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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. 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.
  2. 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.
  3. 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?
  4. Yes, forgot about their food. I'm particularly fond of their fries. And toast.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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?
  10. 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...
  11. 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.
  12. 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...
  13. 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?
  14. With a sufficiently broad definition, sure, everything is a sim. Kind of like the RPG question of last week. There is overlap between the genres, but I'd put VS much more in the adventure or strategy than the simulation camp. It also has strong ties to Open World and Sandbox. Sim is already broad enough, covering stuff like Leisure Suit Larry to flight sims to combat sims to tycoon sims to factory sims to city builders to colony builders. Incidentally, I play a lot of sims, particularly city builders, colony builders, terraformers, and tank or aircraft battle sims. Occasionally, grand strategy wargames. I've even been known to waste hours on Factorio and Autonauts. When I want to get my sim fix, I never pull up VS. I find myself flipping a coin between clicking on No Man's Sky and VS when I'm in the mood for that kind of game. I view it like getting struck by lightning. It was just my time. I will note that I have very rarely die to a glitch in an unmodded game. There have been glitches, true, especially in prereleases, but I remain far enough inside my margin of safety that they are rarely lethal. When I die, it was my mistake. I either broke one of my rules or I got my fingers on the wrong keys.
  15. Yes, and I still have not seen anyone make the case for why it is fun. I think permadeath adds to the challenge, yes, but it's biggest effect it is makes you play more intelligently. You manage risks based on an honest evaluation of your skill level. Or you start over. But I don't go from that to suggesting that people should be forced to play permadeath, because realism. I accept that to many people, that would not be fun.
  16. I could adapt to it pretty easily, but I doubt that is true in general. I can quickly parkour my way through caves, so leave it mostly clean, without a lot of blocks or ladders or a string of torches which limit spawns, but also get rid of breathable air. This would be the replacement for the "Wolves are unfair!" threads. It also ends up with the game trying to figure out how large the cavern is so it can decide how many torches is too many for the time you've been in there. "So use it only for rooms!" Sure, and the workaround would be making your room more than 14 in any one direction, maybe by the non-obvious expedient of a sleek door. It just strikes me as another thing that sounds OK until you start thinking through the implementation details. [EDIT] Great fodder for a mod, BTW. Hammer out the deets using people who most want it to make it work.
  17. The biggest indicator in my opinion is that the roadmap changed from 'alchemy" to "herbalism". There had to be a reason for the change; distancing the game from magic is a pretty good hypothesis. Particularly when we have Jonas tech. I can see the base game reaching a steampunk vibe, where everything has at least a somewhat plausible natural explanation, but not a Merlin or Gandalf
  18. Oh, agreed, @Echo Weaver. I'm rather surprised that user-created modlists are not already a thing. It should be rather easy to do from the Mod Manager page. But I think that's a different thing than playstyle, which at present, is just a list of setting changes. Ideally, modlists would be at the top of the Mod Manager, and each modlist you enable checks the box beside each mod in that list.
  19. I'd agree with the leather. I can't think of an example, anyway. "Nutrition" is not a nutrition sim at all, but merely a HP buff, a common mechanic in the TTRPG scene. Samwise was a gardener, and talked often (in the books, anyway) about getting back to the shire and his real calling. And there are lots of stories that at length discuss training of mounts, though not sheep. At least that I know of. Also, domestication does not work that way. Natural aggression can take a while to breed out, but comfort level around humans? Single generation at most. Usually if you treat animals well, it's first generation. In other words, it's not simulating reality, but has created a mechanic that will take most of the game to complete, at least when the game is complete. There are lots of other things equally for game reasons instead of modeling reality reasons, Among the top would have to be trees growing to maturity in a month and water source blocks being transportable by a bucket.
  20. I'd add that Adventure Mode and (probably) Secret Project are games in their own right. In the current launcher, playstyle is the only place that makes any sense to put them, but I think that's going to have to change. From the Anego Engine launcher, you select the game you want to play. If you only have one Anego Engine game, maybe it skips that step, or maybe there's a button to explore other Anego Engine games. Dunno. But then it takes you to playstyle, where you select for the specific game, then each game has it's own mod section. (And I hope that becomes more properly instanced. Maybe that is not important in a completed game, but mods are aiming at a moving target, and probably have to be forked for application to specific playstyles.) Upshot is that with the current VS launcher, it might be a bit hard to see how something with a radically divergent art style could work, and that's probably why they have resisted all suggestions of player-added playstyles. That's intended to be the game selection screen. One not need fear being forced to download a new playstyle. It would hardly surprise me if Adventure Mode gets its own website, though they may share the same forum space. ModDB would take surprisingly little work to support multiple games. Re: hierarchy, not necessarily a problem. Tyron could have easily tasked someone with coming up with each new critters, with a lot of creative license within broad boundaries. We know he hired the guy who did the new models for wolves from the mod community. Give someone with good skills and self-motivation a goal and set him loose is an excellent management style for high-caliber talent.
  21. I don't see it that way at all. There are no deficiency diseases, for example. No poop or pee. No need to drink water. Heck, not even sleep is required. Very similar to heroic epics. It's simulating only those aspects typical in heroic fantasy.
  22. I think maybe this highlights the difference. You are looking for a simulation, I am looking for a game. I don't need gritty realism catering to every seraph's actions. Heroic fantasy literature doesn't go into details about bodily elimination, I don't want a poop option in the game. Asphyxiation and having a good wank are another couple things that maybe some people want, but I don't want in the game. They similarly do not appear in most heroic literature. And because of the story, a heroic epic is exactly what this game aspires to be. I have nothing against adding those things as mods. I just won't use them. I'm not doing simulation. If that's what I wanted, there are a crapton of simulation games. I don't want a Valheim crossover. (No, I have not played it, and from the descriptions, I have no interest in it.)
  23. The RA? My best on hardcore wilderness is day 5, IIRC. Spawned near a treasure hunter, and popped enough tin ore in a cracked vessel. Not on 1.21, but I suspect it can probably be done. I have the 1.21 dance of death more or less figured out. Unless I mess up, he doesn't tag me. The bell is still a PITA.
  24. No, not that I know of, @Krougal. Now it's High Fertility Soil. Which you upgrade to TP. There are mods that still have TP, at least last time I played with them enabled.
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