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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Nice background!
  2. Oh, I'm not saying it's unrealistic, not that a Cthulhu-inspired game need be constrained by realism. I'm just speaking from a game balance and fun POV. I'm much more of a "technical player" using @Hal13 jargon. Seems no matter how much I bob and weave, they are able to figure out where I'll be when their rock hits. So I just ignore them anymore. They definitely aren't worth hunting. Temporal gears are rare enough, but metal parts are just short of unobtanium. Maybe it's just poor luck with RNG, but I can rarely get any translocators running before late winter or spring, at which point I'm restarting to get to the part of the game I think the most fun.
  3. True. In other voxel games I've modded myself, the structure/decoration/node(s) affect only the parts of the mapgen where they take place. So for a mod to cause a player spawn in a tree would only make sense if the tree were spawned in through that mod. If PS replaces a tree trunk node with a tree hollow node, that has no effect on the tree itself. But if it has a schematic or procedure to add a tree where there was not one before, yes, that could cause problems like that. Without looking at the code, I don't know whether any of those spawn in new trees. I'd be surprised if they do. As I look at the terrain around the new ruins, it looks more like they just add to an otherwise blank space, possibly overwriting nodes placed by other earlier mapgen routines. Leaves are usually, but not always, just interrupted, i.e., the ruins structure replaces the leaves/trunks, while the "air" nodes in the new ruins structure remain leaves. I do know that I've never spawned in/on one of those ruins variant structures. They are rare enough that is not unexpected. I figured that. I just thought that the OP was wondering whether that happens to others, and I just reported that it does happen to me on occasion.
  4. Nice!
  5. Laying out a 3-wide path any meaningfully large distance would be incredibly tedious. An option, I suppose, is that the cart just has a penalty when off-roading. (Yeah, I agree, massive penalty on dry sand, I'd think.) Considering you can't even step up one block, the cart would be impassible. You would need to come up with some angled block. Or maybe set the rule that a cart wheel can go up a half block. Re: multiblocks, isn't that more or less what machinery is? So a helve hammer on wheels that has whatever is considered to be a flat space? (Shelf, table, block, whatever.) That said, I'm not much of a path guy. There are so many better things I could do with my time. Including starting a new game and redoing all the parts of the game I find most enjoyable. [EDIT] BTW, a cart need not be an actual entity. until you put it down. I'm thinking CarryCapacity again. Rather than seeing the basket/chest/vessel in your hands, it shows your hands down pulling the cart or pushing the 'barrow. The cart would not exist as an entity until you placed it, again, similar to CarryCapacity. Another thought: I have not looked at it yet, but there's a recent mod that incorporates a minecart that sounds pretty similar to the OP's suggestion. [/EDIT]
  6. I cheesed them once first night without meaning to. I built a pit kiln on the ground, put a small roof over it, then built my first night's shelter on the roof, mostly doing clayforming. The drifters would run up, get too close to the fire, and eventually die. It's still do-able. And you can make other things (usually discovered accidentally) to get drifters to kill each other. The rocks do have an insane range, though.
  7. Starvation is a fairly long process, but I agree that one should probably not starve to death if he had a good lunch, but skips supper and doesn't wake up for a midnight snack. I'm not convinced anyone needs any equipment, other than maybe some nudges that equipment is possible. A nearly broken axe and knife, an improvised armor that has 1 hit left, a couple flint arrows ("Why am I carrying these arrows?") For a newb, things like that would get you pointed in the right direction. But, again, not something I'd ever do after the first couple games.
  8. You would likely have to go with something like a covered wagon, @Hal13, so that you don't have to render all the variant loads. Rather than using a plethora of containers, it would probably be easier to just use it as a portable container with more spaces. I would think a wheelbarrow would be a simpler implementation. Something similar to CarryCapacity, but instead of going on your back, picking it up occupies both hands? [EDIT] Opened this up and started replying hours ago. Should have refreshed rather than repeating your post. DOH! [/EDIT]
  9. 17.8. If I enable all, ApacheTech.VintageMods.CampaignCartographer_v3.0.2, BetterRuins0.0.4, survivalcats_v1.16.5-1.2.3-rc.2, abandonedkingdom, PrimitiveSurvival3.0.5, xinvtweaks_v1.4.2, RuinVariants-v1.0.1, MoreClay-1.0.1, CarryCapacity-VS1.16.0-v0.6.5, singlepause-1.0.3 MoreDungeonsV0.1.1, BuzzWords1.1.0, ZoomButton1.3.0, wildcraft-v1.4.4, JustMoreRuins v 0.3.1, and MeteoricExpansion_V1.2.2. But usually I add in just one of the expanded ruins mods, and now that the handbook pauses, I don't bother with the pause. I rarely use Wildcraft for singleplayer anymore -- the first day or two are the only real challenges and the super-abundant food nerfs that. I also intentionally do not use the food options Primative Survival gives, at least in the first week or so. But they are both there if I am running a multi-player server with friends. I generally play with 200% Hunger Rate, if that matters. I don't see anything that should fiddle with mapgen, with the possible exception of MoreClay. But I'm spawning in trees, not on clay, so probably that's not it. Unless maybe there's a Primitive Survival tree hollow I didn't notice? I don't know if that just replaces a trunk segment or spawns a tree.
  10. I noticed much the same. Initially, I thought they were climbing trees/logs, which would make sense, but it doesn't seem to make any difference what the blocks are made of. So jumping is probably right. And pathfinding seems to be much better. Which, I think, can probably be put to good use to cage bears. If they reproduce in captivity (have not determined yet) it would be fairly easy to construct a set of corrals that you could use to raise them safely. I have not yet decided if I'm seeing a lower spawn rate of other critters when I have a bear active. It might just seem that way.
  11. On occasion. Don't think I've ever been in mid-air, but in the treetops, yes. Respawn, I have no idea. I play permadeath.
  12. Me, for one. I just typed, "alternatives to minecraft" and this caught my interest. Had I actually ruined my experience by watching Youtube, I'd have probably been lighting my first torch with a firestarter this whole time.
  13. Nope. Never thought to try it. Thanks. As easy as food is to come by, especially fish now, bread is probably overkill. But as a configurable option, why not? Standard, Novice, Exploration, Wilderness Survival, Creative.
  14. There is something to be said for starting with a limited set of tools. Maybe a mostly dead generic stone knife and axe. Enough to prompt that, "OK, I need to replace that knife. How?" When the improvised armor the game spotted newbs with dies after 2 hits, "Great. Just great. How do I build another?" I wouldn't start with a torch, though. No point in building a firepit if you already have a torch. Yes, the first time you jump into deep water it's gone, but the next time you realize how easy it is to just place your torch before going out to gather reeds, and once you have your first basket, your torch can be waterproof. And that allows you to create as many torches as you like without worrying about figuring out firestarters and firepits. If I didn't need to make that first torch, there's no way I'd build a firepit the first night.
  15. If reinstalling (letting the installer uninstall your old copy), I'd add 1a. Delete .\Cache 1b. Rename .\Mods to .\OldMods or something.
  16. Sure, that was me. When I started coding we counted clock cycles. Yes, the applications have become more pretty, but more fun? I'm not convinced. They just suck up a lot more computer time. In the early game, I run away from the origin, harvesting whatever is necessary to survive. Whatever is behind me might as well be scorched earth for all I care. But by the time I settle down, I have either found a scythe or can make one. So it just does not matter. Sure, you can set a timestamp on each block for the last time the grass spawn ran, but does that actually add any fun? I just don't see it. In fact, I'd probably never even notice it. If that's something that would add enjoyment, fine. But I have seen way toomuch movement away from gameplay into realism. If I wanted realism, I wouldn't be spending time sitting behind a computer screen, eh? There's plenty of realism just off my back porch. [EDIT] BTW, congrats on "separate". [/EDIT] [EDIT2] In case it wasn't obvious, I'm a big fan of the additions to a game being done in the interests of fun. Heck, I don't care if that's not the direction the devs want to take things, but I'd rapidly lose interest in a game that lost track of the idea of being a game and decided to become a reality simulator. Not a huge deal. I already got my money's worth. I'd just have to start looking around for another survival game that wants to be a survival game. [/EDIT2]
  17. You could always change your item collect mode setting under mouse. Which suggests a mod like that may not be terribly difficult. That behavior is already coded. It's just a matter of toggling the setting.
  18. In order to be practical, grass and leaves would have to spread/drop/regrow in only the blocks visible from the current block. Depending, a supercomputer might have issues with global change. But that also means that one would have to recalculate each block as it becomes visible. And it's already easy to outrun the mapgen, even with the server running on a pretty butch i7.
  19. I've had bad luck with hives swarming unless I build a little base camp somewhere really nearby and do molding or smithing or charcoal while I wait for them to swarm. I've been assured they will swarm without supervision, but, *shrug*. Depending on your game settings, it can help also to build a large dirt platform a couple blocks below the wild hive and fill it with flowers. When I'm in a hurry, I'll put 100 or more flowers on the platform.
  20. Is that a change, @Maelstrom? Or am I just misremembering? I thought if you let farmland go fallow, you could get rabbits. I've always just built fence sections over to section off my prepared but unused plots. Waste of time?
  21. Or put them in a storage item. Even a firepit.
  22. Wrapping the handles near the head does improve durability, not only from missing what you were trying to hit and smacking the handle, but just the shock which is most intense right where the handle enters the head. But it does not look like that's the kind of wrapping he's talking about.
  23. Jerky is pretty much the easiest thing in the world to make. Even birds do it, though they do it mostly with snakes. Just slice the meat into jerky-sized strips and hang it over a tree branch. Full sun is best, and you can even do it in the winter. The only real challenge is keeping critters off it.
  24. Steam is really horrible in terms of mod support, though. You have to supply support for the way Steam wants things done, AND a parallel system for the way non-Steam needs to be done. Seen it cripple all kinds of games, since the priority has to become supporting Steam. And big ditto to @Rhyagelle. I rarely look at Steam reviews anymore. You can't tell anything from it. Some people give good reviews to a lousy game to get more buyers, and presumably more development, but the majority are whiners panning a good game that just wasn't exactly what they wanted or the developers didn't add the kind of content they wanted fast enough. Comparing Steam reviews to GOG reviews is enlightening. Particularly since most developers seem to treat GOG buyers as the red-headed stepchild.
  25. Wasn't inventory management enough of a challenge before?
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