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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I think in this case I'd brute force it, @IAmMoss. Just open up the butchering mod and edit its dependencies to include r.meat, so it forces that to load first. Without looking at the dependencies in each of those, I'm not sure how you could force butchering to be a later load order using your own mods. There may be a more elegant solution, but going in blind, I don't know.
  2. Does that work? Incidentally, I've learned how to deal with bears since then. Always fun to see reminders of how I've improved as a player.
  3. Maybe? At least in the past, I think it sensed your hardware and selected the most appropriate. I think my last full install on this machine set Very High, and I bumped it from there because I'm not all that put off by framerate. My nephew's copy came up as Medium, but that was several versions ago.
  4. Make sure not to sit before you go AFK. Hunger rate drops dramatically if you are standing still and have nothing off-hand. You can probably still starve, but it's quite a while. Never actually been AFK long enough to be sure, as permadeath discourages that kind of thing.
  5. I think I'd prefer if it always lost one category. And that includes the special from sylvite, particularly with any of the potash mods. No cheesing the system by placing a block, adding sylvite so it improves one class, break it, rinse, repeat until it is all TP.
  6. I think the fact that there is a minimum spawn distance in normal play, but not in storms, speaks strongly to the notion that the intent is not to make another tower defense game. Had they not made that one change, ok, maybe, but this is a step in the wrong direction. I'm ok with the storms as is. I've tried Symphony, and I'd be fine with that, too. Drop rates are fine. There just needs to be enough Jonas tech worth doing to make it worthwhile. Powered armor. Vibroblades. Several versions of that magic motor you can only get in creative. Something. [EDIT] Oh, or how about procedurally-generated tech devices tied to a world seed. It would take some puttering around to discover what you can do with the various pieces parts, so Wiki is no use, and some recipes could even be included in procedurally-generated dungeon loot tables. Might need something other than the crafting grid. A score of different items, up to nine at a time, that all have to be in the right places. OTOH, if there were some indication that the pieces you have in place are good for at least one device recipe -- "OK, in this world the gronkled fribulator is only used in the top center and bottom left" is useful information.
  7. That made a huge amount of sense when TP was the highest productivity soil, and could not be crafted. I'm not sure it still does. Compost is such a slow process that the bottleneck is not the original soil. But, yeah, that was me, too. I'd finish the game with stacks of TP in chests rather than use them. If the growing season wherever I settled was too short, I didn't want to have to leave it all behind. Now, though, it's rather easy to start your second year with pretty much as many tiles of max fert soil as you like. And your investment in barrels is a one-time thing. You can do the same each subsequent year.
  8. OK, but both systems are not at play at the same time, are they? IOW, do a storm's foes scale by your instability? I think that was the question.
  9. So much this! People keep saying they want more "granularity" but there's only so much meaningful "granularity" in the system. Creature HP are in whole number values, so the current "granularity" of 1/4 HP only makes any difference if it requires a multiple of 4 hits to take it down. Having the BBEG at 57.99 out of 58 means he's still just as dangerous as he was starting out. And, of course, the flip side, so are you. When there's only a half HP distinguishing betwixt tech levels, there's just not that much wiggle room. But, heck, it's all .json. You can try it out and see for yourself. See if there's some balance you would recommend. There's nothing engaging about sprinting backwards kiting enemies? There's a simple solution. Don't do it. If you think it's cheesy to pillar up, don't do it. Leave tactics like that to the newer players who are already having trouble. Just look through all the threads talking about how difficult battle already is, where the problem is not that they are leaving piles of bodies in their wake during temporal storms, but rather that they cower in a tiny hole. Heck, wolves and bears still get lots of complaints.
  10. Don't believe so, at least as of the last time I did a deep dive in the code. The spawning code simply lifted parameters from the .json, and there was nothing in the .json to adjust for stability. That said, it's possible that you get multiple types of spawns -- storm spawns and low stability spawns. I don't recall seeing any indication it was either/or.
  11. It's a bit more complicated in a for-profit venture of international scope because of copyright. The basic .json mod is one thing -- there are only a limited number of ways to manipulate existing key/values, so if push came to shove, the argument that this was something obvious, and not covered under copyright would probably hold up, at least in the States. (Though here we run into the possibility of a class action, where many mod developers would be added to the class despite their wishes.) Many or even most of the code mods I've looked into have distinctive coding practices. It would have to be rewritten by Anego with the intent of making sure the resulting code was more like Anego code than the mod code. That can still be an issue in some places, and obviously, requires a court appearance with all the costs. I think if I were in Anego's place, I'd stick with the current model, letting the modders develop and maintain the code, then, at release, buy it from each. Clear, unambiguous copyright transfer, and little to no distraction from the essentials on the roadmap.
  12. Dunno. I only ever watched a few different streamers and only to see if they had any techniques I could learn. There was one streamer I watched at 25% speed every time he went caving to figure out his mad parkour skilz. The rest of his gameplay was nothing special, so I skipped over it. I spot check from time to time, but I don't know of any CPs with good, engaging gameplay. There are a lot who make nice looking buildings, and I learned a lot about sneaking a couple months back that I have put to use, but I just don't have the patience to watch anyone who doesn't have the sprint key superglued down. And even then I can't watch at less than 2x except for small bits where I wonder how he did something.
  13. GGBeyond used to stream storms, at Wilderness settings, but he quit when the new critters dropped. Rather than spend time trying to figure out how to deal with the new reality, he just shifted to other games that had not recently upped their difficulty. Which kind of reinforces what others have said about content creators being more interested in getting eyeballs than in getting gud. FWIW, a grove is a fantastic "arena". There's always a tree trunk to hide behind, or to use to scrape off foes so you can meet them 1:1. If you use a "random" pattern rather than simply rows, it also breaks up the pesky diagonals they can use against you. No, you can't get a grove in place for the first storm in the most aggressive settings, but if you go with the fast-growing trees and standard storm settings, it's no problem. And if you place a lot of 2x2 pits in your grove, you can engineer exits in each corner that enemies cannot pursue if you need to get away to heal. Plus it catches a lot of them, so they don't run off, and it thins the herd. Plus, you look down into a pit and it's only weaklings, you can just leave them alone and go after the ones you really want. But, really, storms are only there for mid to late game, IMO, when you want to start amassing Jonas parts. Which presumes you want some of the Jonas devices...
  14. Probably rather predictably, I couldn't care less about "improving" combat at the moment. Someday? Maybe. But if the game morphs into a combat game, especially a PvP game, it loses it's niche and becomes another "me, too" offering. This game is largely about building a homestead, and it's dishonest to claim that building a homestead does not require exploration for materials. The only way to avoid it is by playing in creative, which is obviously not the kind of gameplay people are seeking, or they would just "/GM 2" Combat in the game is mostly something to be avoided. That should have been obvious from the loot drops. More weapons are likely in the offing. Those with a hankering for trying out a different skin could easily do so simply by modding the durability stats so that they last more than one combat. But that's not all that big of a deal. There's no real RPS or anything else to distinguish the weapons until status effects are implemented. Which means this whole discussion is silly because it's premature. There's absolutely no way to know whether a suggestion is a good one or not without knowing what systems it needs to mesh with. Re: tech debt, if you spend any time with the code, you know that's what they are trying to avoid. Adding 100 weapons and crappy, interim code to support it would be creating tech debt, and, obviously, that is not what the team is doing. All the in-game "diversity" are simply reskins with some parameter tweaking.
  15. Thorfinn

    Barkcloth

    You might have to use some machine to debark logs. At least I can't think of anything that has two outputs that is not a machine or a lootable. Currently debarking just returns a debarked log. Or maybe add bark as a drop from cutting a tree? Might be the API supports multiple outputs. I have not looked. I can't do the artwork for bark anyway, and definitely not for bark clothing.
  16. I, too, suck at artistry. I even tried just recoloring cabbage rather than add the flowers and seed pods and all, and it came out crap. I'd ask @xXx_Ape_xXx. His mods (all?) involve graphics, and they look good. I don't know what your middle "stuck" point means.
  17. I have not really been following the devlog, I'd rather be surprised, and I do not do Discord in any case. I'd check there. Well, I wouldn't, as, again, Discord, but I'd suggest you check there if you are OK with Discord being on your computer. I have no idea what Chapter 3 portends, but at some point they are almost going to have to make the challenge be something that affects the seraph, not just the physical world. They will most likely add status effects to give them a good shakedown before they make it part of the storyline.
  18. Berry rot is almost round-off error once you get dough going. What else are you doing with all that flax grain?
  19. I don't believe you understand how that works. All the key/value pairs from the ./assets directory are loaded first, then mods are loaded, many of which simply overwrite the key/values loaded from vanilla assets. That's a hit at load time only, and only consumes extra RAM if the tokens themselves occupy more space. Which they generally do not, unless you created new assets. If all you did is change skeps to use sticks instead of reeds, that should make no difference at all, apart from the time spent on loading the change. I'm not asking for that to change. That's what others are asking to change. It would make the game less adaptable to have sliders or whatnot than to be able to go in and specify exactly what values you want. We hear this complaint all the time. You have five and only five starting climates, instead of "I want to start at the tropic of Cancer (or Capricorn, I forget), 23°26′N."
  20. Dare! Dare! (Blazing Saddles) Agreed. Grow extra food to let it rot so you can make terra preta so you can grow extra food so you can let it rot so... If you are playing for several years, maybe, but when it takes about 3 months (rot time plus 20 days), and you can't even start until late May, it's hard to justify. Oh? Have they rebalanced the spreading/wilting? I'll have to check it out again.
  21. No, I'm not. You can prove it to yourself. Go into one of the base game .jsons and change something. Change the drops from Cooper's reeds from 1 to 64. Start the game and see what happens. How did that happen if it doesn't read them into RAM at runtime? The .dll type mods are obviously compiled, and linked in at runtime, true. But if you look at the things I'm talking about, not one of them requires that level of coding. It's all .json editing.
  22. Also, you can convert m fert farmland to a variant of h fert by adding sylvite.
  23. Have you read through the server logs, or thought about the implications of how mods are implemented? It's all compiled at runtime. Some of the checkbox options are optimized out; they don't end up in RAM. Every slider I've spent any time investigating ends up with something in RAM. Pebbles on a beach, maybe some of them, but pebbles have a tendency to accumulate. True. Many have said this in the past, many different ways. People don't seem to be able to grok the idea of opportunity cost -- that time spent on implementing feature X cannot simultaneously be used to develop feature Y. Is feature X the best use of limited dev time? Read through all the suggestions. How many make any case for why it's a good thing other than "immersion" or "realism", which, of course, means something different to everyone. That is also true of changes and additions to the official codebase. As you add fluff, it gets harder and harder to justify adding a feature that you know is going to break a lot of it. Happens a lot in commercial code, where they rush something through that is not going to play nicely with the future direction of the project. Many times, they do not even know where the project is headed in any detail. It just ends up with, om, technical debt, I think is the current jargon. All due respect, people who are committed to a third party's vision of VS might not be the ideal temperament for an early access game. The point of EA is to fund a project while simultaneously drafting a large but informal QA team. That's one of the reasons I play the heck out of vanilla at every release. Because I know for every one of me, there are lots of impatient folk out there.
  24. The most realistic way to do prospecting would be to get a sample and take it to Tobias and pay him to perform an assay. I think its probably safe to say that no one is that committed to realism. Well, maybe Tobias is.
  25. Not instantly, no. You can run the pregen command, but all that does is create the map as if your view distance were set larger. It has to generate each block individually before it can figure out what that should display as, particularly for colored map. For something as small as 1000 blocks, can't you just set your view distance to 1024?
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