Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Welcome to the forums, @Rähell. Yes, exactly this. Even to the point of retaining the version number of the mod you were using, because quite often, the new version will break something the old version did to your world and you will have Unknown blocks littering the landscape. You should opt into changing the modlist for any existing world. [EDIT] Depending on how the Secret Project and Adventure Mode are implemented, this might become absolutely necessary, not just a good idea.
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I'm exactly 100% not immediately using it. First thing I'll do with it is examine the code, and then sandbox it on a virtual machine. Usually, I'm loading one or more other games before that mod gets my approval, and I do not intend to add that mod to that save now, and usually not ever. I'll start a new world with a selection of mods that change the gameplay in some uniform way, rather than muck up this run.
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Get a little more time on the clock, and you will likely decide all these things are too easy, even on the hardest settings the game has. You will be seeking out mods not for QoL reasons, but rather to give the experience of a greater challenge. I think smoke and gas physics is a perfectly fine idea. Would make a great mod. For those who want smoke. Incidentally, at the moment, Primitive Survival is the go-to mod for those who want smoked meat. There used to be a really good mod that did just meat curing. You built a regular room and, I think, just "placed" meat on the ceiling. I don't remember specifics, but seems to me you had to soak the firewood. One of those that fell by the wayside when finding enough food to thrive dropped to trivial. You crazy kids and your smoking "herbs". Didn't know smoking meat was a thing. How do you get it lit?- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Why build with anything other than packed earth? Do you really need the game to punish you into using better materials? Installing windows? Chiseling stuff? Cooking with a wide variety of vegetables, fruits, meats and grains? Eventually maybe even dairy? Wow. A very common complaint is that it is too grindy. Too much effort to make charcoal is very common. Steel being more trouble than it's worth. (True, IMO.) Having to burn flint for fire clay. Collecting sticks and grass for pit kilns. Heck, even having to wait until full Copper Age to build a quern. You and me both. But I'm not understanding how asphyxiating yourself because you forgot to put out the torches in your home way back in the Stone Age is going to help there.- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
IMO, this is another suggestion that fails the, "Yes, it would be cool, but would it be fun?" test.- 74 replies
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That is a real headscratcher. Seems to me that had Tyron gone with the naming schema he had in place, you would not have *-tinbronze, *-bismuthbronze and *-blackbronze, but rather *-bronze with -tin, -bismuth, and -black variants. Similar with iron and meteoric.
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@Echo Weaver, something similar came up a while back and one of the OGs said it was populated at runtime after all the code, including mods, had been loaded. This makes it possible to include modded recipes in the handbook. Honestly, I never looked to confirm, but it makes sense. If so, that means it does not populate the handbook from the JSONs, where you could make an intelligent generalization from wildcards like "knife-*" or from "allowedVariant"s. I believe at present, the rule for bowstaves and querns, hardwood and hard stone, could not be divined, because those key/values are not a part of the blocktype. Would not be hard at all to add, though it means that every time you load the game it would have to play, "Three of these things are like the others," yadda yadda. Getting a full list would be pretty quick, but Knife (any) considerably more involved, particularly if you are committed to supporting mods, and anything with "allowedVariant"s difficult without a serious rewrite. [EDIT] What I'm saying is @hstone32 suggests is reasonably easy to do, though in some cases it might be quite a long list. [EDIT2] It also occurs to me that would be a change from typical hover behavior, which is, "Tell me what this thing is." Depending on where that is coded, it might not be as easy as it seems at first blush. It would be a special hover that applies only(?) in the handbook.
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FWIW, StreamDeck is still working flawlessly.
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Meh. Being able to populate the Handbook is vastly more important. If both can be accomplished simultaneously, fine, but if not, I'm more that happy with hovering over a recipe for a while.
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Pulverizer and Helve hammer off one windmill?
Thorfinn replied to Misanthrilist's topic in Questions
Run the axle down from the central big gear at the top of your setup. In essence, just move everything over a couple spaces and you will be fine. What you have is geared way too high. It might run with 3 sets of full sails, but I doubt it. -
No I use a DAW to do that. My DAW of choice is Studio One, but I'm sure Reaper can do it, though you might not be able to do it batch. I suspect Audacity can do it, too. (I mention the latter two because they are free. They both cover the big 3 OS, Audacity is arguably easier to learn.)
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I'm away from a computer with VS, too, but I believe it's "prune", not "purge". That does not clear the map. Or at least it didn't in the past. About all you can do is wipe the entire map and start opening up the blackness again. [EDIT] I don't know for sure, but I suspect you could use one of those waypoint sharing mods to save your waypoints if you do end up clearing the map.
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Is it all songs or just one? There is one that is excessively hot. I forget which one. I think it plays in Autumn, but don't quote me on it. I just run all the music through a chain including an expander, compressor, limiter and normalizer, not just VS, but most games, because so much music has been mastered in the loudness wars.
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Process still has not changed. Asking in this thread does no good. Look through the thread for details.
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I'd be fine with just the default being newly downloaded mods are NOT enabled, at least for games in play. I don't know how many times I've forgotten and the stupid thing loaded the mod and then when I get to new mapgen area, I've got a bunch of blocks that will soon be Unknown.
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Define "decently large". I generally don't fight through storms unless I have a hankering to fix a translocator, I instead use a fairly small (4x5, maybe?) platform with mostly exits to do smithing, knapping, clayforming, etc. The smaller you make it, the less likely anything will spawn in there with you, and if it does, it's almost always one of the easy guys anyway. Or take one of the exits, run around to draw them out or despawn them, and get back in. Storms come in waves, so you only have to pay attention 5 or 6 times in the whole storm. (Never counted, TBH. Might vary. A light might have fewer waves than a heavy, for example.) The only goofy thing is that smithing and clayforming are a little tricky with the world moving around like it does, so knapping the next set of axes and spears, or making up parts for the next automation process works out better, provided you saved enough of that to do during storms and didn't waste your perfectly nice days doing that kind of stuff. An alternative, if you saved enough to do during stormy days, is to fence yourself into a tiny space that to my knowledge is completely unspawnable (1.5x1.5x1.5) with access to a few trunks and machines. You can, in complete (I think) safety, squeeze honey, juice berries, cook meals, including pies, that kind of thing. It's just a matter of planning ahead, and more importantly, planning flexibly.
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There was no crime in the first place. There might be a tort, but a crime requires a victim, and, whatever else you may say about the State, it was not a victim. [EDIT] This is not just nitpicking. The reason the State gets away with punishing payment processors is because the "justice" system has been perverted, to the thunderous applause of the citizenry. Just say, "for the children" or "fire in a crowded theater" and whatever the State wants to do is OK. Maybe not you. I have no idea. But everyone under about 90 was indoctrinated in State supremacy, and it still has a grip on most.
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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.