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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Thanks, LOL. Wasn't looking for super-powered. Just not drastically nerfed from vanilla. Kind of like potash in reverse. One of the easiest things to make in limited quantities IRL, enough for gardening purposes, certainly, but incredibly rare in the game. Just as I don't want a potash mod that drastically changes the game balance, neither do I want a bee-keeping mod that drastically changes the balance. For whatever reason, Tyron has set relative difficulty and rates and rarities to the kind of experience he was shooting for. Once I finish that to my satisfaction, then I'll have a go at what others think is the optimal experience.
  2. I'm not finding it that much different, once I adjust for the fact I'm searching only about half as much due to rougher terrain. On default wilderness settings, I'm still making molds and crucible at the first clay or peat (whichever is later) in suitable rock. Plus a small 1 block charcoal pit. I'm still almost always pouring hammer and pick by sunset of day 2, often propick, too. The new terrain makes it much more likely to find exposed veins of ore, so propick is lasting longer, too.
  3. After a few more hours of play, I'm liking it quite a bit. Used to be that finding copper or tin or lead or really anything except quartz in an exposed cliff face was quite unusual, but it is really quite different to be able to build a ladder up a cliff and dig a mine into the vein. Usually to get views like that I'd have to travel to some mountain range or build a nerdpole, but it's quite nice to build a mining camp with a great vista. In fact, I'm rethinking my early game to take advantage of the changes in 1.18.
  4. I've only seen it on the surface. Only twice, but still...
  5. There is a downside -- you lose your bonus HP. I'd have probably made a long trip with a stack each of grain and turnips, and make a pot of porridge now and again. Then again, 50k blocks isn't really all that far, though it's further in 1.18 because of all the uplifts and rough terrain. In 1.17, that was do-able in a standard 9-day month pretty easily, less if you were willing to travel at night. But you are correct that you can easily forage your way, too. Fish made that dirt simple. I still prefer the way the hunger clock pauses if you eat a meal. You don't need nearly as much food, so only have to pause to cook something every few days.
  6. Would be kind of cool to be able to use a temporal gear on a creature to make it permanent (barring death, of course).
  7. Look in Guides subforum. @Streetwindhas an excellent explanation of how to do it.
  8. @Cheliosyour answer was in the OP, though it is buried amongst copious detail. Search this page for "Resonance Archives - at"
  9. Nice. I was just about to report a problem with the new release of VS. You rock!
  10. I get that you have a vision of what gameplay should be, but why are they a good default setting? For example, I prefer to play with higher difficulty than Wilderness. Greater spoilage, greater hunger, fewer HP, tougher monsters, etc. Surface copper at Extremely Rare and surface tin at Never. At defaults of Very Rare, I'm usually making a pick mold by noon day 1 to pour a pick by sometime day 2. But I don't think that should be the default. I remember having trouble sourcing copper in early game, and threads pop up every once in a while about others having trouble. People new to the game have a hard enough time getting to copper age. Rather than make them go through changing default settings when they have no idea how much each setting will change the experience, it's just better if I adjust difficulty up since I do understand the difference. If all unsupported objects fell, that would be a great argument in favor of falling dirt. But when baskets and chests hang in mid air while storage vessels behave like one would think when you remove the support beneath, suspension of disbelief is baked into the experience already. Now if you could save your custom settings so that creating a new world is as easy as just selecting "Ultraviolence" instead of "Wilderness", I'm right there with you. Offhand, the only setting I'd like to see made a default is propick radius. I don't think it's reasonable to expect a n00b to realize he should change it, or to look up the console command to change it if you didn't do so. As for wear and tear, good idea. I'd certainly give your mod a go. As said above, though, chores can already take up a lot of the day as you go along. Maintenance may not as big a problem for me, as if a block of packed earth or a redwood log wears out, it's easily replaced, but I don't think I'd run your mod if I were into heavily chiseled mega-structures that I had to spend the entire game repairing the special blocks on my buildings. I would be a little concerned about the amount of computational power involved. Or would weathering and erosion only affect player-placed blocks?
  11. There are reasons not to build with dirt. I'm just not one to care much about the aesthetics, or do whatever someone else thinks is playing the game "properly". Kind of like in Terraria. There's no benefit to using some special building material, or to give the NPCs more than the absolute minimum, so why bother? In VS, rooms bigger than 7x7 work inconsistently, or at least I have not figured out all the rules yet, so why bother with larger constructions, either? It's not like gravity is consistently applied anyway. Place a dirt on the ground, set any of a wide variety of things on top of it, remove the dirt, the crazy thing just floats in mid-air.
  12. Oh, gotcha. Back when I cheesed it, I would set myself up the 1x1, a variant based on the rabbit trap where I could butcher them as they died, so it didn't really matter. You didn't even need the kiln. They killed each other anyway. The kiln just made it a little quicker and finished them off when there was only 1 left alive. Even with high rift activity you could get a gear every couple nights, no storm required, while you fill your time clayforming or crafting or whatever, butchering as they die. But you are talking about sitting out a storm completely, mopping up afterwards. What do you do with all the temporal gears? Sell them? Or do you find enough translocators to put them to use?
  13. @imperialwaltz,oops, I could have been a bit more clear. Gog is fine. It's Steam that causes the problems. Mods in Steam's Workshop don't generally work on a Gog, Humble, or a handful of other storefront installs. I've even tried buying an additional copy on Steam, but unless installed on the same machine (which defeats the point of having a second copy) copying a parallel directory structure and tweaking configs is not good enough to let you use Workshop mods on a non-Steam install. I'm sure there are exceptions, but on the ones I've tried Steam tech support says I can't do that.
  14. I'm reasonably sure the 100% is referring to an alpha parameter to the respective term of the noise function used to generate the landform. At least that's how it works in a few other voxel games with which I'm more familiar. (Edit) Assuming that is the case, lower values would reduce the variability. Since 1.18 seems to have increased the variation in the waveform, I'd expect lowering that would get something closer to what 1.17 was.
  15. I'm still not getting it. When one is speaking of shattered mountains, does that just mean exposed rock?
  16. I use default settings and find it pretty easy to find a sufficient spot. True, the Great Plains seem to be much more scarce, but somewhere to place fields 15-20 wide by adding a layer or two of dirt, sure. For me, it's just the ruggedness of the terrain means I'm covering less than half the distance, so well under a quarter the area. Which translates to finding stuff at around a quarter of the rate of older mapgens.
  17. What's wrong with using soil as a building material. Yeah, I get that it doesn't work if you set gravity to wilderness settings, and have to go to packed earth, but if not, sod roofs, right?
  18. What is a shattered mountain?
  19. How about using Ctrl-k-b and Ctrl-k-k to mark blocks of text?
  20. Personally, I kind of like it. Though admittedly I'm looking more for gameplay than anything else. I've even stopped caring about traders. I'd rather build everything myself than buy it, or even loot ruins, but I will break cracked vessels for the first few days. In my opinion, the fun is in playing the hand you were dealt. Not that you have to build on bauxite just because that's your spawn, and not that I'm looking for perfection. Just good enough for now. The first home is usually on copper, and I'll walk away from it when I'm ready for iron. Anyway, rugged terrain is just part of the hand you were dealt. Keep on the move until you find a couple three copper deposits and make the best of it.
  21. Crops are very difficult to model well. In climates like the one I live in, spring wheat has a physiologic maturity based on heat-days, while in others, it is more daylength dependent. Planting April 15 means a maturity of 75 days or so, but because that means it matures in our most humid part of the year, must stalk dry for a very long time. I've seen 80 days or more. Planting June 30 drops it to around 55 days maturity, and because our fall is much dryer than summer, might need as little as 30 days on the stalk to dry. But regardless, we can only get one crop per year. Get down to the 40th parallel or so, and you can pretty easily get in 2 crops per year, winter wheat, followed by something that can stand in the field for basically however long it takes like corn or soybeans. In years where winter sets in late, that can mean harvest in late December or into January. I would vastly prefer less realism and more playability, TBH. [EDIT] So what settings? Depends on what you are looking to do. Obviously berries IRL have a season. It's typical for raspberries to only fruit 2 or 3 weeks of the year, maybe a bit longer for blackberries. I don't know that there is a setting to tell the game when blueberry season is. Without a way to change that, there is no way to make something that's realistic, if you are doing 30-day months in the name of realism. Would it be realistic to only need to eat every few days? It also is not realistic to get carrot seeds when you harvest carrots. You instead have to wait for it to go to seed to get something to replant, which I'm pretty sure means not getting any carrots for food. The answer to your question depends on why you desire 30 day months. What game experience are you trying to "balance" around? [/EDIT]
  22. I'm running into oddities, too, though I think I've narrowed it down to recipes using some components from Wildcraft, Maddeningly, not all of them, not even most. I'll have to start keeping a record of which are problems. Additionally, Wildcraft throws a crash on exit from 1.18. But only on exit. If you return to main menu, then start another game, fine. Only when you quit the main menu. I'm not running into crashes during play, and what I remember of Wildcraft works the same, but the fact it does throw an error on exit is a little worrying...
  23. Nice. Apart from the cave, that's pretty much the most common hypothesis for the formation of kimberlite pipes, maybe even dikes, though those are on the top end of what that kind of phenomenon should produce, But, yeah roots down into the mantle. IRL, lit will likely be within peridotite or basalt. Again, nice. Not so sure about the marble, which is a metamorphic limestone, but phyllite is metamorphic slate, which is metamorphic shale, which is metamorphic clay or claystone. IRL, you expect to find phyllite towards the bottom edge of deeper deposits of slate. Sounds like the team did a decent job getting the petrology correct. One of the few quibbles is every sample of olivine in my real life collection is in a basaltic matrix, and despite mining a lot of basalt in the game, have never encountered any olivine. If I'm remembering the Handbook, it can't even form there.
  24. I run into that quite often. Someone asks me whether there's a way to do X, and I say, "Sure, press K (or whatever)" "How do you know that? Where can I find that mentioned?" "I don't know. Might have been accidentally pressing the key, might have been mentioned in some forum thread, I just don't remember."
  25. I give up, too. I just wasted nearly 3 hours watching a little over 5 hours of Let's Play Kingdom Come Deliverance at double speed, and I have absolutely no idea what that system is, let alone what your variant of it is. The closest I could guess is that because in one section, a sword could be placed in the lower left grid on the paper doll, maybe the rest of the weapons and maybe tools go in that same grid, and somehow scroll through them? Maybe that's what you meant by, "Some elements can be matched as a 2 - 3 element selection sub-element", but I have no idea how I was supposed to figure that out from what you said. When you say "right thinking vector", is that something like the idiom in English, "You are headed in the right direction?" BTW, I'm not being critical of your language skills. Your English is a heck of a lot better than my grasp of your native language, no matter what that is. I'm just struggling to understand the concept you are trying to communicate. It's also not that I'm being critical of your suggestion, because I'm pretty sure I have absolutely no idea what your suggestion is. I've tried a few guesses, which were apparently wrong, but I have no clue in what way they were incorrect. Rather than tell me how I misunderstood, you simply insulted my intentions.
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