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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. @Rexvladimir, I apologize up front for not having zoomed in to see the prospecting data. Based on that reading, you aren't showing anything odd. You wouldn't hold up a royal flush and say it somehow disproves the probabilities in poker, would you? That's all density search tells you. The probability of being dealt a royal flush. It neither guarantees you will get one every x hands, nor does it say you won't get one before x hands. I get that you want it to be something else. But it isn't, and the people you are discussing this with you are fine with just knowing the probabilities. To us, it's simply not "broken", any more than the chart in Hoyle's is broken. Since you want something drastically different, like it or not, that's the place for a mod, not for ripping the page out of the book and making everyone else play your game.
  2. Punched card decks and paper tape are pretty slow, too.
  3. Oh, is that how it balances things out? That's pretty cool. "You can have your easy mode, but it's going to cost you." Seems it would be hard to charge enough. If it said, "There is definitely a chromite vein straight below this spot," that is pretty seriously OP. Well, he did start out saying he was playing the game with his wife and friend... This. And it's not because of the mechanic, but rather that by June, I usually know where everything I need is. I've encountered it cave-diving or just running around looking at exposed rock. I think if I were to propose a change, it would not be a better way to find these ultra-high grade ore veins the game uses, but rather implement low-grade ore. Homestake it. You can either spend the time searching for veins or you can process tons of low-grade matrix. Either way gets you filthy rich. One approach is suitable for a prospector with a burro, the other a grind with machinery and lots of processing. I'd probably favor the burro most games, but would enjoy the construction of a massive ore processing plant, too. One solves the issue with brains, the other brawn. [EDIT] Extending a bit, in case anyone is inclined to develop something like this, I'\d use the crucible as a portable matrix assay. That way you don't need to be a geologist or even look in the handbook to figure out which layer is the mineral bearing rock. Just put the propick in your grid with, say, 8 rocks to make a powder you could assay, put it in your crucible, and fire it up. If it reads the 3.2‰, you know your machinery is going to have to process 1000 blocks to get about 3 ore. Or to make something that isn't a dead loss, every 1000 stones results in about 3.2 (x difficulty modifier) nuggets.
  4. Picture in Picture. It's a little more primitive version of dragging the window to whatever size is mostly out of the way, kind of like you do with the various popup screens (inventory, storage, handbook, etc.) in VS itself. Except unlike the in-game windows, you get to decide how big the VS main screen as a loading window is.
  5. Right. It pauses every time I load, into the second year, precisely because once I figured out how it worked, I chose to have pause over having a character class. You could make the same choice. But I do agree. Games should pause on load, particularly those that can have lengthy load times. FWIW, when I'm playing one of those games, one I can't figure out how to pause on load, I either shrink it to PiP or slide it off onto my second monitor. Either way, it's just a click away, and it's more or less in my face the whole time. All it takes is a bit of forethought. Must have just gotten in a fresh prescription of nasty pills, eh?
  6. Plus, clubbing baby seals. The time I spent in Alaska made me realize you could about skin the skeeters for meat, too. Baskets out of tree bark is a great idea! Should be a standard thing.
  7. Thinking a bit about it, it would be very cool to be able to do this for multiple mods. It would create a directory that has only the files that this particular set of mods affects. Since it's just accumulating key/value pairs, it could also identify if two mods change the same key/value and flag it with a bunch of exclamation points or something. To be really useful, though, the various zip programs would have to start making it easier to retain directory structure. They used to do it by default, but now it seems to be only available at the command line, and even that can be fiddly.
  8. Not for the "decompile" part. At least to the best of my knowledge. I'm thinking something that turns something like "op": "replace", "path": "/whatIWannaChange", "file": "game:whateverTheFilenameIs.json", "value": {inGameHours:48} back into { code: "tallplant", class: "BlockReeds", entityClassByType: { "*-harvested-*": "Transient" }, attributes: { climateColorMapForMap: "climatePlantTint", seasonColorMapForMap: "seasonalFoliage", transientPropsByType: { "tallplant-coopersreed-*": { convertFrom: "*-harvested-{cover}", convertTo: "tallplant-coopersreed-land-normal-{cover}", inGameHours: "48", resetBelowTemperature: -4, stopBelowTemperature: 2 ... so that you could then diff that with the original game file to see that this mod changed harvest time from 168 to 48. If you wanted something in between, 96, say, the easiest way to do that might be to change the other guy's mod, but people can be a little touchy about others making changes to "their" mod, even though in this case it was nothing but the output from ModMaker. I'm not sure what creative effort went into that part of it, but what is is. [EDIT] The game itself does this when it adds mods in at load. The code to do this already exists. It's just a matter of being able to pipe the resulting JSON to a file, rather than just in memory at load. Yas, I probably should have made the change and run ModMaker so that the mod code was correct, but you get the idea.
  9. @Rexvladimir, one of the things I don't think you are understanding (or at least it's not coming through in your posts) is that there are TWO distinct ore generation algorithms -- deep ores and surface ores. I do not believe the propick tells you anything at all about surface ores. Pretty sure it didn't in the past anyway. So if the copper or tin you are taking screen shots of is relatively shallow, it tells you nothing about the propick readings. You can take your first sample on the block right next to a surface copper ore body and it may still come back miniscule or worse if there's nothing in the bedrock. Should the propick tell you about surface ore? Dunno. Do you have the faintest idea of how misleading that would be? In the right strata, on default settings, you can pretty much strip mine for copper and come out positive. In other words, everywhere you tried would be at least "Decent" which would tell you nothing at all. Which is why I play with surface tin at "Never" and surface copper at "Extremely Rare". Otherwise, the game is way too easy to be awash in metal. [EDIT] Incidentally, the number is actually useful. Or at least as useful as it is IRL. Prospecting IRL tells you nothing about where the actual veins are, but rather an estimate of how much metal you should be able to get out of 1000 units of matrix rock. So, yes, a "Decent" of 2.6 is substantially worse than a "Decent" of 3.2. It is definitely worth it finding your local maxima. (Keeping in mind that does not guarantee success.) But you have to compare apples to apples. So long as you are comparing tin numbers to other tin numbers, you are doing it right. It's just that a, Ultra-high" chromite reading is going to have a far smaller number than a "Decent" copper reading. I'm guessing, anyway. Never seen an "Ultra-high" chromite.
  10. I'll have to look and see what bugged out. Used to work. Might have. Not exactly what I meant, though. I just run them in a VM until I'm content (which is usually forever) and/or crank the heuristics to 11.
  11. It would be nice to have a "decompile" script for .JSON mods. That would make it so anyone could understand what the tweak was, rather than figuring out what each replace did. Might have to think on it. I'm thinking it would require an instance installed for the last version it worked on. [EDIT] With such a script, it would be a piece of cake to set Notepad++ to do a side by side compare, highlighting the changes. Then you know precisely which lines or parts of lines need to be copied/adapted into the new version.
  12. Truth. Lotsa seraph deaths. Probably more than most people. Sometimes I wonder if permadeath is easy mode -- I'm never trying to figure out where I died, or how to get back to my homestead. Those things are not only irrelevant, they aren't even options.
  13. Been a while since I was on a server with map, but can't you somehow set them just from the mini-map? I could swear I just clicked or right clicked or shift clicked or something and set them.
  14. Knowing what I know now, I wouldn't worry about prospecting at all. Unless you have set your surface copper to "Never", you don't need to prospect until you want to advance to bronze. Technically, you never need to prospect -- you can do just fine with spelunking, but that is also a skill you have to build up to. But at present, you can experience most of the things the game has to offer once you have a copper or preferably bronze anvil. I'd try Standard, then if that's still too hard, create a new world, but nerf the specific settings you are finding troublesome. Reduce hunger rate if that's your problem. Wolves? Turn down their damage (creature strength, I believe it's called) or turn up you HP. Or both. If that's still not enough, set their behavior to passive, where they will only retaliate if you attack them first. And so on. Tailor the experience to your strengths and weaknesses.
  15. Dough is currently context-aware. You put it in an oven, it's bread. On a table, lower pie crust. On a pie, a top crust. How do you see this working? If you put it on a table, it brings up a selection, like knapping etc. does? That seems like a lot of tedium. Maybe a recipe card? Put it in your crafting grid with dough and the output is that form? [Edit] Oh, how about changing the table to hold the recipe card? That way whatever final form you want operates like pies currently do? Including using dough and cottage cheese to make pierogis?
  16. Search the mods for mod author "Xandu". Pretty sure that was his.
  17. At a guess, the easiest way to deal with it is to look at how the cheese mod boosted satiety. Near as I can tell, the current cheese algorithm derives it from the satiety of milk. Expanded foods sets some satiety, too, rather than deriving it, but that's a lot to filter through. But I really, really don't like the security implications of a dll mod, and I don't expect anyone else does, either. Unless maybe you are either playing on a virtual machine and don't care at all about your world, or you don't understand what dlls are capable of.
  18. Dunno. Assuming it works the same as everything else, the nutrition of each slice would then be 1/8 of a cheese wheel, so it doesn't get you anywhere. You just have to eat twice as many slices. I think you are going to have to create nutrition somewhere.
  19. Y'know what would be a cool machine? Something like a hydraulic press or a compactor with 2 input stacks and one output. It simply combines the stacks into a single stack that can exceed the stack limit. No more trunks of temporal gears. Just one slot of a stack of 156 of them. I could see it working kind of like the quern. Put your stuff in the press and engage with the machine and it does its magic after a certain amount of time. But later you could hook it up to your automation, and just let it mash the stacks together while you run your helves. I don't think it would work with hoppers, though, unless you changed the code for hoppers.
  20. OK. Similar to the problem with fruit press, then. But the doubled output seems like a winner to me. [EDIT] Incidentally, his snippet is also for making the curdledmilk portion, not the squeezing part. Makes me suspect that is the default if you don't redefine things elsewhere. That is how mods work -- the last mod loaded gets final say on any every thing else in the load order. But again, didn't check. Shouldn't take one to whom cheese is important enough to bother with very long to see whether that's the case. [/EDIT] [EDIT2] Oh, he posted two snippets... [EDIT2] Dunno. I converted all my barrels to 64, and adjusted recipes to match, so that everything matched the stack sizes. One stack of lime per barrel of limewater. One stack of four 16 l. buckets per barrel. Etc. I think the limit is like with mortar -- once you split the stack, you just can't put it back. Temporal gears work the same way.
  21. As long as they didn't get killed. I had some really out of control wolves and bears a couple games ago, and by the time I got them all slaughtered, there was only the ram left. I corralled him in, and by next spring, still no ewes. I don't think they ever respawn. It's just that a new male and his posse will spawn. Predators are a different story. Wish I could remember where, but Tyron commented on that a while back. Said the herbivore populations do respawn over time, but very slowly. Vastly lower rates than wolves.
  22. Don't give up hope, @Echo Weaver. The entirety of curdledmilk,json is { code: "curdledmilkportion", sealHours: 72, ingredients: [ { type: "item", code: "milkportion", litres: 25 }, { type: "item", code: "pickledvegetable-*", name: "pickledvegetable", quantity: 1, allowedVariants: ["carrot", "onion", "parsnip", "pumpkin", "turnip", "cabbage", "bellpepper" ] } ], output: { type: "item", code: "curdledmilkportion", litres: 25 } } While I haven't played around with cheese in particular, I have tweaked a LOT of barrel recipes, and changing just the JSON has not let me down EXCEPT for anything to do with the fruit press, which gives mixed results. [EDIT] I don't know how that will work with putting it in cloth and squeezing it. That might have to be changed, too, if it is expecting an input of 25 curdled milk.
  23. QFT. VS is enough of a game that you are spending some amount of time min-maxing. Everyone does. Not many use flax grain for anything except rot or animal feed unless they have nothing else to eat. Those of us who do use flax grain for cooking are also min-maxing. You prefer redmeat to poultry or fish because of the higher nutrition. You cook two pots with identical ingredients to save on crock space. If VS were to become more of an activity, more like Stardew, where there is some kind of achievement system keeping track of which recipes you have made, sure. EF could really use a companion mod that did exactly that. But EF really needs to be modularized. There's just too many options, and its size and complexity drives marginal computers out. Plus, any update to the API can lead to months of patching. Has. I'd probably use stuff like berry drying and baking (which needs the mixing component) but all the simmering and shelving and bottle crossover stuff? Probably not. There's just too much to do in the game without getting all bogged down in the stuff I don't find fun or engaging.
  24. I never really pay attention to clothing warmth anyway. There are bushes all over the place you can set afire and warm up, or caves you can pop into and see if they have any resources you want. Wilderness settings means you need to do that from the very beginning of the playthrough, so you kind of get into the habit of doing it.
  25. They kind of confused matters when they introduced the fantasy "mod" as "Adventure Mode" Playstyles formerly had been just presets of game parameters, and that would be the place that makes sense for custom presets. But unfortunately, Adventure Mode would also make sense to put into the section where you can choose between the other options called "modes" -- creative, survival, exploration, homo sapiens and wilderness, even though those are not "modes" as "Adventure Mode" uses the term. Personally, I suspect the limits on both parameters and custom playstyles will be removed as it approaches release, but I, for one, am glad it's not there now. It's already like pulling teeth to get people who are asking for help to tell you what version and mods they use, let alone what custom settings they have selected.
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