Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I'd add that if you are going into combat with the idea of giving yourself every tactical edge, you can often get by with no armor at all. (Not necessarily true in story locations.) Bells and saws are not great ideas to just try to tank. Not even the mid-tiers, for that matter. But if you control the direction they can approach you from, you get to decide what tactics they will be able to employ against you. Like King Arthur said, "That rabbit's dynamite." And it's true that fighting doesn't get much loot. Combat is largely a dead loss. I mean, if you are good at it, you can come out ahead on the deal, but particularly now in 1.20, the new enemies mean you have to be quite good indeed to come out in the black. You are almost always better off figuring out how you could avoid the battle. And, let's face it, until your friends get some understanding how tedious it all is to keep repairing all their stuff, they have no reason to do anything differently. How to Lose All Your Gear
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It's a little more involved. It's a question of where that particular bit of code is run. Client-side will run on each individual's machine. An example is the old standby, StepUp, because the client determines how large a step the player can make. Each could have his own step height, though even StepUp is pretty obvious to someone watching. Depending on the administrator's vision, this might be viewed as cheating. The only real hard and fast rule is if it says "Server", it must be installed on the server. If it says, "Both", it must be installed on the server, but strictly speaking, if the player never does the action that runs the client part of the code, it may not have to be there, depending on whether the server requires it to be. If it is "Client", it need not be on the server at all, and the server may not even know it's running on the client. Sorry, but the technical answer to your question really requires you to know where particular types of code resolve. But never fear, because you can just cookie cutter it knowing nothing about the internal goings-on. ModMaker 3000 does a great job of making the decision for you, so just follow its advice and you will be fine.
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It would pretty much have to be a toggle, because I have the exact opposite issue -- I want to know if something is trying to gack me, or if a temporal storm rolled in while I was alt-tabbed. Sometimes I find myself waiting for a hive to swarm, so I go stand next to the currently empty hive, alt-tab, and do something else while waiting for the sound to get louder when the skep populates.
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Most of it is for convenience, not reality. You need so many sticks that they have to stack to 64. And that only does 8 pit kilns. Sticks would be a good candidate for a 128 stack size. You get so many rocks mining that they have to stack to 64. If you thought ahead, you can stack those rocks up as cobble and really save the space. Otherwise you would have to make so many trips just to get another course or two laid on your house. But as mentioned in another thread, Tyron mentioned something about adding a mass restriction to inventory. Personally, I'm not that broken up about it, but all those people who wanted to make a dressed limestone tower? Better build it right next to the limestone. If that stuff goes to stack size 1, it's going to get really tedious really fast.
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The ones I think are weird are that most of it is obviously base 2, but then there's base 10 mixed in just to make things difficult. Why should a barrel be 50 liters, and a bucket 10? Particularly with a bucket stack of 4. Make a barrel 64 l., and a bucket 16. Then, for example, making limewater, you dump one stack of buckets into the barrel, then add 1 stack of ground lime. Instead you split a stack of ground lime in half, split one of the halves, add it to the first half for 48, then add another 2 from somewhere. For the water, 1 stack of buckets plus a second bucket. Honey was done correctly, 1.6 l. per stack of comb. But whether you are squeezing into a bowl or a bucket, you never end up with even numbers of stacks. It would also eliminate the goofiness with the fruit press if 1 unit of berries juiced to exactly 1/2 l. Or even 1/4 l. If the bucket were 16 l. and the barrel were 64, and the juice rate were 1/4, a stack of berries makes a bucket of juice, 4 stacks of berries fills a barrel. Or if you wanted about the current balance, go with a juice rate of 1/2, so 2 stacks makes a full barrel, rather than the 2.5 it takes now. Now you get all kinds of weird fractions if you don't juice intelligently. Do it all with binary and everything is simple -- everything ends with 0, .25, .5, or .75, which is easy to add and doesn't have you trying to figure out what you are going to do with 19.997 l. of something. Yes, I've considered changing all that, but then we get the goofiness that partial portions of most stuff is measured in decimal, too. With an output that maps into 1.5 crocks. The only quirk for pie is dough, again because of the silly base 10 bucket.
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True. I read it as, "How can I take this thing I built in a creative world and turn it into a survival map?" I don't think he's quite asking how to make it into a mod like Better Ruins. I think, rather, he's probably got some introductory area he would like to have at the origin of his server. I'm just guessing, of course. It's the reason I might want to do something like what he seems to be asking.
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I think the closest you can get to that is to create a survival map, then use worldedit to transfer your structures into appropriate locations, then clean up the transitions manually.
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What's everyone's take on sailing? How could it be improved?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
I'll give 'er a whirl tonight. Got to August 7 in this playthrough, then, while jumping across the same territory I've traversed dozens of times to get around the lake to my deposits of clay and my forest, evidently landed on the only grass-free tile, it gave way, and I fell 40, 50 blocks to my death. -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Combat has been improving piecemeal for a while. 1.17 brought bears and, I think, 1.18, drifters with inerrant rock throwing. 1.20 both shivers and bowtorn. As you note, archetypes. Until this very version, running around buck naked with spears was a perfectly viable strategy to deal with even late game temporal storms. The same is true of other systems still with just archetypes, like crops. But some look pretty well fleshed out, like clay and smithing. Oh, and goats. I have a similar background to @Broccoli Clock, at least in my early career, and concur with what he said. Archetypes are common at certain stages of development, which makes me believe that, though the word "combat" has disappeared from the roadmap, there might still be some modest changes in the works, but probably nothing on the scale you seem to want. In particular, I'd doubt "critical hit boxes" are in the pipe, because hitting those are mostly luck, not skill anyway, because of your accuracy variability. That would not improve the game, just make it more of a crap shoot that can only make that part easier. What I would expect at this stage is not a plethora of variants, but rather a blending of the existing ones, with the intent of coming up with a good mix that achieves complexity of combined arms. Figuring out ratios of the three existing archetypes such that they cancel out the tactics that work perfectly well when facing just one type at a time. -
Sticking can get a tad dull, so I do it at night when I can be easily surprised by wildlife or worse "hiding" in the brush, to keep my attention focused. Pretty easy to get 2 or 3 stacks of sticks in a night. It also clears out all the brush, and quite often, that's how I get my initial stake of copper, plus find resources like coal, borax, or, once in a blue moon, sulfur. I also find all the caves, which I'll mark with a 3 or so tall stack of rammed earth, because otherwise, I will someday fall into it, guaranteed. If you are short on inventory space, you can always convert them to layers of sticks. They are reasonably easy to break back into the individual sticks as needed.
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What's everyone's take on sailing? How could it be improved?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
A bit on the dull side. There's nothing to do but set a large ball bearing on the W key and move over to a game on my other computer. Glance at the monitor every now and again. Still sailing? OK... Part of the problem is I haven't figured out settings that make sense. It's either not worth building a sailboat because you can see across the water, and a raft is plenty, or there's no point in making a sailboat because I will never find land again. -
Why isn't the "carry on" mod just incorporated into the base game?
Thorfinn replied to Josiah Gibbonson's topic in Questions
It also lets you carry it on your back. Up through chests, maybe crates, too. Ctrl-RClick when you aren't pointing at any block, IIRC. I don't mind it for rearranging, though as @LadyWYT says, it's a little much if you use it as extra inventory. Last I read on it, it was always just lower priority than everything else. Though it's not like it takes all that long to completely empty all your backpacks, "break" the vessel and let it and all the contents fall on the ground, put it where you want it, walk over it and pick up all the things, and Shift-Click everything back into it. When I'm playing games where it's enabled, I almost always forget I can just move stuff. -
That's very impressive. 50 hours, you say? I usually only have the very beginning of something permanent started by then. Too busy getting all the necessaries and some of the nice to haves done. I try to have more than just the two buildings I see at the base of the keep done by November. 'Specially tight if I'm fiddling around with any mods. Things like From Golden Combs are fun, but holy cow, do they slow the gameplay down.
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I make steel just because it's a very common self-imposed "victory" condition. Steel armor on an armor stand, full set of steel tools (generally never used) , meteoric iron armor on an armor stand, two helves with at least 4 rotors between them, RA, in less than a year. I always add some other goofy stuff. All temperate mushrooms or flowers. One Jonas device. A dozen storage vessels full of grain. One shelf, table or other display of each of the types of sea shells, no repeated colors. But steel really serves no practical purpose. 'Course, neither do any of the others.
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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
Yeah. And yet, what do we see posts all the time about? People complaining that it's too hard. Rage quitting over one, lone, single wolf. Heck, look at the comments to the recent vid by @Dubbs Malone that demonstrated how easy it is to take wolves. (Bears and shivers, too.) Do they strike you as a community in search of a more combat-intensive game? The game can be quite intimidating to a new player. Particularly if you are coming to the game for the building, and especially, the chiseling. Why is it reasonable to want to jack things up to chase them away entirely? -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
That's what I'm saying. I do not accept the premise that combat is lacking. Sidestep, like you said in your last reply? You can do that now. You just don't get "invincibility frames". With practice, you essentially get "invincibility frames" just by learning to time your sidestep, and not rely on the game engine to do your timing for you. How? Let's say "invincibility frames" were incorporated. In what way would one find that a more enjoyable experience? -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
The problem with "improving" combat is that, almost by definition, it is going to result in a game where combat is a more integral part of gameplay. The closer you get to a combat sim, the more will be the push to increase the necessity of battle. Which is why things like Combat Overhaul are great as mods. Those who want a more can easily add that without overwhelming those who would prefer the more pastoral experience of the current game. -
I'm not sure what "normal" is. Was the intent that "100% unstable" blocks always fall, at least in a reasonable short time, as in hours, not months? I've never seen that kind of behavior, though it seems more likely now. I have not yet repeated my experiment of standing around for a month waiting for the ceiling to collapse. There's just a whole lot more engaging stuff to do. I just know that while cave-ins were almost non-existent in the timeframe of a typical mining expedition, now they are quite a bit more common. But 100% doesn't seem to mean that it's necessarily an imminent threat. Or maybe not ever. I went back into a mine that had a lot of 100% blocks a couple game months ago, and they were still there. So far as I could tell, none of them had collapsed.
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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
Personally, I think it's fine as is. I don't play the game for the combat. If that were what I wanted, I'd play something like Exanima instead. If I wanted combat to be the primary means of resources, I'd play a rogue-like. VS, OTOH, is more of a light survival, almost a cozy builder, with some basic farming and involved crafting. Maybe hunting could use some love, but it's not really necessary either. It doesn't take very much to keep the protein bar filled. Even keeping wolves out of your territory gives you enough meat. I'd rather see the game play to its strengths -- the crafting and cooking. Charcoal and coke and fireclay are time-consuming, if basic processes. Backpacks and bows are more involved. I'd like to see a lot more things like more involved barrel crafting. -
I don't know if something changed, or I was just insanely lucky before, but I've been running into a lot more cave-ins lately. My typical mining has been nx3 corridors, such that if the ceiling was cracked, the center ceiling was 100% unstable. I camped out in such a corridor for 4 days, and no cave-ins. So I've just assumed that 100% meant something other than 100%. But lately (not sure if it's been all of 1.20, or just later releases), I've been encountering a whole lot more collapses. Does anyone know what changed? I'm having to re-evaluate, and I'm having trouble separating what I've learned since from what I knew before.
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OpenTK needs .NET7 to communicate to OpenGL. Reload your .NET7. Link and instructions on the Client Downloads page.
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What Animal Would you most like to see added and why?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Duck-billed platypus, because, hey, the only game with monotremes. -
STRANGE multiplayer issue. Crashout on login, affects ONE person.
Thorfinn replied to SaltyRat's topic in Discussion
Unfortunately, not much there that gives it away. Often one of the *-crash logs will tell more. But since it's just the one player, my guess would be that he's running a different version of one of those mods, or had an install issue. The only mods in that list that I have any experience with at all so far in 1.20.7 are MoreAnimals, XInvTweaks and Golden Combs, and those seem to be working for everyone. -
Just enable sleeping through storms. There is already a Jonas tech Rift Ward. It burns through a temporal gear every couple weeks, is one of the more expensive Jonas tech devices, and all it does is prevent rifts from appearing in a pretty small radius. 25, maybe. Been a while, so that may have changed, or I might be misremembering it, but my impression was that it was gawdawful expensive for what it did.
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They are a little scarce on the ground aren't they? High rift activity, one finally came up to throw a rock at me, 2 bowtorns, one drifter, total. Don't know where the rifts were, but I could hear one, and wasn't visited again. By morning it was calm and never did find where the rifts were. It was May 2, I think, so maybe it's been gradually ramped up?