Thorfinn
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Everything posted by Thorfinn
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Dunno. Assuming it works the same as everything else, the nutrition of each slice would then be 1/8 of a cheese wheel, so it doesn't get you anywhere. You just have to eat twice as many slices. I think you are going to have to create nutrition somewhere.
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Y'know what would be a cool machine? Something like a hydraulic press or a compactor with 2 input stacks and one output. It simply combines the stacks into a single stack that can exceed the stack limit. No more trunks of temporal gears. Just one slot of a stack of 156 of them. I could see it working kind of like the quern. Put your stuff in the press and engage with the machine and it does its magic after a certain amount of time. But later you could hook it up to your automation, and just let it mash the stacks together while you run your helves. I don't think it would work with hoppers, though, unless you changed the code for hoppers.
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OK. Similar to the problem with fruit press, then. But the doubled output seems like a winner to me. [EDIT] Incidentally, his snippet is also for making the curdledmilk portion, not the squeezing part. Makes me suspect that is the default if you don't redefine things elsewhere. That is how mods work -- the last mod loaded gets final say on any every thing else in the load order. But again, didn't check. Shouldn't take one to whom cheese is important enough to bother with very long to see whether that's the case. [/EDIT] [EDIT2] Oh, he posted two snippets... [EDIT2] Dunno. I converted all my barrels to 64, and adjusted recipes to match, so that everything matched the stack sizes. One stack of lime per barrel of limewater. One stack of four 16 l. buckets per barrel. Etc. I think the limit is like with mortar -- once you split the stack, you just can't put it back. Temporal gears work the same way.
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As long as they didn't get killed. I had some really out of control wolves and bears a couple games ago, and by the time I got them all slaughtered, there was only the ram left. I corralled him in, and by next spring, still no ewes. I don't think they ever respawn. It's just that a new male and his posse will spawn. Predators are a different story. Wish I could remember where, but Tyron commented on that a while back. Said the herbivore populations do respawn over time, but very slowly. Vastly lower rates than wolves.
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Don't give up hope, @Echo Weaver. The entirety of curdledmilk,json is { code: "curdledmilkportion", sealHours: 72, ingredients: [ { type: "item", code: "milkportion", litres: 25 }, { type: "item", code: "pickledvegetable-*", name: "pickledvegetable", quantity: 1, allowedVariants: ["carrot", "onion", "parsnip", "pumpkin", "turnip", "cabbage", "bellpepper" ] } ], output: { type: "item", code: "curdledmilkportion", litres: 25 } } While I haven't played around with cheese in particular, I have tweaked a LOT of barrel recipes, and changing just the JSON has not let me down EXCEPT for anything to do with the fruit press, which gives mixed results. [EDIT] I don't know how that will work with putting it in cloth and squeezing it. That might have to be changed, too, if it is expecting an input of 25 curdled milk.
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QFT. VS is enough of a game that you are spending some amount of time min-maxing. Everyone does. Not many use flax grain for anything except rot or animal feed unless they have nothing else to eat. Those of us who do use flax grain for cooking are also min-maxing. You prefer redmeat to poultry or fish because of the higher nutrition. You cook two pots with identical ingredients to save on crock space. If VS were to become more of an activity, more like Stardew, where there is some kind of achievement system keeping track of which recipes you have made, sure. EF could really use a companion mod that did exactly that. But EF really needs to be modularized. There's just too many options, and its size and complexity drives marginal computers out. Plus, any update to the API can lead to months of patching. Has. I'd probably use stuff like berry drying and baking (which needs the mixing component) but all the simmering and shelving and bottle crossover stuff? Probably not. There's just too much to do in the game without getting all bogged down in the stuff I don't find fun or engaging.
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I never really pay attention to clothing warmth anyway. There are bushes all over the place you can set afire and warm up, or caves you can pop into and see if they have any resources you want. Wilderness settings means you need to do that from the very beginning of the playthrough, so you kind of get into the habit of doing it.
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They kind of confused matters when they introduced the fantasy "mod" as "Adventure Mode" Playstyles formerly had been just presets of game parameters, and that would be the place that makes sense for custom presets. But unfortunately, Adventure Mode would also make sense to put into the section where you can choose between the other options called "modes" -- creative, survival, exploration, homo sapiens and wilderness, even though those are not "modes" as "Adventure Mode" uses the term. Personally, I suspect the limits on both parameters and custom playstyles will be removed as it approaches release, but I, for one, am glad it's not there now. It's already like pulling teeth to get people who are asking for help to tell you what version and mods they use, let alone what custom settings they have selected.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Per mille is properly ‰, which I think is what the game used, though with my failing eyesight, I wouldn't swear to it. Often people use %% as shorthand, because it's easier than entering the unicode. [EDIT] Alt-0137 on the keypad, for those who care.- 143 replies
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
That's your assertion, I know. Some people who have different expectations of the game think as you do. But look at the downloads counts and you see a very different picture. ProspectTogether is one of the most popular, yet at its peak, only 32k downloads. That does NOT mean 32k people wanted the mod. It might mean nothing more than 32k instances checked out a server that used it. I know I am several of those 32k. Others, like BetterProspecting are more likely to be a higher fraction of single-player, people who deliberately chose the mod because they thought the system was "broken", yet its 22k downloads are over all versions, all instances, since 1.19.5. The number of individuals is likely less than 20% of that figure. All you are seeing is that the people who don't like it are not shy about saying so. Kinda like society in general. Most people are decent, just trying to live their lives as they like. The number of shrieking activists is actually pretty small. It's just that they are so very loud, and so very in-your-face, that they seem much more commonplace. I think what it says is that people have differing standards for what they think is fun. Stimulating. The high time preference BLUF and TL;DR types want something that tells them exactly where to dig. The amount of hand-holding each person wants within that category also varies widely. The same thing happened with all the sound and fury about calcined flint. Please don't dismiss us as saying, "Just deal with it." That's not what we are saying. Some of us think it's fine, or even too much of a participation trophy already. There's nothing wrong with wanting an easy mode. So install one. Don't try to force easy mode on everyone just because it's your preference.- 143 replies
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Magnetite is a pain, to be sure, because while other ores get at least one roll during the ore generation phase of worldgen, any given iron prospect might get 0 rolls. Probably a compensation for it being so huge it would be hard to miss if it followed the same rules as other ore bodies. Iron is one of those it's much more efficient to just go spelunking once you get a decent reading, because if it's there, the cave will almost certainly cut through the body somewhere. Another is chromite, because it's so doggone rare, and you need so little of it. The cave can wipe out pretty much the whole thing and you still have enough.- 143 replies
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Yeah, but it's still possible to live in a place where there are just honest people, or at least the dishonest ones are deterred by public shame. I do have to remember to take the keys out of the ignition when I head up to Mt. Pilot, but usually they just stay where they don't get lost.
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Wow. I did not know the game converted to .WAV. Is that necessary for cross-platform support or what?
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If you time your jump right, you can negate fall damage too, just like Bugs Bunny does.
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I haven't done animal husbandry in the new version yet, but I know as recently as 1.19, the male did not have to eat. He was fenced into in his own 1x1 enclosure in the middle of the pen with no access at all to the troughs.
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Sad commentary on the player base. Well, and on society at large, for that matter, as I look around at all the locked doors anymore.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Huh. That's quite good. I got used to seeing stuff on the wiki that was outdated, so just stopped looking at it, even as little as I was. (I prefer to play games without videos or other on-line sources spoiling the learning experience. Once I think I've got it pretty well figured out, then I'll check to see how close my perception was, but not before. @Streetwind's writeup was kind of an exception to that rule -- it came up in a discussion, so I checked it out before I had developed my hypothesis of prospecting.) FWIW, since I play without map, most of the mechanism he describes doesn't apply, even though the principles involved stand. Without a map, I'm more about taking samples near landmarks so I can do the hot-cold thing by looking around, looking at colored dots not being an option. And, of course, WS does not have node search, so none of that section applies at all. I get the "wanting to be sure" thing. Those with limited game time or limited patience would be much better served by a system where it counts actual ore blocks instead of a weighted average of what the stone itself could potentially have. Someone in the past mentioned he didn't have the time to prospect and installed an x-ray mod. Which is fine. I think if people want a VS-Lite experience, a mod is the place for it. To me, that would take away too much of the sense of accomplishment. Make it too easy and it's just an activity. A pastime. Something you do mechanically, instead of having some puzzle to figure out while you are lying there waiting for your brain to calm down enough to fall asleep. [EDIT] There are several "prospecting" mods out there. One comes to mind that, instead of telling you per mille (or maybe in addition to, I don't recall) it told you exactly how far away the closest such ore was, and it was up to you to triangulate it, in all three dimensions. There were other, more limited settings as well. No idea if it's been updated. I didn't want an easy button on the game, so other than reading how it was coded, I've not followed it.- 143 replies
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Yes. What the trader is will change, but not the location of the wagon, but I believe even surface copper bits and crop seeds and berry bushes and trees will regen exactly where they were. Useful for replenishing flint in MP, mostly. I thought the question was about updating a 1.19 map in 1.21 or something like that.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Well, if it's granite, you know there's only igneous below it, so there's no point in looking for minerals that form only in sedimentary rocks. The various coals, marble, chalk, if it's true to life, limonite, malachite, borax, etc., can not be there. But you can use that information to know if there are nearby sedimentary rocks hiding under the dirt.- 143 replies
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Either or both might be true. Pretty sure swamps and forests are essentially barren, other than maybe at the borders. I'm talking lightly rolling hills, nothing higher than a 1y step anywhere. Some of those have nothing, yet a set of very similar hills 100 blocks away do. Nothing in "C" distinguishes between them. Makes me wonder if all the landforms in the landform.json have been properly accounted for in the decoration algorithm (I forget what it's called), or if there are some of the newer ones that slipped through the cracks.
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Then prune is not the command for you. Maybe something like /wgen regen? [EDIT] One of the things I really like about prune is if I get tired of the view from my homestead, I don't have to pick up and build elsewhere. I just prune and regenerate the world until I get the kind of scenery around me that I like.
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I think it also reduces the number of places ruins can spawn. Cathedrals need a pretty large, relatively flat location, villages, even moreso. Increasing the upheaval or reducing the landform size will decrease the number of potential places they can spawn. Re: seeds, yes, rainfall, but there is something else, too, and I want to figure out what it is before I go code-diving to confirm it. There are places that look almost the same as the places you find seeds, with similar rain, but no seeds. I think there's a different mix of plants, too, but nothing I've been able to put my finger on apart from, "Huh, this looks like another of those places I'm not going to find seeds." It might be that some types of landforms do not spawn seeds. Dunno. It's just that if my spidey-sense is tingling, I'll rarely find seeds there.
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Welcome to the forums, @Aislen Can't you already do that one better? Have both the crafting grid and the handbook open at the same time? Just move them out of the way of each other? Don't do it often -- usually just for automation, and most of the time, not even then. Or has that part of the UI changed?
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Dunno. I never had any problems understanding it. The problem with most guides and videos and mods I've seen is they are all wrong. Close enough, arguably, but still wrong. As one of the team pointed out, the reading is not chunk based. At all. Anything you see that draws boxes on the map is wrong. Close enough that you can use @Guimoute's suggestion of finding nearby caves, I guess, but sinking a mine shaft is hit or miss. @Streetwind does a great job in explaining how you use the system to play Hotter, Colder. But at core, it's only the chance that the type of rock within a given radius is the right kind of rock to have minerals. And made a bit more confusing because in order to compensate for the massive size of iron deposits, they had to write the ore generator to roll a chance to see whether they should roll a chance for ore. And as @Zane Mordien and others point out, you have to know what rock layers a given mineral spawns in. You don't have to be a geologist, just look it up in the handbook. It's not so much hard to understand, as there is a lot of misleading information out there. It's kind of like so much else in life. Just seeing a corn field does not guarantee there are pheasants there. It's just more likely that they are there than on some grassy plains, so the smart money is checking out the corn field first. If you don't find one there, look for another corn field before you start looking where they probably are not. That's prospecting in a nutshell. There's no guarantee the guys flocking to the gold rush would find gold. They just went where there was the most probability of finding gold and took their chances.- 143 replies
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So modify a block there. Put down a dirt block somewhere that it will not stick out once it grows grass on it. Then prune works fine. Just use a parameter that matches the number of blocks you decided should "claim" a chunk. [EDIT] If you care about the traders you found, make sure you "claim" that chunk. Otherwise, they will be replaced with a different trader. Or, depending on what changed in mapgen, they might disappear entirely.