorfinn replied to SeeYaInValhalla's topic in Discussion
Looks like @sushieater is right in this case. The orange is there, it's just hard to see in bright daylight. You can try standing such that you cast a shadow. Sometimes that's enough. Otherwise might have to build something around it, or wait until evening. -
How would one deal with leaking resin or wild hives? Seems those kind of have to be associated with a particular voxel. Or even just attaching other nodes like signs, blocks, ladders, torches, skeps, etc? Not insurmountable, no, just something to consider.
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Well, of course I care. I'd prefer the time not be wasted on making VS more like Minecraft. But you care, too, or you would not have bothered suggesting it. You just don't see it as wasted time. Troll.
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This one still bothers me. How exactly is expressing my preferences "runining" things for you or anyone else? And if somehow it does, didn't you do exactly that in the OP and pretty much every one of your replies?