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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. You can just adapt the instructions on @Streetwind's Try it out on a stick, but I suspect you will not be satisfied with performance. An external SSD might be fast enough? Depends on how demanding you are performance-wise.. Another option is to use something like FreeFileSync to quickly transfer the game and data files to and from your stick. Since it updates only those things that changed, that would usually be just your worldmaps, but it would also include any changes you made to config settings, too.
  2. Be sure to leave a note at Plains and Valley page on ModDB letting the author know.
  3. Tried it a couple weeks ago. It's a late game solution, as you need pulverizers. I'd like an early game solution that is simultaneously not OP in later game.
  4. The easier way, of course, is to just implement the slabs into the back wall.
  5. Yes. I've switched to doing just that so I can keep my old posts intact.
  6. Oh, yeah, my bad. 1% is too low. Not sure what I was thinking there. Must have multiplied something wrong in my head. Realistic geology is tough. Flint is quite common in mudstone or siltstone (maybe what the game is calling claystone?) because it's the result of river rocks being carried out in floods. Even more common in conglomerate and sandstone. Deepwater deposits like limestone or chalk would require a special situation, like how the seafloor falls away so fast like Monterey Bay in California. But I'd just keep it simple and make them all the same. Find a sedimentary layer and you can get a small but useful amount of flint. Gameplay-wise, I'd think something like a quarter or possibly half stack of flint would be reasonable for your test case of 512 blocks. Might be a bit rich for those who quarry a lot of blocks, or even those who build with cobblestone. Think it's roughly what I'd try for a first iteration, anyway. If my players thought it was too common, I'd nerf it. I'm looking for that sweet spot -- if you can come up with a couple dozen flint, that will cover all your fireclay needs until you are ready to make you 30k trip in search of more flint, or with luck, fireclay.
  7. Limestone is a little thin on the ground, both from gameplay and realism viewpoints Pebble beaches should be a lot more common, and those tend to be heavy on limestone. Maybe coral is coming in the sea update which would solve that whole problem. As would the addition of mussels. And lime speleothems should also be reasonably common, at least a little in any caves/crevices more than a half-dozen decades old. Rain scrubs CO2 out of the atmosphere, and as it drips through the rocks and evaporates, the lime has to end up somewhere. If there's a config setting on the mod Limestone Speleothems (or something like that) that's a great adjunct to the game. As is, it is way too much lime. Smaller rock layers, not a huge fan. They are already pitifully small.to be realistic. Gameplay-wise, I don't see anything wrong with taking a day or three to get to a new rock layer. Not like I have to be back in time to work by tomorrow morning or anything. Same with pole to equator. If you travel only during daytime, it's only a couple days to redwoods, another couple days to at least subtropics. I think there's a reason that the story locations are spread out east-west -- you would be bouncing over the equator otherwise. The way its done, you get the impression of a world larger than your back yard, which is a good thing.
  8. I don't bother with aggressive management on my browser settings, nor do I clear on exit. I just checked and I have a little over 7GB of images cached in my browser. Glancing through, a lot of them are from here.
  9. Me, too. But that just means that in 3-4 year old worlds, those will now be gone, too. There should be something other than just panning. Or force n00bs to do the 50k exploration loops, to get outside the range that's picked clean. Maybe a low frequency spawn? Once a month or so a couple pieces of tall grass per chunk care replaced by a loose flint?
  10. Pretty sure that was also a design choice, @Glaciers. When I started a few years ago, most caves (and thus most translocators) had no path to the surface. Ones close to the surface would snake their way through and have lots of more or less horizontal access points, and those still exist, but the deeper caves you had to find by sinking shafts at random. Though I suppose there's no reason that they, too, could not go horizontal just below the surface, so they resemble the old style caves.
  11. The latter. That might be all sedimentary rocks? Which is why I think it should be a very low number. If you were mining malachite disc, you might end up with 4 stacks of limestone rocks, but, off-hand, I'd say a half-dozen flint, a dozen max. It's an option if absolutely, positively can't find anything anymore in a reasonable range. I think what you've done with the ones with flint nodules is great, BTW. Hadn't occurred to me to give a greater yield for using a pickaxe. Great idea!
  12. 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.
  13. 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.
  14. .\assets\survival\blocktypes\stone\ore-ungraded.json "ore-flint-*": [ { type: "item", code: "flint", quantity: { avg: 1.5, var: 0 }, lastDrop: true }, ], [EDIT] Probably.
  15. 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
  16. 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.
  17. 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.
  18. 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...
  19. 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.
  20. To some extent, they can, @wildforester. Hit them enough times with a club and they stop attacking.
  21. 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.
  22. 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.
  23. '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.
  24. 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.
  25. 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.
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