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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Went around my homestead late last night and checked all the animals I could get close enough to check. Saw hens and roosters, sows and boars, rams and ewes, male and female wolves, foxes, rabbits, whitetail deer and valais goats. Saw the young of all those species except for pigs, The goats were the only ones that the young were identified by sex. All the rest were things like lamb, fawn, kit, pup, chick, etc. Yes, of course you can set them to something different. Open up ./assets/survival/entities and use your favorite text editor to open up the .JSONs of every critter you want adjusted. Look for "damageByType" and change the numbers to whatever you would like them to be. Playtest and adjust as desired. Once you are happy, if you run ModMaker, you may never have to do that again. Just enable your mod and you are in business.
  2. The only ones I think might walk alone are the bears. I know there are ewes with the rams, and sows with the boars. You contain the males to draw in the females. Maybe you haven't been aggressively hunting the wolves and bears so they can't kill all the stock? If they get killed off, I do not believe they are replaced per se. I think they respawn as a group.
  3. I assume he's talking about the kids. Last time I did animal husbandry, I thought I had to wait until they were adult to see what sex they were. @Jacek Babiak, did you delete your post? Or did I reply to something I predicted you would post?
  4. I give at least a nod to reality. I build a very tall pole under the lightning rod out of fences so it at least has a fig leaf. It can. It just means you have to put it on a post above the ridge of a standard gable roof. Looks more like a radio transmitter antenna, I guess. Or like someone mentioned, if you are at sea level, putting it on top of your windmill effectively covers your whole homestead. I don't object at all to more uses for anything in the game. It should probably be something that goes well with the progression, though. Something contemporaneous with making aqua vitae. Chutes are a good idea. Lanterns, maybe? Or maybe they should be for attaching the liner to the lantern, but not for the lantern itself -- maybe a little early in the progression? Jonas sub-assemblies? And the promised steam power, obviously. Though solder is a tad weak for something you should be using rivets on...
  5. Wow. That has the effect of buffing him immensely. He can still be taken in one life with no armor, cattail poultices and flint spears, but I had to savescum a dozen times or so to do it. Everything depends on what attack form he chooses when you are healing. I'll have to work on it some more. Maybe there's some cue I haven't noticed yet that tells me running away is not going to work; that I should abort the heal and jump.
  6. Interesting. Wonder when that happened. I was absolutely certain that it didn't work that way when I checked. Then again, somewhere around 1.19, /wgen regen 1 would put back whatever surface copper nuggets you had just picked up. Exact same place. Same with crops, but water was a little wonky. So maybe that was when it changed?
  7. Part of the reason is probably the current coding for sylvite. There is a permanent buff for seeking out the quite rare mineral. You should probably revoke it if you make potash available from wood ash. The various potash mods show how unbalanced that is. Though I'm not aware of any mods that do so. Well, apart from my own.
  8. Probably because roosters will kill each other, so this gives you a chance to separate them.
  9. Agreed that Gygax/Arneson did not emphasize the story elements, or skills, other than levelling. The story and the play-acting and the goofy voices came later. Maybe 2e, though there were local variants. The Stanford contingent had numbers-based gaming that led to the question of 67th level Waldorf pushing Thor off a cliff and wondering how many XP he should get, while lots of Chicago players described in detail how they were attempting to pick locks, and bypassed the whole idea of having a thief in the party to roll his "pick locks". I think it's mostly tilting at windmills, though. Those of us who remember the historical roots are getting a little thin on the ground. It's kind of like insisting that "liberal" means "lover of liberty" like it used to, instead of the modern definition of "government supremicist."
  10. I like it for floors in my smithy. More for the feeling it gives than anything else.
  11. They do. Clear at the bottom of the main forum page. I'd put it in Other Games.
  12. That's a thing? I think that's intended behavior. In the case of cobblestone, if you used an entire stack, you would have 8 per slot. If you wanted to put 2 stacks into the crafting grid, just drag each stack over only 4 spaces.
  13. No big deal. I just had not run into anything like that, and can't understand why that would be true. Unless maybe it was a mod compatibility thing, I guess. That might be what you have to do to force a mod to load after yours. Still pretty hit and miss, but to the best of my knowledge, there's no way to force someone else's mod to depend on yours.
  14. I should mention there are a lot of people who don't bronze rush, and enjoy the copper or even pottery age for an extended time. Since it's a sandbox, your pace is up to you, mostly. The only real important thing is getting food cached before winter, and not even that is necessary if you are a good hunter or are willing to do the winter as a nomad.
  15. I'm usually bronze in 3-5 days. Yes, that includes traversing several thousand blocks. There are roads, yes, but you have to build them. Look up "stone path". Personally, I only use them in my homestead, not speeding up travel cross country. Sprinting is quite quick enough for me. There is a rideable elk, but it will take a matter of months to get one. No carts yet. But a single stack of tin ore is way more than you will use in the entire game, so it's not like a cart would help there anyway.
  16. I got the better part of a bison in my freezer as we speak, and it isn't doing anything.
  17. Yes, but the seed doesn't do that. Check it out. Pick some seed you can remember, like your name, and generate a world. Type "/gm 2" and give yourself a prospecting pick and a steel pick. Type "/gm 1" and use the propick. Screenshot your numbers. Go back into creative and dig to the mantle, noting where you encounter ores. Exit out and create a new world with the same seed and repeat, using the exact same propick locations, and the same exact location for your mineshaft. The ores are generated at run time, and, at least last I checked, were not seed based. I don't remember offhand if the prospecting permilles were seed based, but I don't believe they were, either. In any event, a good seed does not give you the same ores. Seed is pretty much your basic landforms. It is not like that other game in that respect.
  18. To he best of my knowledge, the size of an ore bed is independent of the readings, as is the quality of that ore bed. You can find roughly the same size ore body of bountiful copper with both miniscule and ultra-high readings. It's just not worth putting a whole lot of effort into finding one in a miniscule region, because the odds are so very low. The probably apocryphal Willie Sutton answer. I'd have never looked for a second ultra-high, TBH.
  19. I don't know that it's necessary, but I do anyway. Depends on the rock strata you spawn in. And what you are asking for is not seed-based, anyway. But is having to travel a kilometer or two unrealistic? [EDIT] Oh, and I meant to ask. Pre-3?
  20. If you are only using a couple instances, this is true. It becomes more of an issue when you have several for every minor release of the game. There is one mod for more casual gaming that we occasionally use that has not been updated since 1.13. There is exactly one copy of it on my machine, despite the fact there at least two instances of almost every minor game release since 1.18, and multiple games within each minor release. Sure, I doubt we will ever again play the game that I started with a few nephews who stopped by a couple years ago, but we could, and without any tweaks, if not for the odd (to my way of thinking) behavior that games store the mods disabled, rather than the mods enabled, which means I'd have to go back through and try to remember which are the newer mods I need to disable. I did not know that. Never run into it to the best of my knowledge. Got an example? Oh, that is a no-no now. Yes, it works, but there's a nastygram in the main directory that you are not supposed to do that anymore. I'm guessing that's where the game selection (VS, Adventure Mode, Secret Project, etc.) will be pulled from. That there is either a pointer to or a directory for assets for each game mode, and, as mods don't supply all the assets needed for gameplay, have to be handled differently.
  21. Some of the warnings are meaningless. If the mod still works, who cares whether the modinfo has the correct version info? But there are some that are a bit more worrisome. It looks to me as if, while the mod "works" and is just throwing warnings, the errors should not let you do that function. The mod may "work" except for that thing it's warning you about. Another of those, if you don't use that particular bit of he mod, who cares? When you encounter something it won't do that it supposed to, or it crashes the game, be sure to let the mod author know exactly what you did to get that result.
  22. Goats are the archetype of new creatures. I think it was mostly to highlight how easy it is to add creatures. Will they create a more appropriate archetype, whatever that is? Dunno. But open .\assets\survival\entities\land\hooved\goats.json in your favorite text editor. You could probably figure out a way to move them into moose.json if that makes more sense. Or between the various behaviors and aitasks, you could probably figure out something that is more temperamentally appropriate. Can't really help you out much. I have no idea how they are supposed to act.
  23. Right. But the problem with that approach is then you have to update mods in every instance you have, any time one of the mods in that instance is updated. --addModPath lets all of them pull from a single repository, in, say, your Downloads\VSMods directory.
  24. That is a lot of large mods to try to get to play nicely together. And only a few I have much experience with in more than onesie-twosie. I recognize several as ones that do play nicely together. HOWEVER, wildcraft, expanded foods, and the workbench expansion are throwing enough warnings/errors that I'd try dropping them first. Is there a reason you are using both Apache's and egocarib's map markers? I have little personal knowledge of the pair, but it would hardly surprise me if there's an incompatibility there. [EDIT] Oh, and ThriftySmithing and SmithingPlus give weird results when used together. Enough to cause a problem, I don't know, but definitely infinite metal once you get a few ingots.
  25. There's a good reason there's lots of confusion about RPG. Filter for RPG on either GOG or Steam, and you will find no common factors other than "Playing Game" Torchlight and II had what I consider to be a good ARPG, but the "story" was just about defeating a number of bosses. Din's Curse and whatever the ones that followed, same. Almost Diablo with some different graphics and a more robust skill system. Oh, and you could improve equipment rather than just replacing it. ETA: Oh, and you can include the various iterations of Fate here. IMO, "Role" means more than you have to be the one to stab yourself in the forehead with a crystal in a cutscene.
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