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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Was just thinking about the common complaint in multiplayer, that of running out of flint in long established worlds. Maybe a solution might be that any rock that can drop flint has something like a 0.01 drop rate of flint? Or 0.02? Dunno. Still takes a lot of mining to run steel, but it would be easy to get enough for a few bloomeries and a couple ovens.
  2. My money is teething troubles. I don't know, obviously, but this is pretty common when you expand your programmer base. It takes a while for the protocols to evolve to assure that changes in one object absolutely, positively can not affect any other object. Protocols that were not previously needed. Earlier updates were very clean. So far as I know, this is the first time that something like helve hammer sounds could cause crashes in completely different code blocks.
  3. .\assets\survival\blocktypes\stone\ore-ungraded.json "ore-flint-*": [ { type: "item", code: "flint", quantity: { avg: 1.5, var: 0 }, lastDrop: true }, ], [EDIT] Probably.
  4. Welcome to the forums, @AvorenGryphon Look around on the forums. I know people have been able to get .NET7 running on Linux. Might even be a guide on it, I don't remember. Last I heard they were still waiting on the libraries to be updated. They only got updated to .NET7 a year ago or so. I wouldn't hold my breath. Since I had a tab open, just saw Ubuntu install .NET 7
  5. But that's what port forwarding is. You tell your router a specific exception to the rules the router uses to protect your computer from outside attack. Your router wants to keep you safe; port forwarding is basically you telling it you are fine with "barebacking". There are alternatives, of course. Several game clients, like Steam and GOG Galaxy, as well as older systems like Blizzard's Battlenet basically handle that security for you. They have a specific name (and usually credit card) for each user so if something nefarious happens, they know who did it. They also do some rudimentary packet sniffing to make sure the packets are more or less what the game is expecting to see. But without that front end, you are on your own, hoping no one notices your computer and decides to have some "fun". Might there be something like that in the future? Maybe. The current authentication server is a good first step. But you do lose all the advantages of an IP-based system. If such a thing is implemented, I sure hope there is an option to disable having a back door installed into my system.
  6. Welcome to the forums, @CTOAN This came up a couple off versions back. Like @The Rat Liker, says, it's port forwarding. If you are going to open your machine up to a potential attack, you should understand that you've done so, as well as made the deliberate decision of how much you need to protect your computer, not just clicked on a button that leaves you swinging in the breeze. Some find the directions a little cryptic. I'd just look up port forwarding on Youtube. If you can find one on your particular router, even better, but it's all pretty much the same.
  7. I don't mind it at all. Most of the time, I can see one of the OG said what I was thinking, and just go on about my day. It does, at least, show that the person doing the necro put in at least a little effort to see whether that particular thing has been covered...
  8. Perlin noise always gets a bad rap, but I think that's largely because people who didn't understand what it was took to complaining about it, to the point that now almost no one understands it At core, it's just the process of breaking the map into grids or hexes or really any polygon, defining the y-values at the perimeter of these regions, then interpolating all the intermediate y-values. The simplest is just averaging -- draw a line from one side of the region to the opposite side. Repeat all the way around a region and you have s surface. You can make it more interesting by making the equation something more than just a boring old linear interpolation. And it makes a lot of sense. If you look at the world around you, the elevation of any one point looks to have more to do with the elevation of its neighbors than anything else. By defining a very small number of points, and applying mathematical transformations, you end up with a very lightweight means of generating repeatable, seed-based terrain. The problem is not Perlin noise. It's simply a matter of figuring out what kinds of y-values you want those perimeters to have, and how complex you want the interpolations to be.
  9. To some extent, they can, @wildforester. Hit them enough times with a club and they stop attacking.
  10. Same. I had exactly no flax seeds by the end of day 2, when I'm usually rocking at least 3 linen sacks. Started wondering if that had been changed, but went over one more ridge, and wild crops everywhere. More than a stack and a half of flax seeds that day. Keep the faith, I guess.
  11. Excellent! Let me give you my address so you can send me one. That is a cute sink, though, TBH, it looks a whole lot more like my laundry room sink.
  12. 'Cept this also regens things that were there. Flax, copper, tin, etc. It also resets the kind of trader that might have been there. Usually just better to toss it down a hole. But I don't think that's the problem the OP is talking about, which is that he gets credit for picking it up, but it is not immediately being deleted from the world.. That happens with major lag. On occasion, they will remain behind and be available to pick up a second time if they sit around beyond the despawn timer. Usually only happens when mods are spamming the logs, or when you run low on drive space or RAM.
  13. The cranberry thing would be trivial to add. Just add a barrel recipe to use, say, 10 cranberries instead of your 1 pickled vegetable. (The file you are looking for is "curdledmilk.json," located at ".\assets\survival\recipes\barrel\cheesemaking". The specific line is { type: "item", code: "pickledvegetable-*", name: "pickledvegetable", quantity: 1, allowedVariants: ["carrot", "onion", "parsnip", "pumpkin", "turnip", "cabbage", Just copy/paste the existing recipe, change the pickled veggie to whatever a cranberry is called, and change the quantity to however many cranberries you think it should take.) Rennet is a bit more difficult, as you are describing it. You would need to create something called "rennet", then add it to the drops of kids/calves of 1st Gen or higher. I don't think the game currently distinguishes between wild and domesticated drops, so you would need to probably change things so pregnant females give birth to a new entity called "goat-kid-domesticated" so you can give them the additional drop. Otherwise, you could make it quite a bit easier on yourself by giving a "rennet" drop to all kids/calves. [EDIT] Oh, not sure whether it's as obvious as I think it is, but you would also get rid of the bit about "allowed variants" on the pickled vegetable line. Either that or you could use that to add other fruits to your recipe base. Though until things stabilize, I think I'd probably add separate recipes for lemons, limes, kumquats, etc. Also, if you wanted to more or less keep the current progression intact (gated behind barrels/full Copper) you could probably substitute cranberry mash for cranberries. Yes, technically, you are gated behind the copper saw anyway, but there are many mods that add earlier boards, or even add barrels that do not require boards, and there are traders that have barrels you can use, so this just guarantees least beyond copper bar.
  14. Welcome to the forums, @Mir 616. I think it's purpose is situational awareness. If the whole "spawning in the sunlight" thing were to get fixed, he's probably fine. It's his propensity to pop up when you are focusing on building your farmstead or arguably exploring the countryside that makes him a problem. I say "arguably" because if the spawn rules are fixed, he wouldn't be spawning right next to you in the first place. Incidentally, if you practice your jumping, and avoid flat, featureless ground, he's not faster than you. [EDIT] If you want to nerf the movement, though, look at the file shiver.json in .\assets\survival\entities\land Look for "movespeed". Currently the one you are looking for, under "seekentity", is at line 304-7. For reference, wolves seek at 0.045 and raccoons flee at 0.035, if you want to use them as guides. Just change "0.05" to something lower and Bob's your uncle.
  15. Probably until you clear cache. If I try to pull it up on a new machine, it's insta-gone.
  16. I think that's probably what the roadmap lumps under "Pets". Wolf Taming is one of the more popular mods that does this.
  17. I wasn't doubting you, @Dobromir Bogatev. IIRC, there are only 48 basic landforms, so you are bound to notice patterns. Easy to solve. Just add more landforms. Heck, you could pick up a text editor and start adding some. Biomes is a little more tricky. VS is deliberately keeping things closer to normal earth biomes. No neon pink grass or trees with hair instead of leaves. There's also the obvious choice of mostly familiar earth-type animals. What makes a "biome" is the distinct flora and fauna, and there's not a lot of base game variety yet. Depending on your classification system, there are not much more than a couple dozen terrestrial biomes, and under most systems, quite a lot fewer. That's not to say you can't have biomes with walking trees and flying carnivorous cows. That's just mod territory, not base game.
  18. Huh. I don't reuse seeds, ever. I've had wolf "issues" since the shiver release. Kinda weird to have bushmeat be more than enough to keep the protein bar filled. Well into October and still have not hunted anything other than wolves and a half-dozen brown bears. Which is good, because the predators killed all the animal life, so not much of a choice on my part.
  19. I don't know of any. The problem usually is that, while where you settled may not be forest, it's just the most foresty place in the area. I think 1.20 changed the rules a bit, because they are much more commonly seen in bushes and even plains than they used to be. You COULD go in and edit the JSON to require a higher level of forest (currently set to 0.5, IIRC) and see if that helps.
  20. Play around with it a bit and see what you think makes sense. The file is normal.json, located in .\assets\survival\blocktypes\plant\leaves The other thing you might consider is, in the same directory, branchy.json. The current stick drop is quantity: { avg: 1, var: 0 }, but you could change that to something like 1.5, that is 1 stick guaranteed, and a 50% chance of a second.
  21. drops: [ { type: "item", code: "treeseed-{wood}", quantityByType: { "*-pine": { avg: 0.05, var: 0 }, "*-acacia": { avg: 0.05, var: 0 }, "*-larch": { avg: 0.01, var: 0 }, "*-crimsonkingmaple": { avg: 0.01, var: 0 }, "*-redwood": { avg: 0.002, var: 0 }, "*-ebony": { avg: 0.004, var: 0 }, "*-purpleheart": { avg: 0.004, var: 0 }, "*": { avg: 0.02, var: 0 } } }, { type: "item", code: "stick", quantity: { avg: 0.02, var: 0 }, } 2% is less than your recommended 10%, but it's not a waste, particularly if you want seeds. But it would be an easy enough patch mod. [EDIT] On reflection, might need to nerf the shears a bit if sticks become much more common.
  22. Maybe when it's a little closer to finished, @Morndenkainen In the mean time, help figure out what parts of the mods you do and don't like, so the idea is a little better fleshed out. Think about last spring, when people were complaining about drifters being too easy, with the occasional complaint that their 1HP rocks made them too tough. 1.20 drops and, "Hey, we didn't mean we wanted those particular enemies! We wanted chickens that lay temporal gears or whatever." The game itself is getting a little complicated not to depend heavily on mods, at least while development is ongoing. Seemingly minor tweaks are causing all kinds of bizarre behaviors, like nights suddenly being lit up as much as they are, or bowtorn brigades that refuse to despawn. Adding nice to haves now increases potential conflicts exponentially, and would slow development of the central game to a crawl. The first 1.20 pre-releases started dropping, what, almost a year ago. While it would be great to have everything plus the kitchen sink in the base game, and mods simply tweak existing functionality, it's just not very practical. Not everyone is driving a rig that gets 200 FPS on highest settings.
  23. Aren't drifters already weak enough?
  24. No, people on my server use very similar fencing to make sure they despawn. Think country lanes splitting pastures. But I'm still running 1.20.7. I just put 1.20.9 on my single player machine, but I have not had the opportunity to play yet.
  25. Welcome to the forums, @limpstringcheese Entities not despawning under circumstances where they should? I've not seen that.
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