Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Do loose rusty gears respawn or randomly spawn in caves?
Thorfinn replied to FennecGamer's topic in Questions
To the best of my knowledge, no, they do not. Pretty sure I saw them in worldgen, so they should only come back if you regen the block. -
Easiest way would be to turn the brightness all the way down on your monitor. There's also an in-game brightness setting. Figure out what you want and set it to a macro to make it quick and easy. Might be a tad easier to just wait for an update, as its a known issue, but those are things you could do while waiting.
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From your default start location, you should find valleys warm enough for redwoods somewhere between around 12k and 15k.
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Something like that is relatively easy in a mostly sea map, but the larger the land masses get, the harder it is to get a path that continuously drops to sea level. A small rise here and there can be worked around usually, but there is a whole lot of the world that's roughly sea level, but with sheild-wall mountains between the source and the delta. In that kind of terrain, you end up filling all the lowlands with runoff lakes. I worked on something like that in another voxel game (no, not that one) and the only thing I ever got that worked kind of ok was to require passes in all mountain ranges. Workable, but looks goofy as heck, especially if you use relatively small regions. Still had the issue that if there were a lowland in the middle of the continent, it would flood all the lowlands into a massive inland sea.
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Not pure chance. There are arid "high" deserts in temperate climates, but not the conditions for dry salt lake beds. I think you always start in the northern hemisphere, for what that's worth. If you decide to start a new world, just select a starting location in a warmer place. I forget what they are called, as I play almost exclusively default WS, other than permadeath and lightning and cave-ins.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Sure. I'm thinking more like standard RPG fare. The lower level critters are more vulnerable, many even to bog-standard weapons. Garlic repels vampires, wolfsbane repels lycanthropes, etc. The surface varieties should be vulnerable to everything, and I'd even include the Deeps because they sometimes appear on the surface.t, but as you take on the higher level versions of the critters you need increasingly good weaponry. Or maybe lesser weaponry does half damage or something. Does mean the dynamic for storms might have to change some -- early storms have few to no nightmare+, since you would have to run away from them anyway. -
Yeah, I died to a wolf the other day, jumping into a pond. It was like, "That would not have happened before!" and I was happy that now, it did happen.
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Fair. Looking forward to the howls of protest when swamp creatures have a better movement speed through swamps than seraphs... I strongly suspect that's in the works, though. Just as there will likely be creatures like wolves that can easily run you to ground, I suspect there are carnivorous muskrats or pirhana in the offing that will make jumping through the shallows not as great an idea as it currently is. But you need to approach it carefully or it might chase away any of the player-base who are not willing to adapt.
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What Animal Would you most like to see added and why?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Ooh, I like the birds thing. Would be great if you had to grab a scrub brush and clean up all those amazing chiseled blocks a few time a month. Or maybe not... -
If you are stuck at horsetail poultices, though, pretty sure horsetail only stacks to 16, too.
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So many mobs in my base now, all Im doing is fighting..
Thorfinn replied to Obison's topic in Discussion
There are several mods that let you adjust spawn rates or to disable some monsters completely. Whether they apply to whatever glitch arose in 1.20.8 is anyone's guess. Check, though. The comments in those mods will likely tell you whether they work. -
No, though the From Golden Combs mod gives yield boosts to the true flowering crops.
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I've heard of such, but haven't seen it myself. Once upon a time, the spoilage time did not "top up". If you cooked with ingredients that had only 8 hours of freshness left (out of the 48 hours it started with) the resulting meal would be only 1/6 of its potential "sell-by". Maybe it's back to that? Dunno. I got into the habit of cooking with only the freshest ingredients.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
They may change their minds, but combat overhaul is not currently on the roadmap. There are several things that are WIP that I think will get fleshed out, like damage types Personally, I think it's absurd to think you could deal damage to an eldritch monster unless you were wielding some special cold-wrought iron or silver weapon, Your regular old iron and steel should be fine for regular things like bears (and they are), but to temporal foes, I see nothing wrong with them treating your mundane armors as if you were nekkid. Maybe that's a good niche for meteoric or silver, I don't know. But that would at least be consistent with fantasy literature about eldritch foes. Back when it was explicitly Lovecraftian, it would be absurd to think one could go toe-to-toe with an Old One, "survival" game or no.. Survival means giving Elder Things a wide berth, not grabbing a spatula and engaging them. @BS3, welcome to the forums. You can adjust the view in game options. Hands position or something like that. Put it as low as you like. Agree lighting is weird. Personally, I think it would be better if the game started on a full moon (but maybe not as bright as it now is) so you have a chance if you didn't make a torch that first day. Let the new moon fall in the middle of the month, when you've had a few days of increasingly dark nights to make you realize you need to do something about the night.. -
What happened was you either selected a game mode that disabled transferring source blocks via buckets, or you clicked to remove that ability. You can still create farms, you just have to go about them a little differently. Someone will be along shortly to tell you the command. I like the change, so I don't know that command off-hand. If you are too impatient to wait, you could go into creative and give yourself a water source block and place as many as you like then switch back.
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Not seeing the "fear" thing, @Kacper Tuszyński. What exactly are you afraid of? Poisons/venoms? Hard pass. If implemented I would not use them unless creatures get vastly more powerful. As many have pointed out, foes are already plenty easy, I'm just not interested in further nerfing them.
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Its about persistence. Your readings indicate a theoretical 4 in 10000 block incidence. Digging clear to the mantle your node search has only seen a max of about 10,000 blocks. Kind of like wildcat oil drilling. If you hit nothing, move your rig and try again. Its unlikely, but you might be Phillips 66 -- 65 dry holes before striking it rich.
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Sleep is something of a hot mess in multiplayer, I'm afraid. There are many mods that help out, but nothing purely client side that I know of. In a more vanilla server, the only way I know of is to log out of the server for long enough for everyone else to get some shut-eye, then log back in. You should be on the same cycle as everyone else until the next time you log out before you get your requisite up-hours. (I think 8?)
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I've been seeing more of this, though. Driver software is being increasingly intolerant of anything beyond end of support. GOG is going over their whole catalog making the older games less vulnerable to end of lifecycle. Probably won't work in the long run but it's allowed me to get some more time with "oldies" like NeverWinter Nights...
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Try warming up your hands.
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Ladders work, or at least used to. It's not like Shift-Jump reliably works, and it would only potentially get you that third crate anyway.
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Could be a Mac thing, I suppose. Don't have a Mac, so can't tell you one way or the other.
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It's not really latitude, though. It's climate. You can have a wide variety of climate at the same latitude. Chicago is just barely north of Madrid, yet drastically different climate. VS is much the same.
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Like @Streetwind said, doubtful. Early steam power, plus the "magic" of Jonas tech seems to be the plan. Not that one could not mod it in -- there are several that add electricity and tech and, if you squint just right, sort-of-redstone. But it doesn't seem to mesh well with the VS "vibe". Or at least of the ones I've tried, it's a quite different game.