Thorfinn
Vintarian-
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You can disable the authentication check on your server, @Adnyeus. I learned that when they were having trouble keeping the auth servers up. Downside is you are now wide open to anyone, including pirated copies, and whitelists no longer work, since you no longer have Anego making sure that the person is who he says he is. Oh, and you don't have to log in for offline play. You just have to be offline.
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OK, but wouldn't that mean the only uncountably finite thing on earth would be photons at rest? Everything else has a quanta mass, so they are similarly finite, and therefore countable. Why even have the term if it has so little (read "zero") applicability?
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Oh, the example the prof gave way back when was the Sahara Desert. He claimed it had uncountably finite grains of sand. I take it that is not correct?
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Oh, definitely. That's what @Katherine K was saying, too, and the whole reason behind the aqueduct discussion. You should be able to create millponds. Overshoot mills should be possible without just digging out everything below the pond level. I just think the source block carryover from Somewhere Else(TM) was a mistake that is kind of hard to recover from. I've seen the FPS death in Dwarf Fortress, so while light aquifer seems like a good idea, it's not very workable in 3D. In 2D, like Terraria, it can work, but it's also easy for that to lag heavily when draining from or to irregularly shaped reservoirs, or even regular shaped ones that extend outside the spawn range. @Katherine K makes a good argument for the porosity mechanic proposed here, but the unintended consequence is that spawning anywhere other than sedimentary rock layers is a serious disadvantage. Even moreso than it already is, because you could remove the top sedimentary stone and have standing water, but it wouldn't work that way in igneous. But with that also comes a serious challenge to mining, like you see if you accidentally dig into the bottom of the aquifer in DF. Someone proposed wells, which sounds like a good idea, too, but requires a sedimentary aquifer. Rain barrels? I don't know what the answer is. The elimination of transferrable source blocks was a step in the right direction, but it nerfed too much that is almost necessary. Your only option for irrigated fields is building into lakes? Or digging irrigation trenches 4 long all the way around the lakeshore? Maybe I need to spend a little time going over that Hardcore Water mod, since I've been told it has been expanded from simply getting rid of transferrable source. Maybe however it addressed things resolves the problems.
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What you proposed was not balance. You don't balance something by making it rare, because even if you set the admin sword at a 1 in a trillion drop rate, that one time it happens at 9:15 of day 1, it has fundamentally altered the balance of the game. I get it that games do that all the time. But the effect is not to balance the item, as to make the consequences of there being an unbalanced item more rare. Same thing with making it more resource intensive. It just changes when a fundamentally unbalanced mechanic manifests. I honestly don't know why there isn't a durability to machinery. From both a verisimilitude POV (we all know mechanical stuff wears out and sometimes just breaks) and a game consistency POV, it seems a no-brainer. You can grind, say, 50 units before you need to repair the quern. Maybe you get double that for soft items like grain. Once you have better materials you can build something that lasts longer. From a game consistency POV, that should apply to all mechanical systems. Windmills, too. Pounder caps. Helve hammers. @traugdor was onto something when he proposed high winds damaging windmills, but the implementation would punish intelligent building of mills. You would intentionally design them with fewer sails and at lower altitude so they would not be subjected to strong winds. But if the gears and sails wore out over time, like it does in real life, it accomplishes the same end, that of using up part of next season's flax and fat and resin, giving you an ongoing, realistic need for resources. Same. I know you are smart enough to follow this. I can't for the life of me understand how it eludes you. Possession of a handgun at age 20 years, 364 days is a felony, at 21 years, fine. Even though we both know there are 14 YO who would be fine with firearms, and 30 YOs who should not be within miles of one. You don't balance out the psycho 30 YOs by raising the age limit or making it more expensive. Whatever that is, it's not balance. A water wheel is not rocket science, and should not be made so. It should be balanced the same way it is in reality -- by making you build the mill in a place that has an appropriate water supply and require recurring maintenance, rather than the obviously unrealistic means of 10 l = 1000 l of infinite water, anywhere you want, even in thin air. Particularly since you would have to invent nonsensical reasons to disallow stacking multiple water wheels on the same shaft, all drawing their power from player-created infinite sources. I know you want to keep your unrealistic ladder for gameplay reasons. And because the same thing happens "naturally" in caves all the time, I can kind of see it. But that does not mean you should be able to turn it into an exploit.
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You are familiar with argumentum ad absurdum, right? This is similar to that; the name escapes me at the moment. I can't even get close enough for the search engine to help. Like ad absurdum, you construct an extreme example and, while it does not necessarily mean the opposing argument is flawed, if one cannot come up with a distinction with a difference between the extreme and the base argument, it likely is. The likelihood increases as the number of extreme cases one cannot logically dispatch. Your argument is that while you do not think it should be Copper Age, it would be appropriate for Steel, or maybe Iron. The extreme parallel I'll pick is rape should be illegal, but it would be appropriate if one is a billionaire. Yours is that a later Age makes it OK, mine is that more money makes it OK. So what's the distinction with a difference between them? Let's say you actually can come up with something. How about if I go with something related to age, just as you are. It is wrong to steal if you are 20, but OK if you are 60.
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Doom. Episode 2, Mission 1. Once you got a plasma rifle, the game was a cakewalk until at least E2M7. Same here. Once you get your first waterwheel, even if it is heavily resource intensive, it becomes the means to build more. Iron is essentially an uncountably finite resource. Charcoal is effectively infinite. Makes waterwheels basically the same as murder -- after the first, all the rest are free. [EDIT] Sure, you could require implausible materials that are very difficult to find, like cinnabar and Jonas assemblies, but the problem is exactly that they are implausible -- everyone knows water wheels never required anything remotely like that, and the whole reason for the idea, verisimilitude, is destroyed. As if a single bucket containing 10 liters of water making an infinite water source 1000 liters in size weren't already straining credulity.
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That doesn't balance it. It just delays the timing of when the system breaks down. The plasma rifle was devastating, way OP, even if it was not available until E2M1, IIRC. Or to borrow from a different game, a very tiny group of 3-4 Heavy Horse Archers could dominate anything else on the field in competent hands. Even though HHA were a late Iron troop. Their range, speed, dodge and damage had no effective counter except to keep the player from getting them in the first place.
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ATM, it does not appear to be in the cards. Waterwheels are, but that does not require anything more than disabling source blocks, which was recently done, at least as an option. You just have to find a place suited to build a waterwheel, rather than bring the water there. I could see a setting which gave you the option of movable source OR waterwheels, not both. Otherwise, you build wherever you please, use a single bucket of water to drive your array of waterwheels, and you have a power source superior to windmills. The other water-related item on the roadmap is "experiment with rivers". Not exactly a strong statement they believe it can be done, at least while maintaining other standards, most likely performance. I'm amazed at all the people still playing on an i3 or less. A good way to kill the game would be to make game that required an i9 with 64Gb and a 3xxx video card.
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Truth. However with granite as a top layer, I believe you can only get igneous stone below it. You need a sedimentary stone or basalt to have an underlying sedimentary layer. And, yes, @KukriKing135. Sorry to be the bearer of bad news on your very first post, but it is possible to have more than that be granite in all directions. I would expect to still be in granite if I traveled only 9k. Since this is your first game, you might want to start a new world until you get a sedimentary layer (or basalt). Either that or go into creative and fly around until you find the shortest path out of granite.
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New maps are worse - I will give up changing maps!!!
Thorfinn replied to Cerehelm's topic in Suggestions
Yes. The scale determines the size of the landform, including oceans. The size of the blob of clay, as you put it. The land cover is approximately the percentage chance that blob will be "negative" clay, i.e., result in a terrain that is below sea level, so 2.5% ocean means the blob is almost always land, or more specifically, above sea level. The size and number of lakes is based on the Perlin noise. The flatter you make the map, the less depressions your land has that can possibly be filled with water, as well as the shallower those lakes are. If you want lots of ocean, you need lots of generation that is below sea level, obviously. If you want lots of lakes, you want a lot of land above sea level and a high amount of Perlin variation. [EDIT] The problem with the latter is that because of complaints of how hard existing landforms were to traverse, the Perlin noise has been damped. Creating fewer lakes. You can kind of get back to the old lake coverage by increasing the uplift. Which gives you back the hard to traverse terrain. -
New maps are worse - I will give up changing maps!!!
Thorfinn replied to Cerehelm's topic in Suggestions
That's a consequence of landcover scale. The new setting of 400% makes landmasses 4x as big. IMO, they were maybe a bit small before, but not that much. I'd have guessed 125% or 150% for starters. -
Do you believe this to be a reasonable "ask" of mod makers? Having to continuously adjust to a moving target to a game still well in EA? Wouldn't it be much better to have AH be a mod that people could develop libraries to accommodate?
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Welcome to the forums, @Maćko SuperŻubr I like it. I probably wouldn't use it, because I really don't care about advance knowledge of storms or rift activity; when it happens, it happens. If I'm underground when a storm rolls in, I guess it was my time if I can't skedaddle my way out of there. But I prefer mods like the spyglass and one of those map mods where you have to construct something to unlock features like that. [EDIT] I should add that IMO this is definitely mod territory, not base game. I respect @Krougals desire to have all the info he wants. Through mods, of course.
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Exactly. It's why I've taken to speaking of the Anego Engine and the VS game as two separate things. You need the engine and a game to make anything one can play.
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It probably won't even do that. The purpose of the JSONs is to provide the parameters to pass into the engine. I haven't gone through all the JSONs yet, but I have yet to find one that actually does the function. I'm not even sure it's possible for JSON to do, but I've been surprised by talented coders before. But, for example, I doubt the current combat system will be sufficient for what looks to be required in MyTale. They will have to develop something more robust, and then it's just a matter of writing JSONs and making art for VS to take advantage of their contribution to the engine.
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Oh? You use chests as flooring, too? So convenient to be able to access them from above and below. If you don't care about heating, they make swell walls, too.- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
I wondered about that. Someone mentioned that a month ago or so and it occurred to me I hadn't seen it happen in a while, either. 1.18, I think, was the last time. I still remember the map. The rabbits swam up under the fence to nibble at the crops. Didn't actually see it happen, but the outer course of the farm kept having crops die off intermittently, only on the sides where the fence was just suspended in the water, not where they had blocks under them Do the rabbit and coon traps still work?- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Pretty much the whole thing. Nothing pretty or customizable, but the idea (yours?) to make each chunk a simple black box meant it was easy to store the state of the flume at any point without having to worry about having any chunks loaded. The flume itself was rendered either "filled" or "empty" only when someone loaded that block. The hardest part was making the 100,000 block flume. I tried it with worldedit and realized it was probably going to take me weeks, so I added it into the mapgen. Which gave me an idea for a machine to build roads and lay track...- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
I just don't like spending a lot of time for no purpose. It's not the base. I have a cellar in the first couple days. A large fenced-in farm by the end of the month. I build my mill by mid-July so I can get automation going as soon as the first flax comes in. The base just doesn't have any chiseling that doesn't serve a purpose. It's strictly utilitarian. Heck, it usually isn't even lit up, not until lanterns.- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
It could be trivial in terms of impact on performance. Light already drops off linearly, (yes, I know that's not realistic) so there's no reason oxygen consumption couldn't follow the same "physics". Then treat is just as stability is done. Too close to a torch that can't dissipate and your whatever you want to call it spins counterclockwise, get away from it, it spins clockwise. It does mean a cellar will not be able to have any torches or lanterns, so there will be spawns. But on the positive side, there is no oxygen to rot your food, either. Then again, there's that VLDL skit about excessive meters in games...- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Oh, that's what got you all fired up? I was just going for something someone would find realistic that (probably) had not already been made into a mod, and that I would not want added to the game. Trust me, I could have come up with worse. Doesn't appeal to me, either. I'd much rather just live where the water is. Admittedly, I did code up something that allowed up to 32 inlets and 32 outlets out of each chunk (which seems like a lot for a 32x32 chunk) that ran like greased lightning over 100,000 blocks, but that was just for grins. Then someone pointed out that a similar mod already existed, and I lost interest completely. Same in minetest. The same has started here. I just roll my eyes when I happen across yet another one. But I really see nothing fun about ventilation. Just put a chimney on your house and pretend it provides ventilation. Heck, the whole "building" is make believe. It has absolutely no basis in reality, just an ephemeral collection of 1s and 0s. If you can pretend that's a building, what's so hard about pretending the chimney works?- 74 replies
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