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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Yes. That's probably the best way to do it, in fact. I wanted to go back and compare a couple things to 1.20.12, and just realized this install got rid of my old one. Which is somewhat inconvenient as my data directory is inside my install directory, which means it is possible that if you answer wrong, it does mess with your saves. It's possible it was user error, but I'm usually pretty careful about that. I will be doing as you suggest in the future. [EDIT] Just to make damn sure the registry has no idea how to find my install.
  2. Welcome to the forums, @Nachi! I don't know of that particular command. The fastest way to get up-to-date information on the current commands (including those added by mods) is .chb from within the game.
  3. Should be easy enough to mod, but no, they still "auto-attack". Might be the increased idle noise is enough to remove the annoyance.
  4. Oh, they are still aggressive when you first encounter them. Near as I can tell, always. It's just they seem to flee way earlier. So little as a single hit and the bear went over the mountain. Quite a bit more challenging if you are intending to melee them, because when you catch up, your attack might cause them to turn on you, or they may turn on you mid-chase for no reason at all, and there's not a lot of time to react by dropping your shield or backpedaling before that big ol' paw comes around. Don't know whether this is new or not, but I've heard a lot more bear noises before aggro, too. [EDIT] Oh, another change. Wolves leap a lot more often. Or that's what I'm perceiving. Ran into a case where I was being pursued by 3 at once, and it seems one of them was always in the air.
  5. OK. Not sure whether this is something that can be easily done. Can you think of any hotkey that interacts with the world instead of interacting with the UI? I'm drawing a blank. FWIW, what I do is place a sacrificial block below my feet, (attached to the rope ladder) back away from the ladder onto the block, retrieve my ladders, place a block between the cliff face and the one I'm standing on, repeat. If you have even a quarter stack of rope ladders, that's only a couple stops to ascend what's typically the highest cliffs in the game.
  6. Since this topic came up again, it is a somewhat cheaty way to find certain underground ruins. "Why am I hearing a door opening and closing all the time? I don't even have any doors."
  7. I think it's a cool idea, but I also think it should remain a mod, just like any other niches. "That there's [a good idea], I don't care who y'are." Shouldn't be too hard, either. The mushroom propagation code has got to be pretty easy to copy/adapt. Pretty sure there's a zone generated at mapgen, because while a mushroom region is tolerant of light terraforming, it is possible to change it so much that even though it's still dirt, it no longer grows mushrooms. But that also suggests that you should be able to spawn in a similar flower (or mushroom) zone if you meet certain conditions. There was also a mod that added flowers to the pool of possible fallow spawns in farmland. By Staniboy if memory serves. That might also give a good guide as to how to go about it.
  8. Welcome to the forums, @livinginfictions That's just how coal stacks. There have been rumors that other stuff will start doing the same.
  9. That's just it. We have no idea what cause the whole rust world, so if we are going to accept it as a part of the game, it has some essence that we do not understand. Hallucinogens, on the other hand, we have millennia of experience with them, and while we understand the mind influence, and it's been pretty well studied, we have no evidence that it's effect goes any further than the mind. Not that I have anything against your suggestion. I don't do the booze in the game (and not much IRL) because there's no advantage to it. I'd treat 'shrooms the same way.
  10. IMO, the main reason to avoid MC references is if the dedicated fanbase is referring to it as "MC with better graphics" or similar, it becomes much easier to argue before a court that it's just a MC clone... If you are going to compare it to MC, it should be substantive differences betwixt them.
  11. BTW, welcome to the forums, @GoldenRobot! I strongly advise not looking too much at the Wiki. The game is too actively being developed for it to remain up-to-date. And most of the editors seem to have realized that, too, as some of it is several versions out-of-date, as in not updated since 1.17 or even 1.16.
  12. You can start as early in the production chain as you like, but I'd suggest "body leather jerkin". You see from that you can craft brigandine and chain. Click on chain. You will see chain is the ingredient for scale and plate. If your handbook does not show that, it's probably because Combat Overhaul "overwrote" those entries. I'm pretty sure the vanilla armors no longer exist if you enable Combat Overhaul.
  13. What people are trying to tell you is that is not vanilla. There is no base recipe for it. You need to ask of Combat Overhaul. In vanilla, you start with a leather jerkin (I think it's called) then add chain to convert it to chain, then add plates to convert it to plate.
  14. Good mod idea. I've always disliked point-buy systems since I first encountered them in the '80s because they are very slow, prone to min-max, and, worst of all, fiendishly difficult to balance properly. If incorporated into base game, it might be that in an on-line world, you could use revealed preference (which tweaks people actually chose) to dynamically adjust the values of each, though that would only reveal the relative values in a multi-player world. But I still think that if one wanted to do things like this, a mod like XSkills does it even better.
  15. I'm not picturing this. How do you envision it working?
  16. It's every 7 days. Figure out a route, check it every 7 days, and before long, you have more resin than you will use. Well, unless you want to glue everything together. Personally, I think there either needs to be a simpler recipe for glue, maybe something like boiling down hides, or that it takes a lot less glue to fix clutter. The solution to making it feasible for that kind of player should not make the game trivial for those who have no interest in clutter. I agree with @FlareUKCS on Knapster, though not as stridently. I think it should remain as part of an accessibility mod. For things like making firewood for charcoal, with Knapster, stone is a no-brainer, but without, only if you had a lot of time you were unable to work through the night on something productive. Same with shears. There's little reason to ever make better than copper, other than you have iron coming out your ears. But I agree the whole vision is not to cater to every conceivable playstyle, bur rather to move away from insta-crafting, and into a more immersive experience.
  17. Agree with most of that, though I don't share your dislike for some of the terrain features. Much of what you call "difficult to traverse" are simply "difficult to traverse in a straight line." If you are willing to follow the contours, the lines on a topo map, most of those are not all that hard. And, really, when you are scouting for resources, you are better off covering a lot of ground and following the highest continuous contour you can. And, yes, 97.5% landcover is not nearly enough sea. It wasn't until June that I first encountered the ocean, and it turned out to be quite small. I had encountered much larger freshwater lakes by that time.
  18. Weirdly enough, when I downloaded 1.21, Windows did populate my PW. It never has done so before. [EDIT] Then again, I had never downloaded 1.21 before.
  19. Because most of the gameplay has not changed, I'm going to focus on what has. Bear armor is awesome. Would be nice if there were a way to repair it, but bears seem even more common, so it's not that big of a deal. All it means is you don't end up with as many trunks full of leather with no use. No, I don't have that much yet, but now that I have gambeson... More ground placement is great! Early game, anyway. Not sure if it's still worth it to make 4x crucibles, 3x for nugget storage or not. Falx definitely worth using, at least on rusties. The auto-looting is very nice, and gives a great excuse to despawn in storms rather than kill, since you have already looted everything they have. Bears and wolves much less scary. Now if you want to kill them, you have no choice but to chase them down. They are still aggressive when undamaged, but I'm guessing you can't cheese them with fences now. I should check, I suppose, but if they flee when there's not a fence betwixt you, I can't see why they would stick around if there were. Love the sea. Still needs sharks and squids and octopodes and such, but the schools of particle fish are very appreciated. Great job on the ruins. Still think basements are a thing of myth and legend, but I figure myths and legends had some basis in fact. Terrain seems to be a lot more traversable. Possibly just a lucky seed, but I am spoiled for options to settle. Might also be the new default 500% scale? I haven't fiddled with changing defaults too much yet, other than the obvious stuff. Healing. I don't know what to think of this. You can't jump or even change Z-levels while applying poultices, which makes them far less useful for when you really needed them in the first place, when you got mauled and are just trying to get away. The run time on the healing I'm mostly indifferent to with the proviso that it is going to make the RA a much different thing. If you needed poultices to get through it, you need to come up with a different plan, because there is not a lot of area you can just run around in which is both outside of his range and does not change Z. Obviously, I have not yet seen any of the story changes, but what 1.21 I've seen, I'm really liking. Your thoughts?
  20. One other thing: most of the JSON mods should be fine. If you know which those are, you can probably enable them all right from the start. If you don't know which those are, just search for *.dll but be sure to enable "Zipped" under advanced options. Those are NOT JSON, so the ones which you should either b search or, if you don't know what that means, add one by one.
  21. I have not looked at that mod specifically, but most of them have a "Source" tab at the top of the page on ModDB. [EDIT] Oh, he did not do that. He did say where to post questions, though.
  22. Back when I ran a software business, the standard was "look and feel". As in both are required. There's not much you can do to change up function in a SCADA (Systems Control and Data Acquisition) system, and there's a huge benefit of having similar Windows-ish functionality, like R-Click opens a context menu, and even most of the text is going to be the same, like Kobold KP46 Explosion-Proof Pressure Transmitter, so you have to add functions that do not exist in your competitor's products. VS has plenty of distinguishing characteristics, like knapping, clay-forming, metal-working, story, etc. Not that they could not be sued, and cost them boatloads of legal bills, but they would probably not be found to violate copyright.
  23. But the advantage of such terrain is how often you can find ores and minerals exposed in those formations. Maybe its more of a min-max view than a hardcore realist view, but I think the second and fourth are almost ideal. Simple to traverse, and lots of exposed strata. Plus, there's a higher elevation (i.e., cooler) farm available to those who allow source blocks to move, plus you are spoiled for options for windmills. The first and third are fine, and nice to look at, but basically useless.
  24. Pulverized iron could probably be ground placed, allowed to rust for a month or two, but that locks writing behind pulverizer. Squid or octopus "ink"? Oak tannin was used, but it's too acidic to last. You could probably boil down strong tannin in a cooking pot, then neutralize it with ground lime, then filter it through linen? Not saying you are suffering cog dis, @skymynight. I'm saying you need to. Suspension of disbelief is essential to most games. Plus, it's the only way for HS mode players to set a spawn point.
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