Thorfinn
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Everything posted by Thorfinn
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
So much this! People keep saying they want more "granularity" but there's only so much meaningful "granularity" in the system. Creature HP are in whole number values, so the current "granularity" of 1/4 HP only makes any difference if it requires a multiple of 4 hits to take it down. Having the BBEG at 57.99 out of 58 means he's still just as dangerous as he was starting out. And, of course, the flip side, so are you. When there's only a half HP distinguishing betwixt tech levels, there's just not that much wiggle room. But, heck, it's all .json. You can try it out and see for yourself. See if there's some balance you would recommend. There's nothing engaging about sprinting backwards kiting enemies? There's a simple solution. Don't do it. If you think it's cheesy to pillar up, don't do it. Leave tactics like that to the newer players who are already having trouble. Just look through all the threads talking about how difficult battle already is, where the problem is not that they are leaving piles of bodies in their wake during temporal storms, but rather that they cower in a tiny hole. Heck, wolves and bears still get lots of complaints. -
Don't believe so, at least as of the last time I did a deep dive in the code. The spawning code simply lifted parameters from the .json, and there was nothing in the .json to adjust for stability. That said, it's possible that you get multiple types of spawns -- storm spawns and low stability spawns. I don't recall seeing any indication it was either/or.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
It's a bit more complicated in a for-profit venture of international scope because of copyright. The basic .json mod is one thing -- there are only a limited number of ways to manipulate existing key/values, so if push came to shove, the argument that this was something obvious, and not covered under copyright would probably hold up, at least in the States. (Though here we run into the possibility of a class action, where many mod developers would be added to the class despite their wishes.) Many or even most of the code mods I've looked into have distinctive coding practices. It would have to be rewritten by Anego with the intent of making sure the resulting code was more like Anego code than the mod code. That can still be an issue in some places, and obviously, requires a court appearance with all the costs. I think if I were in Anego's place, I'd stick with the current model, letting the modders develop and maintain the code, then, at release, buy it from each. Clear, unambiguous copyright transfer, and little to no distraction from the essentials on the roadmap. -
Dunno. I only ever watched a few different streamers and only to see if they had any techniques I could learn. There was one streamer I watched at 25% speed every time he went caving to figure out his mad parkour skilz. The rest of his gameplay was nothing special, so I skipped over it. I spot check from time to time, but I don't know of any CPs with good, engaging gameplay. There are a lot who make nice looking buildings, and I learned a lot about sneaking a couple months back that I have put to use, but I just don't have the patience to watch anyone who doesn't have the sprint key superglued down. And even then I can't watch at less than 2x except for small bits where I wonder how he did something.
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GGBeyond used to stream storms, at Wilderness settings, but he quit when the new critters dropped. Rather than spend time trying to figure out how to deal with the new reality, he just shifted to other games that had not recently upped their difficulty. Which kind of reinforces what others have said about content creators being more interested in getting eyeballs than in getting gud. FWIW, a grove is a fantastic "arena". There's always a tree trunk to hide behind, or to use to scrape off foes so you can meet them 1:1. If you use a "random" pattern rather than simply rows, it also breaks up the pesky diagonals they can use against you. No, you can't get a grove in place for the first storm in the most aggressive settings, but if you go with the fast-growing trees and standard storm settings, it's no problem. And if you place a lot of 2x2 pits in your grove, you can engineer exits in each corner that enemies cannot pursue if you need to get away to heal. Plus it catches a lot of them, so they don't run off, and it thins the herd. Plus, you look down into a pit and it's only weaklings, you can just leave them alone and go after the ones you really want. But, really, storms are only there for mid to late game, IMO, when you want to start amassing Jonas parts. Which presumes you want some of the Jonas devices...
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Probably rather predictably, I couldn't care less about "improving" combat at the moment. Someday? Maybe. But if the game morphs into a combat game, especially a PvP game, it loses it's niche and becomes another "me, too" offering. This game is largely about building a homestead, and it's dishonest to claim that building a homestead does not require exploration for materials. The only way to avoid it is by playing in creative, which is obviously not the kind of gameplay people are seeking, or they would just "/GM 2" Combat in the game is mostly something to be avoided. That should have been obvious from the loot drops. More weapons are likely in the offing. Those with a hankering for trying out a different skin could easily do so simply by modding the durability stats so that they last more than one combat. But that's not all that big of a deal. There's no real RPS or anything else to distinguish the weapons until status effects are implemented. Which means this whole discussion is silly because it's premature. There's absolutely no way to know whether a suggestion is a good one or not without knowing what systems it needs to mesh with. Re: tech debt, if you spend any time with the code, you know that's what they are trying to avoid. Adding 100 weapons and crappy, interim code to support it would be creating tech debt, and, obviously, that is not what the team is doing. All the in-game "diversity" are simply reskins with some parameter tweaking. -
You might have to use some machine to debark logs. At least I can't think of anything that has two outputs that is not a machine or a lootable. Currently debarking just returns a debarked log. Or maybe add bark as a drop from cutting a tree? Might be the API supports multiple outputs. I have not looked. I can't do the artwork for bark anyway, and definitely not for bark clothing.
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I, too, suck at artistry. I even tried just recoloring cabbage rather than add the flowers and seed pods and all, and it came out crap. I'd ask @xXx_Ape_xXx. His mods (all?) involve graphics, and they look good. I don't know what your middle "stuck" point means.
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I have not really been following the devlog, I'd rather be surprised, and I do not do Discord in any case. I'd check there. Well, I wouldn't, as, again, Discord, but I'd suggest you check there if you are OK with Discord being on your computer. I have no idea what Chapter 3 portends, but at some point they are almost going to have to make the challenge be something that affects the seraph, not just the physical world. They will most likely add status effects to give them a good shakedown before they make it part of the storyline.
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another way of getting High fertility soil
Thorfinn replied to CalamityTheWitch's topic in Suggestions
Berry rot is almost round-off error once you get dough going. What else are you doing with all that flax grain? -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
I don't believe you understand how that works. All the key/value pairs from the ./assets directory are loaded first, then mods are loaded, many of which simply overwrite the key/values loaded from vanilla assets. That's a hit at load time only, and only consumes extra RAM if the tokens themselves occupy more space. Which they generally do not, unless you created new assets. If all you did is change skeps to use sticks instead of reeds, that should make no difference at all, apart from the time spent on loading the change. I'm not asking for that to change. That's what others are asking to change. It would make the game less adaptable to have sliders or whatnot than to be able to go in and specify exactly what values you want. We hear this complaint all the time. You have five and only five starting climates, instead of "I want to start at the tropic of Cancer (or Capricorn, I forget), 23°26′N." -
another way of getting High fertility soil
Thorfinn replied to CalamityTheWitch's topic in Suggestions
Dare! Dare! (Blazing Saddles) Agreed. Grow extra food to let it rot so you can make terra preta so you can grow extra food so you can let it rot so... If you are playing for several years, maybe, but when it takes about 3 months (rot time plus 20 days), and you can't even start until late May, it's hard to justify. Oh? Have they rebalanced the spreading/wilting? I'll have to check it out again. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
No, I'm not. You can prove it to yourself. Go into one of the base game .jsons and change something. Change the drops from Cooper's reeds from 1 to 64. Start the game and see what happens. How did that happen if it doesn't read them into RAM at runtime? The .dll type mods are obviously compiled, and linked in at runtime, true. But if you look at the things I'm talking about, not one of them requires that level of coding. It's all .json editing. -
another way of getting High fertility soil
Thorfinn replied to CalamityTheWitch's topic in Suggestions
Also, you can convert m fert farmland to a variant of h fert by adding sylvite. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
Have you read through the server logs, or thought about the implications of how mods are implemented? It's all compiled at runtime. Some of the checkbox options are optimized out; they don't end up in RAM. Every slider I've spent any time investigating ends up with something in RAM. Pebbles on a beach, maybe some of them, but pebbles have a tendency to accumulate. True. Many have said this in the past, many different ways. People don't seem to be able to grok the idea of opportunity cost -- that time spent on implementing feature X cannot simultaneously be used to develop feature Y. Is feature X the best use of limited dev time? Read through all the suggestions. How many make any case for why it's a good thing other than "immersion" or "realism", which, of course, means something different to everyone. That is also true of changes and additions to the official codebase. As you add fluff, it gets harder and harder to justify adding a feature that you know is going to break a lot of it. Happens a lot in commercial code, where they rush something through that is not going to play nicely with the future direction of the project. Many times, they do not even know where the project is headed in any detail. It just ends up with, om, technical debt, I think is the current jargon. All due respect, people who are committed to a third party's vision of VS might not be the ideal temperament for an early access game. The point of EA is to fund a project while simultaneously drafting a large but informal QA team. That's one of the reasons I play the heck out of vanilla at every release. Because I know for every one of me, there are lots of impatient folk out there. -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
The most realistic way to do prospecting would be to get a sample and take it to Tobias and pay him to perform an assay. I think its probably safe to say that no one is that committed to realism. Well, maybe Tobias is. -
Not instantly, no. You can run the pregen command, but all that does is create the map as if your view distance were set larger. It has to generate each block individually before it can figure out what that should display as, particularly for colored map. For something as small as 1000 blocks, can't you just set your view distance to 1024?
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Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
And mine was that you don't even need to do that. Just download a mod (or make it yourself) and no one else has his performance degraded by your preferred settings. That's been what others have asked, several times now, and so far, crickets. If there was a good reason, maybe I could see clear, but so far, no one has offered anything except, "Yes, but you could just add an option." -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
They are all proof of concept. Get them working and you can then generalize. If they don't work well in play, you only have to change and test one or two crop instances, not 100 reskins of instances of grains. If you've only been here a while, you probably cannot appreciate how interconnected everything is, but try to be patient. They don't hate you. It's more of a matter of conscientiousness. They did not release the ocean stuff because it was not ready. Rather than make people put up with even more jankiness, they decided to put a little more work into it and release on their schedule. I'm sure they are not happy with it yet or default mapgen would have put in more oceans than the Sahara has. -
I'd guess it's RiverGen. There were problems before with both vanilla ruins and BetterRuins with transitions. Unless something changed in Plains and Valleys, all it does is add a few dozen landforms, so diluting down the chances you get the more extreme vanilla landforms. RiverGen cuts through existing landforms, and even if it plays nicely with all vanilla landforms, it's unlikely it's been exhaustively tested with all the transitions of all the landforms of all the mapgen mods. [EDIT] What I would do is create some new worlds with one or the other, not both, then ask on the correct mod page if there is a way to force a different generation.
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1.20 clearly upped the BEAR SPAWN count and it's too much
Thorfinn replied to Devkrin's topic in Suggestions
My, well, complaint is too strong a word, quibble, maybe, is that bears are already too predictable. The only real "randomness" to them is that they chase prey animals a good distance, so quickly disperse from wherever they spawn. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
Maybe at some point. Now? When every third question seems to reveal that someone didn't see the color map toggle, or the source blocks toggle, or the surface copper/tin setting? Add even more settings that most people won't even notice, let alone use? What's wrong with getting the rough outlines of gameplay established, then going back in and fleshing stuff out? For those with too high of a time preference, there's mods. -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
Agreed. In a word, mods. If you don't care to go into that depth, why have the code in RAM, or even on the hard drive/SSD? With mods, you can have things as basic or immersive or hardcore as you like. -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
Like @LadyWYT said, they don't exist to farm. They are something to avoid. If they always dropped a fiber, a few apoc nights would be more than enough so you wouldn't need to grow flax at all. But if it's important to you, make it so. Open .\assets\survival\entities\land\drifter.json scroll down to (currently) line 329 to the codeblock { code: "harvestable", duration: 2, fixedweight: true, dropsByType: { "*-normal": [ { type: "item", code: "gear-temporal", quantity: { avg: 0.02666, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.2, var: 0 } }, { type: "item", code: "gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.01, var: 0 } } ], and set the value of each to whatever you think makes sense. Scroll down to the double-headed and you can figure out how to make them drop Jonas parts if you like.