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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Welcome to the forums, @luiromde I guess I would be surprised? Any time in the near future, for sure. Saw someone playing that other game on his phone a couple months ago, and the graphics were underwhelming, to say the least. They would need to develop something less than Absolute Minimum, because VS is still way better. Don't Starve is an OK game in its own right, but it is no VS.
  2. My guess is that's what google translates "quench" into. @BOX ELEGANT, I play lightly tweaked WS, so don't have source blocks either. It just means you have to build your kitchen sink and forge quenching pool around an existing source block. I suspect whenever the roadmap's metallurgy update happens, quench barrels will be a thing. But we only recently got quenching at all.
  3. I'd add that one of the benefits of the current worldgen is that assuming constant game settings, because your starts are all generally similar, but at the same time, very different in particulars, you learn a variety of strategies to make that particular climate region "work". Those strats often do not work in different climates. By the time you get reasonably good at the "biomes" in the game, the next major version is out. And while there's a lot the same between versions, your old min/max strategies generally need to be tweaked because of the additions and changes.
  4. Unfortunately, no. It just means that statistically, it could be there.
  5. Wow. I have a machine where I run very similar settings, though I crank dynamic lights and particles, and have no problems, except on world saves. That's on an i5-4970(?) with 16g and a 980 Strix. I swear, the hotter graphics cards seem to have a problem...
  6. Sure, you could. There just are not a lot of things that you can currently do that with in-game. Fences, paths, cobblestone, roofing, one and done.. Of the backpacks, only the handbasket is recyclable. Layer of sticks, sort of, though it is tedious. Hay is the only thing I can think of that is fully recyclable from just craft grid. I don't know of any armor you can recycle. Once firewood, always firewood. Chests, barrels, straw dummies. Once you choose to knap flint, you either knap it or lose it. Same with placing that first piece of clay. You can remove it, sure, but that one piece is gone. There just are not that many reversible recipes. Not that there couldn't be, no. Just that there are not. Deliberate or "Whoops, forgot!"? Almost every time?
  7. Welcome to the forums, @heyjon That is indeed a problem on multiplayer games, especially now with the reworked fire clay. Everything near spawn tends to get picked clean pretty fast. Like @gilt-kutabe said, hard rocks are almost as good. A little less durable, for the most part, so you end up having to knap a few more knives and axes to do the same job. The ground has likely been picked clean of crops and berry bushes, too. At least that's my experience. Though berry bushes don't matter much in the winter. Your best bet is to find whatever passes for a settlement on that server and figure out how you can be of assistance. Most likely they have food coming out their ears, so won't have a problem with an additional mouth to feed, so long as you don't scarf up the, I don't remember, the chantarelle stew with puffballs and onions...
  8. Welcome to the forums, @MiahTRT Would be an easy enough mod, I guess. Though it would give you an easy way to compress and store clay that the game obviously did not intend. Alternatively for a one-off like this, you could just toss them into a deep hole, go into creative /gm 2 give yourself a stack of red clay, then go back to survival. /gm 1
  9. We get that, @Cooked_Artichoke. We're just saying that if you really want that in your game, you can have it now, without waiting. There are several other resin mods, BTW. I just recommended the one I knew of that most closely fits your suggestion. One allows you to use any knife to score any log section of a pine and turn it into a leaking resin log. Several mods make finding resin easier. Of those, the one I like most from a game balance standpoint is Salty's Bark Beetle. FWW, the amount of resin various armor and machinery needs is pretty closely aligned to how hard it is to collect. Resin in earlier versions was much more common, and was deliberately toned down somewhere around 1.15 or 1.16. The game was intentionally re-balanced to where it is. It's kind of like the quern, now gated behind an anvil. No, I don't use any such mods, though I did back when I had difficulty finding resin. Resin is plenty easy to find after a little practice. If I start in a granite gravel pine forest, for example, and cant find my way out of it, my first day will often end with up to around 3/4 stack of copper and at least a stack or resin. Yes, on almost default Wilderness Survival settings.
  10. Your house, I think. Maybe even well done.
  11. I thought we were talking about Vintage Story? Where inventory is at something of a premium. I try to get by with 1 spear, 2 if I know there are wolves or bears somewhere close to where I'm headed to get resources. But, again, if that bothers you, stop knapping a little earlier. It's not like anyone forces you to use 7.
  12. Loops? Not a whole lot springs to mind. Fleshing out more uses for in-game stuff, and more efficient (automated) ways of doing current stuff springs to mind, but I'm good with all that waiting until the engine is finished. An example is leather. You scrounge and save every hide until you get your backpacks, then let the hides rot. At least until iron. And then again briefly save them when you get to steel. But if you mostly avoid combat, might as well stick with cloth armor, and rather than worrying about sturdy leather, mining bags generally fill that need very well. Of what's on the roadmap, metalworking, herbs/brewing, mechanical stuff and status effects. Maybe woodworking if it's more than just cosmetic.
  13. Maybe it was all a bad dream? "[A]n undigested bit of beef, a blot of mustard, a crumb of cheese, a fragment of underdone potato"? Did you find the reference to the respawn? Or the death by wolf? I'm not sure when logs get cleared. Maybe on load?
  14. I don't play on a high latency server, so can't comment about that. But with a low ping, I don't see those kinds of issues. I suppose if I did play on one, I might have to forego doing things outside at night? At least on the worst nights. High and even very high is still pretty easy if you scope out where all the rifts are before dark, and, ideally, light up the space between where you plan to work and the rifts. Keep then from being able to spawn within seeking range and you only have to worry about the random walkers. And usually not even them, you just slap down a dozen fence sections between you and the closest rift. Maybe sucks to be trapped indoors, but I could usually find something to do. Might even agree to sleeping through the night now and again. I'm still curious how they plan to support 200+ player games...
  15. I guess at core, I don't understand why every game must become a "twitch" game. Games like Banished kind of defined the survival game genre, and had no combat at all. No twitch, all strategy. SdV bolted on a combat system, which was inferior to VS in terms of combat in all but one way -- weapons had special attacks. If you wanted to set "high scores", sure, you needed to be good at twitch, but you could also do perfectly fine skipping combat almost entirely, focusing on growing crops and petting animals. Slower, sure, but Kroebus still sold iridium sprinklers, there are multiple sources of iridium if you really must have the iridium hoe, and Clive (?) sells the base metals so you could build machines and upgrade your tools. You just have a slower development of your farm. I'm not sure what is meant by "machine gunning" spears. I've tried to duplicate that, but if I don't let the crosshairs narrow enough, I either abort the throw entirely, or it misses a critter at just barely out of stabbing range. Other than that, spears seem to have about the same cooldown as any critter has. But even if there's some way to toss the things faster, you are the one running the keyboard and mouse. If you think it's cheesy, don't do it. Same with sprinting backwards. You don't need someone to prevent you from doing cheesy things. A little willpower is all it takes.
  16. Right, and, really, you don't have to flog combat to the point it becomes tiresome. If you try to make a meal out of it, I imagine it does get a little repetitious. But as salt? Spice? Consider how many other parts of the game you could be replaced by a bot. Point to the block you placed the flint you want to knap, tell it what you want knapped, and a bot could easily replace you, and do it quicker. Smithing, obviously. It could easily minimize durability loss on your hammer. Baking a pie to perfection? Finding resin on a tree? What you have is the ability to plan out your progression. That, to me, is the appeal. Every game is at least somewhat different. If you didn't find enough copper your first day, you have to decide how you want to top yourself up to 40. Which will vary greatly depending on your starting location. If you didn't get enough flax seeds, where in this world do you need to go look for more?
  17. Not sure what you would try to display for entity path finding. Many have very different rules. Goats can path up a 2 high space, and bowtorn require a 3-high space to pass. I suppose you could ask whether entity x could path itself to be on block y, though it would be possible that's a very long path to get there. In any event, I don't believe such a thing exists at present. Spawn validity, again a bit more complex. Most animals spawn anywhere that meets the biome requirements, which, in a typical world, means pretty much everywhere, since many of them have ranges like 25-95% forest. The only one that's relatively easy is the eldritch monsters, because they spawn in low light conditions. Don't know of a command, but there is a mod that displays low light levels. It shows areas that are spawnable. Simple Light? Easy Light? Something like that.
  18. No. I don't mind the combat at all. It's rather that the rewards means it's a waste of time. Which was obviously the inten or the rewards would have been better.. Mining is hardly something I'd call "fun". It's just something you have to do to progress. Panning is double-plus unfun, but fortunately you do not have to do it to progress. Is farming fun? Plant a seed, wait a while, harvest, repeat. Not really, but it's what you accomplish, not the click to plant, click to harvest that makes it worthwhile. Combat is way better than those, but since you don't need it to progress... [EDIT] I'd even go further. Apart from the feeling of accomplishment you get from achieving your goals, combat is one of the more enjoyable aspects of the game. It can surprise you from behind the very next bush. Everything else, clayforming, firing, steelmaking, forging, chiseling, etc. is completely deterministic, completely within your control.
  19. The game definitely needs more "biome" based creatures. And someday there probably will be. I just think they have to be creatures adapted to the environment. A highly-adapted forest creature, for example. might be only 1.5 blocks high, 0.7 blocks wide and be able to vertical climb any number of blocks of tree or brachy leaves. A true death from above. Shivers have a climb similar to bears. If you want to keep them in the caves, you can't allow any routes that are only a 2-block climb. IME, though, they are pretty common in the caves. Between fences and torches and a few strategically-placed rammed earth to block missiles, you can make any cave that does not have locusts into safe zones for seraphs given enough time.
  20. I've got nearly a crate full of layers of sticks, and it's early September. I have no idea why. By next spring, I'm going to have close to two crates, and they will all go to waste when I start a new world. OCD, I guess. It just seems so wasteful to just let all those branchy leaves decay.
  21. If you have a calm night, find the nearest thick bushes and go to town. Axe is a tad faster, but not worth it. Use a stick in your hand, or a torch, if you've already topped up the nutrition bars in the food categories you have. Three stacks of sticks by morning, easy.
  22. Expanded Foods adds the spile. I have no idea what all saps it covers, but I know maple is one of them. If pine is not one of them, that would likely be an easy addition.
  23. Without a serious rewrite to worldgen, shivers in caves and bowtorn in forests would be a big nothingburger. Shivers are unable to move effectively in cramped spaces. For the typical cave, just one or two fence sections makes them free loot, as little as it is. Abd forests are already difficult for the seraph, at 2 blocks high. It's nigh unto impossible for a 3-high entity to get through, c.f., elk.
  24. .If you reflect on the challenges presented in Chapter 1, you can build a simple structure to cheese pretty much everything except locusts, which you almost never see on the surface. They are just wandering damage. Bowtorn you can always hear before they shoot, so avoiding damage is pretty easy unless they are to your side, shivers you should only take one or maybe two hits from before you can give them the slip, and that's what poultices are for. Even on Wilderness, where they do 3.75HP, and you start with 10, they aren't a serious threat unless you let yourself get boxed in. And if you can scroll to your poultices while running, they can't hurt you fast enough until you run out.
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