Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Wattle and daub is another good one. I've started using a lot more. I like the looks and the massive variety.
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Depending on the language you are programming in, if that's per day, that's pretty good! If you've amassed a good selection of snippets over the years and are using an editor that manages them well, that might be a little on the weak side. If you are talking code maintenance, that really is pretty impressive. Figuring out what someone else did in the code can be tough.
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Oh, yes, dopey me. "Target" is the correct box. I've been playing around with various distributions of Linux too much lately, and misremembered what the boxes in "Properties" was called. "Target" is for command line, including switches, "Start in" is where game assets are located.
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Amen, bro! Prior to shivers, I used to think this. While I'm improving, I'm still not good enough to take on a combined forces heavy temporal storm on cleared land. It's either leave the brachy leaves intact, removing only the leafy ones, or litter the arena with blocks to jump over and take cover behind.
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From a realism standpoint, it doesn't take all that much limestone to make enough limewater for tanning. When we did that with my kids, it took less than a spoonful in a gallon of water. So, I don't know, maybe a pound in a barrel? But building a castle? That's quite a different thing. Terrain seems more traversable, or maybe it's just that the traversable parts are more common. I'm loathe to compare code quite yet. I never had trouble with the terrain, though, because I travel where the terrain is good, rather than going in a direction of my own choosing, regardless of what terrain is in the way. Kind of the way they used to build roads, minimal "terraforming", lots of curves, but now they just fill valleys and level mountains to put freeways through. Travel lost a lot of charm, unless you were Charles Kuralt. Or Bobby Unser.
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Do animals and wild vegetables (re)spawn and if so how often?
Thorfinn replied to Solaire0v0's topic in Questions
Yeah. 1.18, maybe? Get a little older and you see those white specs on mushroom spaces if you harvest with knife. But they wanted to get away from the idea of fixed spawn locations more generally. My understanding is that the zone is still a fixed location, but it's kind of like respawning after death -- somewhere within a radius of the "spawn" location. So it's no longer the exact same tile. -
Do animals and wild vegetables (re)spawn and if so how often?
Thorfinn replied to Solaire0v0's topic in Questions
That is no longer the case. They regrow regardless of how you harvest them. The only concern is you don't want to terraform the area very much. If you add or take away a dirt block, they can still spawn there, in the region. Maybe 20m diameter? But if you change the ground too much (no, I'm not sure exactly what that means, but it does include adding paths or cobble or fence) it will stop spawning on those tiles, but will still spawn in nearby dirt-ish tiles. I think you have a few tiles vertically of slop that it can still spawn but I would not swear to it. Best to just leave the area alone. Welcome to the forums, @Solaire0v0 -
They do. No stat variations, but each has its own look. As when used as bear skin rugs. With or without the head. You can mix-match hide and head, and even give him two heads.
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I have a love/hate relationship with StepUp. While it's arguably nice to have while exploring, it's a pain any time I'm building, using the previous row to guide me in a straight line. I really only want to have to lay out the first row manually. The rest of the time, straight lines should not be on me. This is a computer and it's 2025, for Pete's sake! Zoom is unbalancing. At least with game assets as they exist now. It's fairly easy to spot stuff from 25+ blocks up, and if you have Zoom to confirm, boy, howdy, I've seen in my own games how much of a difference it makes. Without Zoom, I sometimes misidentify copper nuggets 50 nodes away or more, and I'm sure I miss seeing quite a few, but with Zoom, I quite often had my 40 nuggets by 2pm or so May 1st. And, obviously, that includes all the time collecting sticks for the ladders.
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The "target" field in the Windows properties box? Hmm. I'll check later, but that should be pointing to the directory where the game assets are kept. If so, seems that would tell the game to put player mods in the main mods directory, which, as of this version, there's now a nastygram telling you not to do that. Post a reply to the forum post I linked to above. Maybe someone like @Streetwind knows.
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Sorry. Yeah, don't do the %appdata%. There's a post in the guides that's a lot more involved than you want, and a page on the Wiki that's probably up to date, since nothing in the command line has changed that I know of, despite having hinted to @Tyron that an --addMacroPath switch would be SO nice. The Cliff's notes version is that you add a switch to the command line in the shortcut that tells VS where to store the player data. It's --dataPath E:\Wherever\the\heck\you\want\files\saved
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Oh, and just noticed -- Welcome to the forums, @DaddyStillGaming
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Don't be offended, but you did move the data directory somewhere other than your %appsdata% directory, right? That was probably on your original hdd.
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Ok, but what really gets me frosted is there's no phased plasma rifle in the 40-watt range. Bullpup, preferably.
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Bigger ask than you might think at first blush. The way warmth works is that in order to be considered an indoor space, it has to be entirely enclosed. I'm guessing you could add a block that is considered ventilation but is also considered solid for defining a room, but at that point, why? Why not just assume that any construction technique that would be applicable to medieval times is not airtight? Cobblestone was notoriously leaky if you don't replaster often. Log construction was even worse unless you chinked the gaps between the logs.
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Oh, the tooltip. I forgot about that. I don't play with it enabled. I thought he was talking about, say, firepits or chests or handbook or that kind of thing.
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Oh, that's right. I forgot all about your clayforming mishap. Most seraphs have two arms.
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Welcome to the forums, @Bryan Burkhardt 1. Most of the settings have to do with GPU. 2. Not really, but you can throw them away (Ctrl-Q to throw the stack) and they will despawn in 10 minutes at defaults. 3. Yeah, the other clickable box at the top right of the window converts that to "Moveable."
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I have a sneaking suspicion that the rifts despawn if you are too far away from them for too long. This lets them respawn closer to you. That's how I'm rationalizing it, anyway. If I just stay clear of the rifts and, say, dig clay and clayform, I can often pass the night on Apoc unmolested. But if I go a few hundred away, I'll often hear new rifts appearing somewhere (un)reasonably close.
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I was wondering if that were a real thing, or if I was just getting better. That is one huge advantage of the rift spawn system, I guess. If you plan your nighttime activities around where the rifts are, they don't wander into you very often. That just means you have to be pretty flexible instead of formulaic.
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Isn't it one liter to one flour? Why couldn't you use bowls?
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While I used that one a few times, I was partial to the one that let you turn them into grog. Albeit a little OP.
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This. Show your kids how to make an off-the-books lower from aluminum cans. You should also show them how to anodize aluminum.
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In multiplayer, it's quickest to say, "Hey, guys, if you have any stone you don't want, can I have it?" In singleplayer, maybe stone blasting bombs? A couple rusty gears for a stack of, I think, 6? Used them once. Thought, this is nice, I guess. Easiest way to use them is to dig a few tiles into the surface you want to get rid of, and put the bomb in the back of the hole, because the explosion is spherical. Cuts tunnels fairly quickly. Other than that, yeah, go mining.