Thorfinn
Vintarian-
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Everything posted by Thorfinn
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If we are going to add to the complexity, I'd like to see grazing and implied animal poop improving fallow land. I'd have crops take from multiple nutrient pools, like the do IRL. Maybe you could cycle two crops with the right mix of necessary nutrients, then have to go fallow, for a shorter time if you put herbivores on it. But I think that also requires a rework of the whole thing. Default starts are really only capable of one crop per year without a fast crop and intense fertilization. By the time you get to redwoods, you can reasonably expect two crops per year. Which also changes foraging, hunting and animal spawns, etc.
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Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
Dunno. That's a trap for n00bs, and a pointless, ignored game loop by people who have been bitten once or who read the Wiki. If the only point is to sting n00bs, that coding time could be better spent. -
Weirdly enough, it's generally best to leave a lot of the branchy leaf blocks if you can. Their pathing over/around them slows them a lot, while you can time your jump to clear the obstacles. You can also just place fenceposts or other blocks at reasonable intervals, and that can get you a little better visibility, but now you are spending time taking away obstacles and putting back different obstacles, time that could be spent on something better progress-wise.
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There is one thing that can crop up. It was still present in 1.20. Have not checked if it's still there. If you build the ladder in one of the tiles in which you are standing, the ladder itself damages you. Until you leave the AoE of ladders because each inherits your x-z location -- if you are inside one ladder, you are inside the one above and below you if you head those directions. I believe it's actually suffocation damage, though, not fall damage. Though it might have been changed to fall damage in one of the attempts to fix it.
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There is (or was) also a mod that allowed one to pole fish more or less like lots of other games have. And, I'd add, I avoid like the plague except when the story demands I catch a fish for some silly reason. Except for Stardew Valley, where it it the only way to get an early start on the mines and real advancement. But, even then, only until I have enough resources. Then I never touch any of the fishpoles ever again. Really? Stand in one spot doing nothing but playing some goofy minigame that never has anything to do with core gameplay? Do you have any idea how many opiates I would have to take to do that?
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Have them despawn, at best. Otherwise, you get infinite use out of caltrops? Go back and collect them if you want them back. Dead isn't dead. It's just respawn at a distance or after a time out. Either way, still owned property. Put a bit more bluntly, it's to block griefers, which this suggestion explicitly seeks to undo. Dude, there's already a game mode that lets you loot whatever you want, kill anything with one hit if you desire, and let you even skip the hard work of even going there. It's called "Creative Mode". Knock yourself out.
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Yeah, a bit harsh. I've never played that game either, and it took me a couple of reads before I realized that your accoutrements were just decorative. At that point, I just nodded. You said what I thought about it, better than I probably would have. You would have gotten a Like had I not been out of them. When I watched the vid, I thought, "Yeah, that's too much of a clicker for my tastes. Great mod, not great base gameplay." What I think might work out well, though, is to not tell you which spices do what. There are slots, and if you happen on the combination for sweet and sour pork, great! It carries with it some bonus of some kind. If not, you get some other more basic pork. Maybe regular old meaty stew. The secret spices are more or less realistic, so you can guess them, but not published in the handbook. If you don't enjoy that kind of trial and error, there's always the Wiki or just reading the recipe .jsons. One reason I favor that is it would make it very easy to mod in new recipes once status effect are a thing.
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(chapter 1 spoilers) Were you aware that when fighting the first boss...
Thorfinn replied to hstone32's topic in Discussion
Took me a dozen tries to get the timing down, but, yeah. You can apparently get through the fight without it? Weird. -
Welcome to the forums, @HumanDude Run. I'll take them down with spears from a distance if I want some bear armor, or if I'm trying to keep the wildlife from becoming wilddeath, however futile that always is, but bears are too risky for too little reward.
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What? Was that with the crimson maple thing? Or something I just never noticed?
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Make oak and kapok saplings with a small chance grow to their bigger size
Thorfinn replied to Zaharit's topic in Suggestions
And maples and pines and redwoods and all the rest. Dunno. I kind of like the fact you have to choose whether to preserve your old growth forest, and seek out more distant timber, or you are able to clear cut and get old growth anyway. Not a huge, "have your cake and eat it too" fan. -
I, too, would love seeing corks and sealing for jugs, but they in fact do serve a purpose, at least in the early game. They are a much more compact way of storing juice and wine than barrels. "Buckets are better." Yes, they are, but they also use twine, which you need for other purposes until you have battle jammies, a windmill or twain, and maybe a sailboat. But after that, yeah it would be nice to be able to seal them and get extended life out of juice and wine. Now if only there was a use for juice or wine...
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I haven't really looked at how much it would take. But since the game already does that, more or less, by just going up or down a few y-levels, I don't see the point of wasting time changing it. [EDIT] I don't remember who it was, but someone dug a shaft deep enough to grow oranges in the polar regions. I don't know what more one might want. Shangri-La is not particularly "immersive".
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I don't know what has you jazzed up, dude. You want underground farming, you can have underground farming. You want underground farming that doesn't require a pickaxe, you can have underground farming that doesn't require a pickaxe. Why are you so hostile to, well, anyone who tells you, "Go ahead. Make your farm." The only thing it doesn't explicitly do is set the temperature to 5C. The temperature is just the weathermap temperature adjusted by elevation. So far as I can tell, by more than enough, because I use caves to warm up in the winter, even in polar regions. Which on Wilderness settings means it is above 10C. You appear to be the one incapable of understanding that how you thought the game works is not how it really works.
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You think this is some occult knowledge that only you possess? My post was largely about the first bit, though. You can make an underground farm without having a pickaxe. Your assertion to the contrary was wrong. Make some underground farming. Knock yourself out. But base game? So it would be a part of vanilla servers? No thanks. Great mod, but if you put easy mode into the default game, why stop there? Put bubble wrap on everything.
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200 hours later: the horrors persist, and i with them.
Thorfinn replied to Galdor_Mithr's topic in Discussion
I've tried More Animals, and it seems fine. The Phanerazoic is fine if you cut spawn rates by half or so. They are fine at default rates, by themselves or even using several of them at once, but it gets a bit laggy if you use them all and there are several dozen dinosaurs in your near distance, at least half of them trying to path to eat your face.. -
I think you could probably fairly easily get close to a small number of huge continents, but I think most people would hate it -- go through landforms.json and increase all sizes by 1000x or so. But it would make more realistically sized landforms. Great Plains would go on for 100s of thousands of blocks, i.e. many 100s of kilometers. People are already complaining about not having everything within 1 or 2 kms.
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How about option 3, which is just a few more slots in the cookpot? Maybe even a slot or two specifically for spices? The vision is to get rid of the crafting grid, and I'm a big believer in playability over "immersion". IRL it takes an hour to marinate stuff. So? This is not RL.
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How do you stop the inevitable exploit? Dig up the block, place it back down, till it, all nutrients are topped up? There are mods that do as you ask, and even address the cheesy stuff by making you wait until they are fully topped up, or drop whatever soil is appropriate for the current nutrient level. Alternatively, by the time you are ready to move whatever HFS you found, you could have manufactured plenty of terra preta, and not cared about digging the HFS up. Or you could easily create your own mod. Open farmland.json, go down to the line that says, drops: [], and replace the null inside the brackets with whatever trips your trigger.
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Nope. Not remotely true. There are plenty of lakes and oceans more than deep enough that you can simply build down, using hay or dirt to get rid of the water. Personally, not a huge fan of underground farming anyway. I'd make an exception for mushrooms, but I don't want an "easy out" for iceball runs or polar starts.
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Understood. There was a mod that did exactly that, tree stages, plus it had a chance of planting a seed somewhere under its canopy. And regrow leaves, I think. Wild Farming, mayhaps? It was bringing pretty butch machines to a crawl. Crop stages are one thing. Not even I have more than a couple thousand crop plots growing at once. But all trees within, say, a 768 radius? Give it a shot. See if Spear and Fang (I'm pretty sure he took it over) was able to optimize that somewhat.
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200 hours later: the horrors persist, and i with them.
Thorfinn replied to Galdor_Mithr's topic in Discussion
As long as it doesn't add a bajillion weapons, pretty much any weapons mod should be fine lag-wise, except ones that add entire new modes. I'd leave Combat Overhaul alone for the nonce, but I can't think of any others that might be an issue. Rivers is an issue for lag. Gets really bad when you start adding creatures that can be in the water. Even things like in-game deer can cause problems. Oceans, knock yourself out. Usually it improves performance because you don't have as many leaf blocks. Blood trails, try it and see. My Linux box doesn't care, but my Win10 stumbles a bit. And the Linux box has much lower hardware. Looks like a quaint homestead. Good job. -
Oh, OK, oaks are a little on the slow side, too. Likely right there with walnut. I was just pointing out that the maple and birch and pine that I plant when getting my first slug of sticks the first few days of May mature in June. Often before my first turnips are mature. That is not in the slightest immersive, just a concession to video game logic. The trees I planted in my woodlot 25 years ago are just now getting to the stage they can be used as firewood, and consequently I've shifted a good share of it over to coppicing. Yes, I watched it all grow. My kids grew up a lot faster.
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He specifically said lead. I was trying to understand why he was warming up 3 lead ingots in the first place.