Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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?
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New 1.18 version terrain generator disappointment....
Thorfinn replied to DrEngine's topic in Discussion
What is a shattered mountain? -
Survival Handbook shakes nerves / Survival Guide Inconvenient
Thorfinn replied to Volkov's topic in Suggestions
How about using Ctrl-k-b and Ctrl-k-k to mark blocks of text? -
New 1.18 version terrain generator disappointment....
Thorfinn replied to DrEngine's topic in Discussion
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. -
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]
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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...
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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.
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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."
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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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I'm finding I have to change my standard start. I'm not complaining, just pointing out that bears make a big difference. Rather than just sprinting, stopping only for enough reeds for 3 hand baskets (I'm almost guaranteed to get at least one linen sack by end of day), berries to carry me through the night, a stack of clay, two torches and a dozen peat, I'm finding I have to slow down a lot to avoid running across bears. I don't think they are one-shotting me, but I am rarely at full health, having fallen a few times and maybe landed right on top of a wolf or two, so it doesn't really make that much difference. So what are you finding about changes in 1.18?
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Just pull Mrs. O'Leary's cow out of your backpack. Instant conflagration.
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No, unfamiliar with Valheim. Sounds similar to the various levels of worktables and machines works in My Time at Portia. Or Stardew Valley. You can't build the furnace until the smith (Cliff?) pays you a visit and unlocks it. There are several games out there that let you craft things your character doesn't know the recipes for, but if you personally do, you can build it. Like, again, in Portia you can "experiment" with cooking until you "happen upon" a good recipe. I'm guessing VS would be more like that -- if you put things in the right spaces in the grid, you can produce it without unlocking it first.
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Oh, a progressive mode? I think someone did something like that as a mod a while back, but was not very popular. There was another that listed recipes for only things that you had at least one of in your inventory, kind of like handing the Guide in Terraria your entire inventory, but, again, not popular. Progressive mode is a great idea in a playable tutorial. There will eventually be one of those, once the game's development gets a little further along. And it's fine if you are viewing the game as a single playthrough, and you are not interested in anything from the modding community. But in general? What is the benefit? If I encounter some new potential resource in the game, I'll traverse the handbook to see whether it will lead me to something I'm interested in producing, when in the progression of the game I'll want that resource, and how much of it I'll want to gather by then. Why would I want a handbook that steadily fills itself up with instructions for building stuff I don't want to build? I have one of those already completed.
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It is not intuitive, maybe, but that is already there, a couple of different ways. If you want to know what something does before you pick it up, point the crosshairs on it and press Shift-H. I don't know whether or not that can be re-mapped. If it's already collected, go into Inventory (E, by default), hover your mouse over whatever you want to know about, and open the Handbook (H by default)
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Oh, I think I found it. In issuing the api.registerCommand(), I've rarely bothered with specifying a privilege associated. I see in the Wiki that apparently since 1.15, I've supposed to been doing that. For example, public override void StartServerSide(ICoreServerAPI api) { base.StartServerSide(api); api.RegisterCommand("here", "spawns particles around the player", "", (IServerPlayer player, int groupId, CmdArgs args) => { }, Privilege.chat); } I've just been leaving it off unless I wanted to make it only accessible to moderators or those with other defined privileges. Since many existing mods did that and worked, I just assumed leaving it off meant Everyone. Which maybe it did until 1.18. I kept stripping it down until it got to two lines -- register a command, then send "Hello world" to the chat window, and it still gave the same message. I'll do a build later, as its dinner time, but I'm pretty confident that's probably it. That's the kind of error message I would expect if an explicit privilege level were now mandatory.
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How Do You Stop Your Animals from Dying by Lightning?
Thorfinn replied to Jessie Poulton's topic in Questions
So far, I've been good with a lightning rod on the top of a nearby tree. Ladder to get to the top, and that's it. No idea if there just have not been strikes lately, or that works, or what. I have never had the kind of poor luck you had. Then again... I generally try to site myself in places where there's at least two blocks of dirt, then dig a 2-deep pit to catch livestock. Eventually, when I get enough pigs, sheep and chickens, I'll build a 2-high fence all the way around it to keep bears out, split the critters into their respective pens (no idea whether that's necessary or not, but it does make milking easier), and that's it. The critters are all 2 below mapgen level, if that matters, plus I have lightning rods on the midpoints of the 4 sides of the enclosure. My guess is that 15 is the magic number. Stuff within 7 tiles of any block counts for quite a bit in the game, like easily discovered things like bees, so based on nothing at all other than it has not failed yet, I'm thinking a tower 7 away from each edge of the pit, no more than 14 from each other, is enough to cover things. -
How Do You Stop Your Animals from Dying by Lightning?
Thorfinn replied to Jessie Poulton's topic in Questions
Kill 'em before the storm starts. -
Interesting! It stays warm even though it's more than one room. I had never thought to try that. I've just always gone with the 7x7 and called that Ishmael.
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Thanks. Wondered if that wasn't the deal. Since then, I've seen the same (or at least a very similar) message from a few other mods that have not been specifically updated to 1.18. I'll just wait and see how others fix that problem. Imitation, flattery, etc.
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You explained putting a slot in the "C" window for weapons and another for tools, and assigning a hotkey to each of them, in your suggestion, "F" selects weapon, "R" selects tool. You can do that now. Put your weapon in slot 9, your tool in slot 0, bind "F" to 9, "R" to 0, and Bob's your uncle. Open inventory and bounce stuff around to your heart's content. So long as you don't move those last two items, you are good to go. If attacked, press Escape, "F", and click until either you or your foe is dead. Literally the only difference between what I'm understanding your idea to be, and the current game, is that now the slots you put things is on the hotbar instead of your paper doll.
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I'm not trying to be combative or argumentative. I genuinely want to hear what might be a better interface. So rather than generalization, let's go with a common example. I see a pond with 3 fish. Currently, I would press "2" to select weapon, kill the fish, press "1" to select the knife, gut them, and, in 1.18, press "5" (or something that doesn't have durability) to break the bones loose, then I'm on my way. Very similar with rabbits. Press "2" to get the spear, kill one rabbit, and the interface puts another spear into 2, kill the other rabbit, press "1", walk past my spears to get one put back into inventory spot 2, skin the bunnies, and I'm back on my way. How does your proposed interface improve on this? What game experience can we point to and say, "Yes. This is clearly more fun." [EDIT] Or if this interface would not help in this case, please post an example of a situation where it does. I'm just not seeing what improvement you are talking about. [/EDIT]
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I wondered about that @b0bb0 I looked at the 4th-6th screenshots and thought, "Very nice, but it's not a room. That's going to get cold in the winter." But not so much, eh? Is it area, then? Total volume? Or maybe something more complicated?
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This already exists. Whatever tool you put in slot 1 is mapped to "1" by default. If that's not convenient, you can change that. With macros, you can even switch from scythe to holding shield and using your sword with one key. I guess. It would be OK for hand baskets, but would quickly become much more cumbersome as you get the bigger packs. You would kind of need to know roughly where in your backpack it is in order to know how fast to spin the wheel. But, yes, I can see this might be useful during construction, for instance, or relatively early planting of seeds. Later, when you are planting the entire field with the same crop, I don't see any advantage over the current hotbar. This is the part you glossed over. Are you suggesting context-sensitive hotkeys? So if you press "C" when you have slot 1 selected, it does one thing, if you press "C" when you have slot 2 selected it does something else? In order to get whatever you currently assigned to just regular old "C" (say, mark copper on the map) you have to have none of the slots selected? [EDIT] Sorry if this sounds a little condescending, but it sounds as if you haven't really played the game very much. For example, "handing" something to another player is simply standing close to the player, and pressing Q. Ctrl-Q if you want to give him the entire stack. Remap that to whatever keys you like if that's not convenient. [/EDIT]
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Yeah, that's not going to work. I want to know how many reeds or sticks or grass or clay or... as I'm collecting. How could that not be important information to have real-time access to, if for no other reason to know when you are getting close to a full stack? For example, on Day 1, it is essential to know at a glance how many copper nuggets I have, as that will likely determine how I spend that first night. I choose which berry stack to eat depending on whether I can empty a stack. Resin, nah, it could be buried anywhere. Horsetails I need front and center. I want the right ratio of horsetail to reeds so I don't end up cluttering up inventory or throwing away horsetails. Etc. You don't really need to explain again. Explaining the first time would probably be enough. Are you saying that hitting some hotkey would cycle through your available tools? All of them? So if I hit A (or whatever) when I'm out gathering logs, I'm going to rotate through knife, club, spear, axe, spear, axe, axe, axe, spear, axe, etc., depending on where those tools are in my inventory? That seems suboptimal... Pretty slow and subject to problems when trying to get something else quickly, plus if you have an empty spot, it can cause issues where it picks up the item. I just remap slots [6-0] to Shift-[1-5]
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The other thing is you have a massive number of mods that make sweeping changes. I'd start with a more limited set, like, looking at your modlist, A Culinary Artillery and Expanded Foods. Once you are sure that's working, add Primitive Survival and Ancient Tools. Wildcraft and Wildcraft Trees at the same time if you feel daring. Keep in mind that Dappled Groves, Fields of Gold, and a few others are major reworks. Might want to add them to your modlist at the tail end. Also, I see 2 versions of ACA. Sometimes things like that can cause issues. Just delete the old one. The problems I've seen, though, are where the mod config file changed, which you will have to handle manually. Either that or delete the mod config associated with ACA and let it re-create it, albeit losing whatever you might have changed. I should have been looking at this on a larger screen. The ant-poop font size is hard to read on this small screen. And you are running the .Net7 version of CarryOn. Are you running the stable version of 1.17.11, the experimental Net7 version, 1.18 RC or what? Make sure you match the tags on Moddb to what version you are running. And there's an odd error I've never seen. Now granted, this isn't the log I usually look to, but I've never seen it before.