Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Exactly! What is needed is humans to go through and strip out the "stupid". (I'm not going to add "evil" because most people insist on inserting political definitions of that term, rather than an objective one.) The stupid part of training is mostly done. There is little point to crawl through StackOverflow yet again. The chance of anything truly innovative is vanishingly small, probably exactly zero. Now comes the part where you have to skim off the dross, which is, as everyone notes, obscenely large. But as it gets cleaned up, you will need fewer but better coders to continue the work. And here's the rub -- they have to be not only good, but also temperamentally appropriate. You cannot allow even prima donna programmers access to that data if they are also the type to throw their sabots in the gears. But coming out the other side, like @Grym7er points out, pretty much everyone will be able to "create" a custom tool for any job using a smartphone. Think Scotty in Star Trek IV(?) trying to give the formula for transparent aluminum by speaking into the mouse. "Computer. Computer? Oh, a keyboard. How quaint."
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And why should they? By the time the code becomes obsolete, there will be a couple new versions of ChatGPT (or whatever) that "writes" better code. The better coders could be spending their time improving the codebase that ChatGPT uses to create it's Frankenware. A decade or so ago, politicians who were putting coal miners out of work counseled, "Learn to code." Now with all the electrical demands of data centers, they are going to start telling laid-off coders, "Learn to mine coal."
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That was supposed to be a joke. You specifically called out booms. That was Block Write (paste) from WordStar, one of the better editors from '80. Maybe '79. Somewhere thereabouts. The first with built-in MailMerge. Was also used by Borland's products like Sidekick and Turbo Pascal. Rather than Shift-<arrow> to select the block, Ctrl-K B began the block, Ctrl-K K ended it. It became THE standard for source code editing in CP/M, BDOS, MS-DOS, IBM-DOS, pretty much anywhere other than Unix. Until Apple took over the world.
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Right. I guess I wasn't very clear. Why did the devs decide against adding them to the craftables? Why go to all the effort to add them, then not add a recipe, say a log with an axe under it in the crafting grid? Or maybe axe in off-hand while placing logs on dirt places a picket? Because it would have been so simple, not doing the former suggests to me there's a story or gameplay reason. The latter, maybe it was more effort than they wanted to put into it as crunch time started? I don't know. Those are just my guesses. Do you have a more plausible explanation?
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So why do you think they chose not to give access to them? Things like the autorotor (or whatever that motor is called) makes sense, but palisades? Maybe they are intended to be a story award? Any guesses?
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Sure, but to fold it into steel, if you wanted to remain consistent with vanilla, you need an iron anvil. Once you find iron, you find so much that the only people who would make an inferior version (presumably) of a steel weapon is someone who was hardcore into the roleplay aspect. If you are allowing it to be done on a bronze anvil, the only thing that makes practical sense to me, then you would probably need to add iron sand as a valid input to the forge, then come up with a recipe similar to the iron bloom, striking off "slag", and resulting in an iron sand billet. Then use a smithing recipe to merge a few into a "core", a recipe to flatten a steel pillow, and a recipe to fold the steel around the core. Repeatedly, presumably, since the same culture gives us the multiply-folded blades. Wouldn't be too terribly hard to do, but unless you allow forging on a bronze anvil, I suspect it would be one of the least used mechanics in the game.
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You need fire clay to make fire bricks to make bloomeries. You would be surprised at the corners cut. Glass, for instance, requires soda ash, yet not in-game. Additionally, all silicates could be used, including sandstone and chert, yet presumably for balance reasons, it's quartz chunks only. [EDIT] But knock yourself out. Sounds like an easy enough mod, though presumably you want to add an iron sands block. Still fairly easy, but a little more involved.
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No, it wouldn't. I was just suggesting something that would give roughly the same result, but not require sacrifice of steel, nor use a bunch of too-valuable fire clay. [EDIT] Glass does not currently use sand, but I could see something similar in a bloom which, for the right kind of sand, also gave a percentage chance of dropping an iron bit.
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A while back, someone proved mathematically that there is a method 40% efficient -- for every 10 mined you get 4 solid stone. @WiggleStick and @Optimus_Hawkare close. Looks like it takes two 10x7 channels, (you only have to count one of them if you are extending, though there is a 70 overhead) then half the blocks in that right parallelepiped, for a total 140 mined to obtain 50. There are also a few you save if you extend the other direction -- 7 per batch, I think. But still, a bit over 35% is quite respectable, and easier than working on the pattern he came up with. You can also save a little bit if you dig into a cliff face, as that's a vertical cut you get for free, and if you dig all the way through a mesa, you can get another vertical for free, and it's conceivable that you can get a few for 1, or even 0 mined. Spires, particularly floating islands can be better. There was also some weird screenshot someone posted that had thin columns going to worldheight. At least some of those are better than 40%. But that's a lot of hassle for very little gain. Just go with the method @WiggleStick and @Optimus_Hawk describe. It works anywhere, and is easy to remember.
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My guess is the way to implement it is to put a low probability of an iron nugget into panning drops.
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I don't fear "AI", in large part because I don't believe it is possible. Definitely not any time soon. Apart from spiritual explanations, we don't have any idea what it is that changes a bunch of neurons from a brain into a mind. That has to be solved first, regardless of what even bright people like Dawkins think. Mankind has this thing where it is never satisfied with what it has. It always wants more or different. So there will always be demand for stuff humans do, even if "AI" removes all the drudgery. It will just take creative human minds to conceive of things that "AI" cannot do, or cannot do well enough, then fill that need. There will always be something for people to do to make a living, and various automation schemes will make lifestyles easier to afford. But this is getting a little far from "AI" creating mods.
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Maybe. But the Model T was nothing compared to a modern car, or even a '56 Chevy or '32 Ford Coupe. Innovation will happen, assuming we don't all die in a nuclear blast.
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Clothing traders should probably buy cloth and dye materials
Thorfinn replied to ifoz's topic in Suggestions
Shouldn't green be the cheapest? Dry grass is pretty easy to come by. -
You might be left with little choice other than to either suck it up or go into creative and give your items back. But if you want to kind of do it sort of by the book, you can check your logs to see what that previous death waypoint was set to. I know, teleport isn't exactly by the book, but it seems to me it's closer than picking and choosing from creative. There is some in-game teleporting that does not rely on console, while there is not for creative.
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My only real beef about "AI" coding is the "AI" adds its own code to its library. All it takes is one crappy human coder (and there are a lot out there) to write poor spaghetti code for the "AI" to coding like that. Assembly spaghetti has its uses, sure, but I can't think of any in a higher level language. At the moment, well over half the coding could be done by AI, and probably all of it that is outsourced or H1b-d. Creative, shmeative. Human coding will soon be niche. Fighting it is like buggy whip manufacturers fighting the internal combustion engine. [EDIT] For the time being, the niche for humans will be cleaning up "AI" code. But we are not too far away from having the best of the human coders cleaning up "AI''s codebase. "AI" still has trouble with recursion, but then again, so do most humans. I think there will also be a niche for the really gifted coders to develop new algorithms and methods. If you are a Knuth, "AI" is not a threat.
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All these half measures to make the game easier. What really irks me is there is no automatic mode. You can't click a button when you start the game and your seraph goes about harvesting and hunting and building and crafting and you just sit there and watch. Just think how fulfilling that would be. [EDIT] Oops. There is such a game mode, and you don't even have to buy the game. Just watch Let's Plays.
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You think it takes a lot of sticks? Just wait until you see how much daub it takes.
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Should a melee spear really do less damage than a thrown spear?
Thorfinn replied to DeanF's topic in Suggestions
Could well be. Letting your brain go weak is usually a choice. The day you stop learning something new is the day you start dying. Rage, rage against the dying of the light. -
Should a melee spear really do less damage than a thrown spear?
Thorfinn replied to DeanF's topic in Suggestions
That's crazy talk. Search files in your install directory for "spear". You will find .\assets\survival\itemtypes\tool\spear.json Open in your favorite text editor. (I use Notepad++, but even default Notepad is fine.) Read through it for the damage figures. In this case, it's // Thrown damage damageByType: { "*-flint": 4.0, "*-obsidian": 4.5, "*-scrap": 5, "*-copper": 5, "*-erel": 5.5, "*-hacking": 5.5, "*-bismuthbronze": 5.75, "*-tinbronze": 6.0, "*-blackbronze": 6.5, "*-ruined": 6.5, "*-iron": 6.8, "*-meteoriciron": 6.9, "*-steel": 7.0, "*-ornatesilver": 7.0, "*-ornategold": 7.25, "*": 3.0 }, Set those values to anything that trips your trigger, and test it out. Once you are happy, go to the install directory and run ModMaker.exe. Select option "[1] Create mod from changed vanilla assets." Follow the prompts. It places your mod in your %appsdata% directory. Run ModMaker.exe again, this time selecting "[3] Restore vanilla assets and revert all changes." Congratulations, modder. -
You guys bother with dummies? Why not just strip off your armor and man up? I doubt it's possible to die from bee stings in a reasonably-sized apiary, even in Wilderness. Just turn down the silly "ouchie" sound effect.
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That lumpy marsh is very similar to places I've hunted in Wisconsin. The Boundary Waters Canoe Area, too. If anything, the screenshot is less hilly than real life. Some of the ridgelines separating the finger lakes are quite a bit taller. Portaging can be a real pain. I didn't spend a lot of time there, and it's been about 40 years, but it's also a lot like some places in Yukon and NW Territory, too.
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Yes, fire-hardened wood works well. Even pine.
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Fire-hardening is a thing, and fire-hardened wooden spears are nearly as good as stone-tipped. Dock them a half point or even a full point and your first deer isn't an issue. You could pretty easily have the current rock-on-flint break off a blank, which you could use to harvest kills or cut the grass for the firestarter, or you could further knap to a better tool with antler or bone. It's also how you produce a crude hand axe. Alternatively, you could just throw rocks to get your first kill. Rabbits and coons are easy. If you are lucky, maybe you find a jackalope and get its antlers, and are able to skip the whole deerslayer thing. Sure, it can be done, and has its appeal, but only slows you down, what, maybe a half day? [EDIT] On reflection, one thing it would do is make more consistent rock placement. Currently, soft stones, hard stones and flint all place differently, some just placing, others go to knapping. This would add the step of making the blank (one hit with the hammerstone) but placement of any blank takes you straight to knapping.
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True. My point was vanilla hunting is more efficient. Too much so to bother with raising livestock. When I tried it, it had blood and steaks and viscera and all manner of edible products if you put in the effort. (Probably not remembering the names right.) What I was trying to get at is that it doesn't take much of a hunting trip to end up with enough crocks of meat stew to last all winter. And that's assuming you care about keeping the protein bar filled. If you go vegan, no problem. I've never tried Blood Trails. Just that if you approach the deer deliberately, and choose the terrain it's going to flee into, it's pretty easy to track already. Sure. Which is why I think it's better left to mods. Indeed, I use one that just reskins apiaries. Though it looks like wood, you still (admittedly unrealistically) build and harvest it like the vanilla skep. Like someone said, do we really need 14 varieties of walking sticks? But the tediousness is intentional. Otherwise it's easy to make a couple ceramic hives per night and end up with way too much honey (which is not an issue) and beeswax (which is). You are never forced to wait for reeds to regrow, or range far and wide for more shallow lakes. Indeed. Wonder why no one has done something like that yet. That is definitely something I could see becoming vanilla. Particularly now that they are adding spices.