Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I've never used it, though a few of the guys at my work swear by BedRespawnner. It does as you would expect -- whenever you sleep, it resets your spawn to that spot. Won't help wrt starving, but at least you don't have to run home to... whatever it is you are running home to.
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Remove Trader Claim and any other kind of claims/protections?
Thorfinn replied to Vigul's topic in Discussion
Be sure to let @NiclAss know so it can be fixed. -
Why not just quit to main menu when you go AFK? Or build yourself a saferoom?
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Rather than making ingots removable while soft (which doesn't work, btw -- you have to let the metal cool enough to contract away from the edges of the mold) I think I'd prefer if forges could accept any fuel. Firewood would be enough for the easy copper forgings, like chisel, shears, probably scythe, because there are so few voxels to move that you can finish up before it cools to, um 541C? More complex forgings or higher temperature alloys might take too long, depending on player skill, so would have to be reheated or heated with a higher temperature fuel, like peat or maybe even coal/charcoal. There's certainly no need to heat copper to smelting temperature to forge it; indeed, that would not work as you would have molten copper instead of a forgeable ingot.
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Not in a storm. Indeed, that glass enclosure is not completely safe, though it might be OK with ladders on one wall. Have not verified one way or the other whether that works. Now it would be very rare one would spawn in there with you. The furthest I think I've verified a spawn in a storm is 25 blocks, so that would be 51x51=2500 or so potential blocks to spawn on, and of those, only 1 would have something spawn in there with you, and then only if it was not a crawler. Not a huge risk, no, but if it's a double-headed...
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I think that's all true enough, @Jon20 and maybe that's where it is headed. Seems to me its going to require reworking some basic game assumptions. Can you drink straight from a water source block? Or do you have to cure a hide to make a wineskin, or clayform and fire a jug/bowl, or find and process a gourd somehow, or what? You have only 10 inventory spaces at beginning of game. Most people find even the full array of hand baskets too limiting. Hopefully, if integrated, waterskins are treated more like bowls and buckets than bags, and that you don't have to give up at least 3 inventory spaces to carry liquids. How do you handle the problem of an island spawn, where you are surrounded by salt water? Restart?
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Ah, Golden Butterfly, the much more rare version of Iron Butterfly.
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Yes. A yard of dirt is about a ton and a half. If the seraph were human, realistically he would be able to carry somewhere around 1/30th of a block of dirt any distance at all, and not under any circumstances up a ladder built of sticks. Forget about quarrying stone -- some of the lightest rocks weigh in around 2-3 tons per 1m^3 block. Heck, even water comes in around 1800#. Please, please, please don't even think about suggesting using realistic weights. I'm not opposed to suggesting thirst mods, and I doubt anyone else is, either. I'd just prefer to keep them in the modding discussion section until someone comes up with a mod that doesn't make one think of that video. For example, I love Expanded Foods, but it really doesn't add much functionality to the game, rather just RP variety. A recipe here and there that heals if you have other mods installed. Drying berries, I guess, which would be good as a mod by itself, or ideally integrated into the game as another way of preserving fruit. But mostly it's just different ways of putting a lot of time and effort to produce foods not in the base game but are more or less the equivalent of a food and a poultice of some type.
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It should also deplete the hunger bar more slowly. Assuming it were to be implemented, of course. But you would also adjust things by, say, how warm the house was in winter -- being too cold is bad for hunger and bad for getting rest. It just seems to me that we are getting into simulation for simulation's sake, not because it adds game value. But Thirst, I don't see anything interesting, engaging, fun. Why play a game which isn't fun? I think I'd rather re-arrange my underwear drawer by color. At least then there's a sense of accomplishing something.
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Until you want to do the Resonance Archive, you can get by fine with flint spears and gambeson. You can even finish RA with nothing more. If you can resist the temptation to pick up everything...
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So much depends on the specifics of the location you chose. You just want to figure out what kinds of blocks you can hide behind and be safe. Generally, if they are higher than you, you need to use a block to cover your chest, if they are below, you need one that covers your legs. Sometimes a slab is enough, particularly if you can force them to come at you at an angle instead of straight on. But that all depends on lateral distance, height difference, etc. By far, limiting them by angle is the easiest to fine tune. Place a straw dummy where you think you are going to want to stand, go to where you think the drifters are going to be, and see what kinds of blocks prevent you from hitting your dummy with rocks. Not perfect, no, since they are much, much different than you in throwing ability. But at least you get a starting point.
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Kind of depends on what you want to do. Is this just something for nighttime rift activity or temporal storms. The two have quite different rules. 1. Yes 3. Rift or storm? I think the storms are scripted, in that if you kill them or they run off, they don't respawn until the next wave. Rifts, like @Maelstrom I think there is some kind of a cap, but it does not appear to be a hard cap. It is more consistent with a reduced percent chance of spawn based on number of drifters currently in range of that rift. If you are using it for something other than storms, you definitely want to base it in or near caverns that are easy walk-ups to the surface so you can get the "better" drifters. Pathing is not great, so a wide-open cave is better than a windy winding passage. You can use falling damage to help take out drifters, but you probably don't want to go nuts, either. By the time you are deep enough for a fall to kill a tainted drifter, you will be losing stability fast enough that you need those kills. Back when I did this kind of thing, I'd find a vertical cave and place myself at or near the bottom, maybe 20 or so deep, probably less, I don't remember. You are too deep if they go splat. Most drifters would be just one or two spear stabs from dead, and you get back all that sweet, sweet stability.
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I don't use creative, so never encountered it, but I'd guess that the command to fix lighting issues works in reverse, too. Someone else remembers the command, I'm sure.
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I assumed that to be the the case. I think it generally is. Definitely in my worlds. For an initial "base", my major criterion is that it has a very large shallow pond/lake where I can place a couple hundred blocks of medium fertility soil in the standard 8-around-1 pattern. Peat is a nice bonus. Copper/tin, it doesn't take more than a couple hours game time to mine out a seam and then the value of having a base there just went way down. I get making a base in some scenic landscape, but that's way down on my list of important qualities to look for in a starter home. It's all about getting seeds in the ground. If I didn't need a bucket for processing honey (what was the thought process behind honeycomb stacking to only 8, anyway?), I doubt I would bother with one in most games until I was going to make the jump from linen sacks to backpacks.
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Meh. The kind of mountains that are grass-covered, with greater than a 1 meter soil depth, like the Appalacians, are gradual enough that to the extent they exist in the game, they are stable. What's falling down are steeper than the Rockies and Cascades and Sierra Nevadas, even the new kids on the block, the Himalayas. Even something as steep as a 1:1 slope is stable in the game. If we are going for realism, those kinds of slopes should be grass- and dirt-free. What is really under-represented are the vast swathes of the globe where the slope is under 5:1000. But that's kind of boring, and not so picturesque, so I'm good with the terrain as is. Though if I had my druthers, I'd prefer those really steep grades, 4:1 and up, for sure, to be dirt-free.
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It's not like space is at a premium. Why not just lay down another couple rows of medium fertility and call it a day? If you don't have anything to plant on the one that's partially depleted, just leave it fallow.
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As I understand it, macros currently support only keyboard commands. So placing a firepit, no, not that I know of. But you could, for example, have a key that set a waypoint to where you are standing and teleport home. A second hotkey could return you to your "town portal" location. You could set up a "panic" that issues /gm 2 somewhere convenient enough you might be able to hit it in the middle of a lethal fall, or with a bear in your grill. No, I don't use anything like that, but I could certainly see it a useful thing to do. But, yes, map markers are a great use of macros, assuming you are using map. When I do, I use Alt-A/S/D to mark peat, clay and fireclay respectively, using /waypoint addati gear ~0 ~0 ~0 true red Peat etc. I just find it easier to remove the pinned attribute than to scan the map until you find the one you want and click on Pinned. Certainly copper deposits get pinned. Quartz, no. Bees, yes. Something, no, Something!!!!, yes. Hostile Wildlife, no. Domestic Wildlife, no. Etc.
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Interesting. Not my thing, but fun to see how others use game mechanics. I think it would be fun to see something that used a single hot water (so obviously you need to build on top of a geothermal spring) to drop down onto the block they are pushed into. Or even just making it a bit larger so one could use a pit kiln to do your killin' in the no mans land between where the two lower streams meet. Sure, they will run into the water to extinguish themselves, but then will be pushed right back onto the fire.
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Oh, darn. I thought you were going to say, "Fling poo at them." I ask you, how many games let you do that?
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Interesting. So 200 chunks in that other game would be 1600 blocks in this one? Spittin' distance of the 15xx of current max view distance. Not that you can realistically play at that distance, though that is probably because the textures are so much higher resolution. At least from what I've seen... Incidentally, in that other game, a chunk is 16x16x(top of world - mantle), right? Is VS the same? The chunk is the entire world height? I suppose it must be. If so, that seems to me to be a place mapgen could economize -- almost none of the terrain below the ground will ever be seen, so why generate it? Follow the caves that open onto the surface, I suppose, but beyond that? Might as well leave it, at least until there's a pro-pick of the block.
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I've stopped caring even that much. So what if production is halved? I'm not doing anything else with the dirt, and half of something is better than all of nothing. If it freezes, so what? I get the seeds back. So even if I do happen to play long enough to plant next spring, taking the chance of getting a crop didn't cost me anything but a couple small fractions of a second. and at the very least, saved me the time and effort to have to clear the blocks that decided to grow grass.
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Yes. You can pivot in place, facing all directions, even move some. I think the limit is the distance you can open a chest from. 4-5 blocks, maybe, but it can allow you to go through a door and move stuff from one container to another in a different room. Can you move in immersive, or just mouse look?
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I did not know that. I often slid it off to the side to be out of the way of other windows, but holding down ALT to get the mouse look back while also holding down CTRL and W to sprint was such a pain. He asked hopefully, "Or is there a way to toggle mouse look?"
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Wait, what? There IS a food invincibility for eating food less than 100 SAT? Never noticed that before. So cranberries might be the power berry, because they last twice as long as other berries and because of their lower SAT, you end up with more food invincibilities per SAT? And flax grain is not only the best thing since sliced bread, it's actually better, because it lasts much longer and you end up with more hunger invulnerabilities per SAT? And you have a metric crapton of it sitting around anyway. This new learning amazes me, Sir Bedivere. (Not making fun of you. More of me, since I had never noticed this in hundreds of hours of play time.) Again, I don't think it helps much if your goal is to get your HP up, but once you get fruit capped, you might as well stretch the berries. Etc.