Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Probably until you clear cache. If I try to pull it up on a new machine, it's insta-gone.
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I think that's probably what the roadmap lumps under "Pets". Wolf Taming is one of the more popular mods that does this.
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I wasn't doubting you, @Dobromir Bogatev. IIRC, there are only 48 basic landforms, so you are bound to notice patterns. Easy to solve. Just add more landforms. Heck, you could pick up a text editor and start adding some. Biomes is a little more tricky. VS is deliberately keeping things closer to normal earth biomes. No neon pink grass or trees with hair instead of leaves. There's also the obvious choice of mostly familiar earth-type animals. What makes a "biome" is the distinct flora and fauna, and there's not a lot of base game variety yet. Depending on your classification system, there are not much more than a couple dozen terrestrial biomes, and under most systems, quite a lot fewer. That's not to say you can't have biomes with walking trees and flying carnivorous cows. That's just mod territory, not base game.
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Huh. I don't reuse seeds, ever. I've had wolf "issues" since the shiver release. Kinda weird to have bushmeat be more than enough to keep the protein bar filled. Well into October and still have not hunted anything other than wolves and a half-dozen brown bears. Which is good, because the predators killed all the animal life, so not much of a choice on my part.
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I don't know of any. The problem usually is that, while where you settled may not be forest, it's just the most foresty place in the area. I think 1.20 changed the rules a bit, because they are much more commonly seen in bushes and even plains than they used to be. You COULD go in and edit the JSON to require a higher level of forest (currently set to 0.5, IIRC) and see if that helps.
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Play around with it a bit and see what you think makes sense. The file is normal.json, located in .\assets\survival\blocktypes\plant\leaves The other thing you might consider is, in the same directory, branchy.json. The current stick drop is quantity: { avg: 1, var: 0 }, but you could change that to something like 1.5, that is 1 stick guaranteed, and a 50% chance of a second.
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drops: [ { type: "item", code: "treeseed-{wood}", quantityByType: { "*-pine": { avg: 0.05, var: 0 }, "*-acacia": { avg: 0.05, var: 0 }, "*-larch": { avg: 0.01, var: 0 }, "*-crimsonkingmaple": { avg: 0.01, var: 0 }, "*-redwood": { avg: 0.002, var: 0 }, "*-ebony": { avg: 0.004, var: 0 }, "*-purpleheart": { avg: 0.004, var: 0 }, "*": { avg: 0.02, var: 0 } } }, { type: "item", code: "stick", quantity: { avg: 0.02, var: 0 }, } 2% is less than your recommended 10%, but it's not a waste, particularly if you want seeds. But it would be an easy enough patch mod. [EDIT] On reflection, might need to nerf the shears a bit if sticks become much more common.
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Maybe when it's a little closer to finished, @Morndenkainen In the mean time, help figure out what parts of the mods you do and don't like, so the idea is a little better fleshed out. Think about last spring, when people were complaining about drifters being too easy, with the occasional complaint that their 1HP rocks made them too tough. 1.20 drops and, "Hey, we didn't mean we wanted those particular enemies! We wanted chickens that lay temporal gears or whatever." The game itself is getting a little complicated not to depend heavily on mods, at least while development is ongoing. Seemingly minor tweaks are causing all kinds of bizarre behaviors, like nights suddenly being lit up as much as they are, or bowtorn brigades that refuse to despawn. Adding nice to haves now increases potential conflicts exponentially, and would slow development of the central game to a crawl. The first 1.20 pre-releases started dropping, what, almost a year ago. While it would be great to have everything plus the kitchen sink in the base game, and mods simply tweak existing functionality, it's just not very practical. Not everyone is driving a rig that gets 200 FPS on highest settings.
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balance Make Drifters only throw rocks at long-range
Thorfinn replied to Warentan's topic in Suggestions
Aren't drifters already weak enough? -
No, people on my server use very similar fencing to make sure they despawn. Think country lanes splitting pastures. But I'm still running 1.20.7. I just put 1.20.9 on my single player machine, but I have not had the opportunity to play yet.
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Welcome to the forums, @limpstringcheese Entities not despawning under circumstances where they should? I've not seen that.
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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..