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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I don't know, @Vratislav. There must be someone here who has played Exploration. Maybe?
  2. Yeah, it's a really narrow band right at sea level. I'd have to look, but I think on defaults it's going be no higher than about 5 above sea level. It's pretty good range underwater -- 20 or so below. I think it forms in uncommon rainfall, but I'd stick to common or higher, because you can't swing a dead cat... But if you are looking in the right area, it should be around 20% of the rate of red clay. (Don't factor in the red clay above that. Only red clay in that same elevation range.)
  3. Oh, and it's pretty easy. Start with the recipe for porridge, and it's already mostly done. Delete all the ingredients that you don't need. Copy the ingredient for liquids from soup, and change it to milk and change the quantity. Copy the ingredient from scrambled eggs. And that's it. All that's really left is adding the description to the language files and running ModMaker3000 to bundle it up into a nice mod. I mean, you could change the word "stock" to "milk", but you might want to leave it in case you decide to make a recipe for bone broth. Which I'd probably do starting with the soup recipe.
  4. 760 is not a big deal, and breadfruit isn't exactly common in the north. Hearty redmeat stew with cabbage and cabbage would be, what, 1740? But limit it if you like.
  5. Maybe. Depends on if you plan to continue playing or start a new game. To me it's a dead loss, because I'm never going to use any of the tools I make. Once I'm done making them, I'll jump off nerdpole to worldheight and let permadeath take its toll. Then it's off to the stone age.
  6. { code: "frumenty", perishableProps: { freshHours: { avg: 96 }, transitionHours: { avg: 24 }, transitionRatio: 1, transitionedStack: { type: "item", code: "rot" } }, shape: { base: "block/food/meal/porridge" }, ingredients: [ { code: "stock", validStacks: [ { type: "item", code: "milkportion", shapeElement: "bowl/milk" } ], minQuantity: 1, maxQuantity: 1, portionSizeLitres: 0.2, typeName: "stock" }, { code: "grain-base", validStacks: [ { type: "item", code: "grain-*", shapeElement: "bowl/grain/*" } ], minQuantity: 1, maxQuantity: 1, typeName: "grain" }, { code: "egg-base", validStacks: [ { type: "item", code: "egg-chicken-raw", shapeElement: "bowl/egg/*", textureMapping: ["scrambledegg", "group7"] }, ], minQuantity: 1, maxQuantity: 1, typeName: "egg" }, { code: "fruit-extra", validStacks: [ { type: "item", code: "fruit-*", shapeElement: "bowl/fruit 1/*" } ], minQuantity: 1, maxQuantity: 1, typeName: "fruit" } ] } Call it anything you want, clean it up, add the peanut variant if you like (never grown them myself, so don't even know what they are used in) and Bob's your uncle. [EDIT] It's not a big deal, @LadyWYT. 0.2 dairy is only 30 sat., so it's only 590 per serving. Meaty stew is still much better. [EDIT2] I take that back. If you make it with breadfruit and rice, it tops out at 760. Still, just the two required redmeat for stew comes to 840.
  7. It would be a little tacky to grey out an option. At the very least you are getting free(?) advertising in someone else's platform. The easiest way to do it is also a little tough when the engine is not fully complete, which is just to license the engine, and Hytale supplies the launcher and assets. That's what Unity did with games as diverse as Valheim, 7Days2Die, Subnautica, Cuphead, Pillars of Eternity, Rimworld, Kerbal, SuperHot, My Time at Portia, Planet Crafter, Going Medieval and Timberborn, to name a few. In this view, the instances that are the VS game are proof of concept. It would explain why there are so few instances of so much of the game, while others are seriously fleshed out. Why so few crops? How many do you need to see to know that the farming code works? And, yet, some things are heavily instanced, many of which allegedly share a common factor. Butterflies, mushrooms, seashells... And not only do they have a common factor, they demonstrate just how easy it is to add new instances using this engine. So how would I do it in the current state of development? I think I'd let Hytale, Ltd. market it as a non-Anego mod. In fact, I'd change the launcher around a tad such that if you had multiple Anego-engine games, you would first get a launcher asking you to select the game you want to play, then it loads the game-specific menu. If you have only one game, it takes you straight to the main menu of whatever game you own. I'm not Anego. I have no idea what their vision or philosophical bent is. I just know that is not an unusual arrangement, it protects everyone's IP, and, frankly, it's not like Hytale is going to finish up before VS anyway. Everyone wins, because those who buy EA in Hytale actually get a playable game relatively soon, even if both game and engine are is still under development.
  8. Apart from being able to still use it when "broken", that's how Smithing Plus works. You get only so many repairs before there's just nothing left to repair.
  9. From what I saw of the Hytale promo vids, you can get a good share of the way there with a texture pack. I mean, they were promo vids, so you didn't get a terribly large amount of detail on, for example, how the quests were going to work, and that may or may not work with VS' lore discovery (books, tapestries, etc.) system. Now that real flying is in the game, a quick look at Combat Overhaul would give you dragons, though my piddling around with it suggests it needs a little more work if it's not going to be in the fog. Looked to me like you would have to flesh out the emoticon system, too, and maybe add a bunch of key-value pairs to blocks, items and entities to specify their expanded interactions, but I didn't see anything in the promos that couldn't be knocked off as a mod (I know, bad word, but I'm using it in the general sense) by a fairly small dedicated team using the VS engine. [EDIT] Which means, yes, you would have to buy both VS and Hytale, though that could also be addressed by licensing, just as it is with Unity or any other engine.
  10. Interesting. The way I understood the suggestion is that it was an extension to HS -- in exchange for lore that tells you why there are not villages, you get a more human-oriented world that has villages.
  11. OK, so I got started playing with it, and ran into the first question: should the channel be just 7 (or whatever -- configurable) long or is it 7 blocks of that elevation water? Can you cut a notch in the middle of both sides of the ditch, sacrificing a single block of water distance and 75% farmland per side to get 3 50% tiles bumped to 75%, 5 25%s bumped to 50%s, and 6 (I think) 0%s to 25%s per side? [EDIT] I really don't want to mess with the farmland hydration system, so if you can make the ditch after a weir look like "--+--" instead of "-------", I'd like all 7 to become a moisture block, and I don't want to have to hard-code the layout of a ditch.
  12. Good point, @Maelstrom. I was thinking the many people who come in and say, "I just bought the game. What mods should I use?" Or even, "What settings should I use?" IMO, first try bog standard and see if you are up to it. If not, then try to make adjustments before you storm off. The game is worth it.
  13. As one of those who likes the spreading fires, I'm fine with it. Spreading fire is not that many resources anyway, unless it is turned on and active. How much RAM does it take to say fire has a spread radius of 2, vs. 1? Not much. But if there's a fire? 24 blocks of potential fire danger vs. 8. Triple. Considering how huge fires can get? That cost is mostly paid by those who want that. But that does not mean I think it's a good idea to continue adding fluff people don't use. That's Windows. Core function should be what the majority, say, 1 standard deviation plays with, beyond that, only if it is next to zero performance cost. [EDIT] Oh, and, of course, core functionality should be whatever Tyron's vision for the game is. His game, his decision. Want to see what happens when you start paying too much attention to the user-base? Look at any of hundreds of abandoned EA games on Steam. You get so far into the weeds you never finish the game you intended to make. [/EDIT] Far and away, my preference would be to have the team work on things already on the roadmap, or those things that are sufficiently popular to merit being added to the roadmap. Let everything else wait until the core is in the bag. [EDIT2] And this is precisely why they should not be in the business of mods right now. Every hour of coding it takes to make them and keep them updated is an hour that the full release gets delayed. Give it time. Have a little patience.
  14. Ah, I had imagined that one could tap off the ditch anywhere. Tapping only at weirs is a good limit. Either works fine. The second is particularly appealing from a realism standpoint, though it does mean from your initial puddle, if you turn it into a "+", each leg is only a 1. A 2 if you bump the base extensibility to 8. Unless S is just treated as infinite, like it is in DF. Great idea. I might have to code up a weir block so we can try it out.
  15. Yes, because at present, the launcher does not place that if before runtime and link in a module. It simply sets a value that is checked inside the code. Disabling a feature does not prevent the code from being loaded, just whether it is executed. You need to get back one level to link in at runtime to prevent it from being loaded. You know. Make it a mod. [EDIT] That's why I'm so on about mods. If you don't want the feature, you don't have to pay the performance cost.
  16. I don't know about you, but that's what all my lanterns are made of. If I'm only going to be facing drifters, caving becomes less dangerous than sticking or clay-digging because I can control which direction they come from, and they often spawn where they can't get to me at all.
  17. The question is not whether it works per se, but whether it works in this story. In this game. Given the storyline, why does this make sense?
  18. Do you simply not understand how computers work? If you don't want "source-code bleed" whatever that means, you link in a .dll at runtime. You know, add a mod. [EDIT] Wait a minute. Is that what you have been on about this whole time? Your objection is not to mods, but to user-supplied mods? At the moment, there are no Anego-supplied mods that I know of, so that would need to change, but is that all that has you so fired up?
  19. @Omega Haxors How do you make it work with the existing story? Why do tools suddenly need sharpening? What changed? How does it work in multiplayer? Crops on one side of the fence die, those on the other side do not? @Zane Mordien Storms start a little butch, true. But the story says it's getting better? 0.7 of sea level means all ores and caverns in uplifted mesas are pest-free? Or only infested by drifters? @traugdor I agree chiseled blocks is a huge deal. And making them immune just means you go around hammer and chisel and tap each block on the bottom row or two. You might be able to just let them slowly phase through the wall, but are they vulnerable and held in that state? Just throw rocks until they die? How did they gain that ability when the situation is getting better? Makes no sense. I agree that a gradual ramp up in difficulty is absurd from a story standpoint. It's fine for a game, but does not belong in this game, with this story.
  20. I have not actually looked to see what changed in the API. And I have not tried any mods yet. So it's possible that all you have to do to get 1.21 to not complain is tell modinfo.json that it's compatible with 1.21. Which may not be worth doing on git. [EDIT] I actually did try one mod -- my own server mod, so I could get cracking on it if I needed to. That worked fine.
  21. Let's just leave it as I did not perceive it as you did. From my point of view, quite the opposite is true. Look at the mod page. There are a couple hundred that have been updated to 1.20.12 alone, and that's not counting the fact that there are mods that have not been updated since they written for 1.13, and they still work. Yes, they are mostly rebalancing or tweak mods, but each of those represents not just considering new ideas, but more importantly, implementing them. [EDIT] Rather than just jawbone an idea, it's almost always better to go see the actual thing, and see if your idea works as well in practice as it did in theory. A lot of stuff sounds great on paper, but turns out not so much. In less time and a whole lot less acrimony, those with strong opinions could have tried out the existing implementations and said, "Hey, this would be a great addition to the game as is" or "This is close, but it needs this thing different." Prevents a lot of misunderstandings if the idea is clearly defined and doesn't morph like molasses all the time.
  22. Give it time, @Enjen. Stick with the game and you will eventually decide default Standard is just the setting you play when you don't want to have to pay attention to what you are doing. At the moment, I don't know. I'm vastly more interested in getting the basic functionality up to snuff, including the dejank. If the Madleners decide to take the money and retire to a private island in the South Pacific, core development may or may not continue, but basic JSON editing can create much of what people are suggesting. So simple even a caveman could do it. I was going to say something like a more easily configurable user setting for spawns, but then I remembered DanaCraluminum already released such a mod.
  23. Oh, default, yes. I misunderstood. I thought you were talking defaults. As in 15 HP, 125% creature strength, whatever standard defaults are. But some of it can't be done like that. If your big objection is the bowtorn, and the only thing that will keep you from rage-quits is getting rid of them, then you have to seek out one of the mods that removes them. Maybe later once you have the core game figured out, you can decide to add in a nerfed version.
  24. Like you just finished saying, it's already plenty hard for many new players. Unlike @Maelstrom, I usually suggest that people select easier settings or mods if they are getting close to rage quitting. I have no idea how many people harping about wolves that I've told to turn up their HP and turn down creature strength and work your way up. Same as if you went to the gym or decided to run a marathon. You have to work your way up or you are going to the hospital. Or morgue. Standard survival is just that -- standard. Tuned for the middle-of-the-road player. Not the n00b, not the733t. This is a good setting for a bunch of friends getting together to chill. Wilderness Survival is more for experienced players, and you can significantly increase the difficulty from there from within the game. If that's not enough, there's mods. Sorry you think it's dismissive, but it's the truth.
  25. Thorfinn

    As a Whole

    For me, it's just a challenge thing. Not speed related, at least that's not the intent, but challenges tend to require efficiency. Take doubling rustie HP or setting minimum storm spawns to tainted. When the first storm is 3-5 days, you do not have much time to prepare, and it's going to kick like a mule. Or reduce crop yields to something interesting, like turnips from 7 to 1.5. Yes, it's going to look like a speed run, but in reality, it's essential to survive what's coming. No time for wasted effort. It's that cursed Type A.
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