Thorfinn
Vintarian-
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Everything posted by Thorfinn
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If you set up the server on a second machine, you can get a substantial performance boost. Alternatively you could just learn to resist temptation.
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I'm pretty sure cattail roots do not spoil until you cook them. But your issues are exactly the ones I dislike about multiplayer -- berry bushes, crops, stones, trees, cattails, etc. are generated only at mapgen and never again. It's particularly bad on a public server where some players have lost interest in the game and never log on again, yet have claimed all the relocated berry bushes and cattails. The seeds he accumulated are locked up. Any knappable stones are long-since gone, converted to paths and fences and buildings. Even animal spawns (except maybe wolves -- not convinced one way or the other) seem to wait until the prior ones are dead and gone before respawning. One player with rabbit traps seems to prevent rabbit spawns. I've even been in the situation I could not knap the knife to make a pan, nor the axe to gather the wood. Your only choice is to leave the developed world and head off on your own. At which point, why not just play a single-player world? But that's more of a multi-player complaint than a respawn complaint. Though, since I play permadeath, setting a respawn is less than pointless. [EDIT] In case my point wasn't obvious, in permadeath, there is no such thing as 'the holy game play enabling gear'. It's all about learning how not to die. [/EDIT]
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The sun starts rapidly expanding, and we all die slowly and painfully, being baked to death, and it continues to grow, eventually encompassing all matter in the universe. Game over, player everyone. Oh, and I still had about a half bottle of Johnnie Walker Blue. [EDIT] Oh, worst that could happen from having Creative Mode? Guess they'd have stuff you don't want them to have. A stack of magma or something. [/EDIT]
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Probably the land cover. I generally play whatever defaults are, of whatever mode, and I don't think I've ever seen a case where there was no land in sight in at least 2 directions.
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Tried to follow you, but not sure where this is headed. Are you saying you want to plant three crops in one tile? (Three Sisters). OK, but dirt is cheap. Why would one want to do that? Or Pyrite? A firestarter works after at least one try. Are you suggesting something better? If not, what would be the point? When you probably only use it once per game? Or bone marrow, whatever it does?
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It's a little slow, but, yep, @Julio Ángel Infante Sedano, that's a solid way to deal with it. [EDIT] @LastChime, that looks insane. What mods are you using? [/EDIT]
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Don't know anything about 2b2t, let alone almost anything about Minecraft. (It's some kind of a voxel game, right?) But, yeah, avoiding dying should be the point.
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Wow. That's really bad luck. 0.9734^80=0.11. That is, there's only an 11% chance of failing 80 times in a row. On the upside, that should be almost one linen sack just from drifter loot. Lots of people don't manage to get even one sack in their first in 3-4 days. Now that is extraordinarily bad luck. It's what, 8.4 hours per game month, so you are into winter, at least 8 storms? I thought a double-headed was guaranteed in each storm, and each was a guaranteed 1-2 TGs. Pretty sure I'm getting at least two double headed per storm. But maybe it's not guaranteed at all. Dunno. It also seems to me that one of the traders has one quite often, but in a multiplayer world, it would not surprise me if someone else snagged it. Hunger can indeed a problem in a multiplayer world. But on the other hand, in a multiplayer world, people tend to cooperate, so while maybe no one will part with a temporal gear, (though why they wouldn't I can't fathom -- I've generally got a trunk full of them by spring of year 2, collecting only from storms and caving and the occasional surface drifter who won't leave me alone) finding people willing to give you a handout of food that's just going to spoil anyway should be easy. Heck, they almost can't have enough livestock to get rid of all the flax grain alone. This will probably not be taken in the spirit intended, but setting a respawn should probably not be your focus in a survival game, but, rather, y'know, surviving.
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I went through that phase, too, @Yozo. Easiest way to get past it is to learn how not to get hit by playing single player for as long as it takes. Double headed are not that hard to deal with, 6, maybe 8 flint spears or so. Somewhere around there, anyway. I never paid enough attention; I just chuck spears until he drops, and I rarely have better than Improvised armor (firewood and grass) for at least the first storm or two. @DejFidOFF is right -- you have about even odds of getting a TG at just 25 surface drifters, which can happen on the first night if you are lucky enough to get Apocalyptic activity. I'm never that lucky. Usually I don't get Apoc except during the daytime, for at least the first month. There are first night drifter traps you can build that allow you to harvest with impunity, but do that sparingly. You need to get good enough to live through a storm.
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This is true for things like carrots, turnips and onions (though being biennials, seeds are year 2, which would really change early game), but not for grains, and especially not for the only one I really care all that much about, flax. The end stage is easily dealt with. Just stop wasting time planting stuff. One greenhouse on medium fertility soil will produce enough that you have to throw away rot.
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Same, but 2 crucibles instead of a crock. They stack, and, worst case, it can hold stacks of ore (lead, tin, bismuth, silver, etc.) in case I need to leave something behind.
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I didn't even notice it. Digging one block of clay yields several blocks in inventory. It can't be more than 1 per mold. Which are the bad molds? Maybe I should pay more attention.
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Maybe. Even probably if you do melee fighting. A couple points multiplied by good armor is worth it with a 20 attack nightmare, for instance. But anything above gambeson incurs such a nasty accuracy debuff that instead of being able to kill almost everything at range, I end up taking melee damage. It's particularly bad in cramped quarters like caves, or storms when things can spawn right behind you, and you are not fast enough at clearing out the ones in front of you. The way I play, a couple points combined with reduction for gambeson, just not worth it. [EDIT] All I'm looking for is enough HP to not get one-shotted. Some of those are pretty tough to avoid. If I can't avoid taking the second hit, that's on me. [/EDIT]
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You are right. There is no game point to cheese. Best case, it's 2.5 HP, but practically speaking, more like 1.5, assuming you are keeping the easy ones topped up. Just increasing satiety does not help that either, largely because it makes buying cheese that much smarter. Not sure how to address it without rethinking satiety to some extent. The difference between 20 and 22.5 HP is not enough to make all the time and effort worthwhile.
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Right. Again, I think the best answer is to not obsess about the animation. At this point in development anyway. It seemed to me that the issue likely arose because of how timing of cave ins worked. Knowing when a block is about to give way gets much more important when misreading a block's status can be lethal.
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Interesting ideas. However, you both remember that simply slowing mining rate by 20% was rejected by the community and patched back out just a single sub-release later, right? And the reason for the initial 20% "nerf" was to match the effect to the animation, right? If you want to have softer stones cause less wear than current, that could work, but we already know nerfing from the current specs (making some stones cause more wear) will spawn complaints, and not ones based on "realism". By extension, once the baseline expectation is established that sandstone incurs 20% less wear, that can never be reversed. We already know that creating an animation and matching mining rate to it is unacceptable. The effect would be to slow down the tuning of tools because each rock hardness would need it's own animations, by tool level, and instead of just changing an entry in a JSON for durability, you now have to rewrite animations. As it gets closer to full release, yes, both are great ideas. But at this stage? All the extra work of balancing and creating new animations?
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I don't use the map, so can't speak to that, but for the last couple versions, I've seen intermittent issues with mouse wheel. Mostly I just don't use the mouse wheel anymore except by accident, but every time I ran into problems scrolling hotbar, I'd scroll into backpack slots and that would seem to fix it. Mostly I stopped using it because if I had free space in hotbar, sometimes when I was trying to rapidly scroll, it would pick up something in the hotbar and place it in the empty slot. If I was in a hurry to get healing, and scroll past an empty spot several times, it might completely screw up the hotbar. Inconsistent enough and irritating enough that the wheel wasn't worth bothering with. Weapon in slot 1, torches in slot 2, primary tool (empty if picking up sticks or stones) in 3, healing in slot 4. 1&4 are selectable while holding down "w", 2&3 are convenient when I'm not busy dodging.
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It goes by the worldgen parameters for the region. Brown bears spawn down to something absurdly low, like 0.1 forest or something like that. If you walk through a grassy plain, not a tree, not a bush in sight, it probably qualifies as 0.1 forest. If a bear has ever spawned in the area, yeah, that's bear country, and I'm not sure it matters what you do with that block. You can probably pave every tile and it can still spawn bears. Now in 1.19, brown bears live in much colder climes, so it's easier to be south of where they spawn. Walls don't work very well -- I think they have to be 3-4 high, but I think they obey a single fence. However, they have a substantial reach "through" that fence. Leave a 1-wide gap between your outer fence and your inner fence and you should be good.
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Haven't checked in a while, but I'm pretty sure you can set them to passive.
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Interesting, @UnderTow. How do you see that working? Would it extend the lifespan of tools? Increase tool speed for a defined number of uses? Something else?
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I'm a fan of rule of cool. I can't see myself ever using them, but why not? It would be nice if there were a Mod Suggestions subforum. Seems to me this idea would be great for that. If lots of people use that mod, then it would be a good candidate for adding to the base game.
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Oh, well that makes sense. I never thought to put the two together before. Would certainly explain why sometimes wild hives populate quickly, sometimes never. Sometimes my inability to grasp the obvious astounds even me.