Thorfinn
Vintarian-
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Everything posted by Thorfinn
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The yelling "fire" is a movie theatre thing is generally misunderstood. Oliver Wendell Holmes' real quote includes the word, "falsely". It's the lying that he's talking about, not the alerting people about an imminent danger. But terribly clever men have perverted the idea to the point that, like you say, you have not met a single person yadda yadda. Propaganda works.
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Yes. And mead. And ale. And rice wine. Easiest way to tell is to look at the .JSON in recipes. It's all, "ciderportion-rye" and "ciderportion-{fruit}" so you can use wildcards for booze in general.
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Government should never be allowed to censor anything. Ever. Full stop. When (not if, but when) they cross that line, it's just a matter of time. The way out of it is not to punish the payment processors or banks or whomever is being coerced by government into doing it, but to oppose government's overreach. If the processors don't play ball, they will be persecuted, prosecuted, or de-licensed, whatever it takes, and someone willing to follow orders will step up. There's always someone willing to be an active part of any tyranny.
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The trick turns out to be to dart in long enough to draw the melee attack, immediately back up so you don't get hit, then dart in again. Kind of like battling drifters, but the timing is different. So long as you can keep him from ground pounding, you can heal.
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Yeah, it just feels weird that Tyron is doing all the backup stuff for you. It doesn't matter how much you screw up the assets, he'll fix it for you.
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Assuming you are building for stable, go ahead and modify assets to your heart's desire. Add new ones as needed. Once you are content they are working as you want, run ModMaker and tell it to make a mod. Follow the prompts. Then make a copy of your changed assets somewhere. The mod it makes will be like the one you did, with AddReplace or Modify or whatnot, so it's nice to have the source if you want to make changes. Then tell ModMaker to put things back to vanilla. (Option 3, I think.) That's pretty much it. [EDIT] Oh, hey, while I'm thinking of it, @Tyron, if you felt inspired to have the "Create A Mod" option also create a zip of all changed assets with the same name as the mod, probably placed in a new directory in %appdata% like ModSource, ideally preserving directory structure, that would be totally awesome! It's pretty easy to add files to a zip preserving directories with command line, but walking people through that process is more difficult than making a mod.
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No. I'd rather put OnlyFans or PornHub on the church computer than put Discord back on mine. Weird, isn't it? It's a great way to do it, but it just feels naughty somehow. You are modding the assets directly. ModMaker creates a new mod and places it in your %appdata% folder, then option 3, IIRC restores the modded assets back to vanilla.
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Huh. I haven't dinked with pies yet. No one on my server has ever asked for changes to pies. Looked like it ought to have worked. I'll see if I can look at it this afternoon. Ooh, hardcore. That's how I did my first couple mods, too. Then I figured out how to let Tyron do most of the work. Look into ModMaker. That makes this so much easier. The basic code is posted in the suggestion. It just needs to be fleshed out a bit. And I didn't check. It might conflict with Expanded Foods.
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Even if they don't, that's one of the great things about crypto. You can be up and going in a matter of hours. The real question is if your jurisdiction decides to ban something, is whomever you bought it from willing to go to prison to protect the customer list. And the answer is, to several significant figures, hell no.
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At a guess, the goats thing is on shakedown. Once they see how that works in practice, they will start switching over the other animals to the way they did goats. And butterflies. And mushrooms. One module defining the basic archetype, individual lines of key/value pairs to adjust for the differences between the members of the class. Expect the same from crops.
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Long distance water transport - Aqueduct and reservoirs
Thorfinn replied to Crylum's topic in Suggestions
Don't know about y'all, but once I find something I usually stop looking for it. -
Long distance water transport - Aqueduct and reservoirs
Thorfinn replied to Crylum's topic in Suggestions
Huh. I thought that mod just disabled using a bucket to create source blocks, and was now obsolete. Obviously it morphed into something else. -
From what I'm seeing, it just means that the terrain is more traversable. It doesn't look like the landforms themselves have changed much, but the Perlin noise filling the landform seems smoother. I have not verified it by looking at the numbers, and don't intend to, at least for a while. That's my impression, though. Which means that, yeah, transitions between old and new generation are probably going to look a little skanky. Like if you set the location for the RA in the middle of plains, and regened enough of a radius to make it so.
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Depends. What do you mean by "ugly"? You no longer have to be as good at jumping from ridge to ridge to traverse badlands, if that's what you mean. The smoothing has taken away some of the rugged beauty that some landforms used to have.
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Cool. I loaded the game on a laptop to see what it sounded like with on-board sound and crappy speakers, and the parasaurs don't sound like that either. Turns out that mod came out after I started my last 1.20 run, so didn't get incorporated, and then I switched over to 1.21 pre, so I've never played Horrible Hands. The reason it didn't come up on my .ogg search is I don't even have it downloaded.
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Good call. @LadyWYT. It does sound something like that. I'm playing sound though an audio interface, not built-in sound, like this recording apparently was made from. It was having lots of problems mixing the sounds properly. They are much richer on my near-field monitors, and especially in my headphones, which are high-end mixing headphones. But that could well be the same sound on a low-end system.
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Long distance water transport - Aqueduct and reservoirs
Thorfinn replied to Crylum's topic in Suggestions
Sure but in practice, my farm was just a simple, one block wide path. And it still hammered my FPS. That's probably why flows are limited to 4 blocks, to keep things somewhat reasonable, unless you try to exploit that by dropping one y-level every time it gets to the end of its flow. Which is what my farm was. Which is why I think, even if you have a simple, one block wide path, it's sheer lunacy to try to propagate from block to block. Which is why we need a triumphant video. I think the aqueduct cannot have virtual water in it. It just has to be rendered as if it did. It can even look as if it's flowing. Rivers mod does. But it can't be a water block. If that makes sense. But I don't care. Try it. See how it works out. I might be pleasantly surprised. I'm not going to practice my "pleasantly surprised" expression quite yet. Exactly! -
Long distance water transport - Aqueduct and reservoirs
Thorfinn replied to Crylum's topic in Suggestions
I'm not sure you want to propagate it, @Katherine K. There should not much difference performance-wise between going ahead and setting flowing water to 100 blocks and propagating over the next hundred blocks whenever that set of chunks is loaded. And flowing water is (or was) pretty bad. I had significant FPS drop when I used to build terraced farms, water from a lake at the top of a hill cascading downhill with farmland on each side. Maybe 200 blocks total of flowing water. But it really doesn't matter that much to me. I'm not going to be building a water works anyway. I'll just set up my homestead where the water is, like I do now. -
The good Professor is right. Disable all mods and make sure it's just not some bizarro thing that somehow no one has encountered. Then I'd go ahead and re-enable all the FotSA and LotP mods -- I've played with those quite extensively, and am almost as certain about them as I am about vanilla. Unless maybe there's an option to unmute sounds that I've never seen. Then I'd add in Bricklayers, Expanded Foods, From Golden Combs, Primitive Survival and Wildcraft. I haven't used them lately, but am reasonably confident they didn't have anything like that, nor is it their style. After that, I have little, other than splitting the remaining modlist in half and see which tranche is adding it, like the Prof said.
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Long distance water transport - Aqueduct and reservoirs
Thorfinn replied to Crylum's topic in Suggestions
Chunk-based blackboxing. That could work. It also presents some interesting opportunities in other things where cross-chunk data exchange might be useful. -
Never heard it before. Virtually certain it's not vanilla. Without a modlist, I wouldn't even hazard a guess. [EDIT] I think what I would do is search my mod directory for all .ogg files, making sure the box to search within zipped files was checked. Sounds like you have a lot of short duration sounds; those should be small files. This one should be among the larger of the sound effects. You should be able to play them from within the search results, so long as you have .ogg associated with something.
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Long distance water transport - Aqueduct and reservoirs
Thorfinn replied to Crylum's topic in Suggestions
I think you are missing the point, which is not a corner case,. Take a water system that starts at A and ends at Z. Someone shows up somewhere in the middle and deconstructs the aqueduct. That chunk is loaded, it is trivial to communicate to Z, the defined end of the system, that there is no more water. Whether it instantly stops or sets a countdown timer, at some point, the water stops. Whenever it does stop, the guy at the destination messages someone in the middle to check the first half of the aqueduct while he checks the last half. So is there water in the aqueduct when he gets there? If so, there's no point in checking any earlier. It's working fine at that point, so the break has to be after that. The mod has to have a way to communicate to any arbitrary point in the middle whether the break is ahead of that point or behind it. I'm not sure it needs a full-blown ISAM, but it needs SOMETHING. -
Yes. But on the flip side, I do not see Adventure Mode offering the option to shut off the story. That's a major draw for those who want "RPG elements", regardless of what that means. I do think you are underestimating the draw of the artistic style, though. I'd imagine you could get a massive following for a manga art style game. Though it would require heaps of protected blocks, even a game that looks and plays very similar to Portia or Sandrock would be pretty easy. Stardew could get a major upgrade, complete with a vastly simpler modding system.
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NGL, I'll probably start playing a whole lot more 3rd person camera...
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Yes, but from a marketing POV, that's a good thing. It means whatever the reader wants it to mean. Each will fill in whatever elements he wants in a game. I'm going to be a little ageist here, but I suspect Tyron means more or less what the rest are posing about -- story, progression, that kind of thing. [EDIT] Can you think of a better way to show how flexible the engine is than to have a mod be able to function as the game Hytale wanted to be?