Thorfinn
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Everything posted by Thorfinn
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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
Why isn't it equally valid to to object, saying that those who insist, "combat is important to me, therefore it should be improved" are what is wrong with the world, and should just... stop? To put a finer point on it, can't we just leave it at you prefer some things, I prefer some things, and so long as neither of us insists on getting our way, we are good? -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
You should be able to do that in a mod. Just make the lunge chance 100% (or whatever), set the lunge priority high, and allow other actions, like charge, to be interrupted once in lunge range. Have you tried that to see whether it achieves the result you want? We have a dodge key. Two of them. A and D. This one I'm definitely on board with. Remove "sprint while running backwards" and disable anything resembling StepUp (at least for going backwards) and Bob's your uncle. Sprinting backwards isn't something n00bs typically do, anyway. It's mostly veterans who inexplicably hate that, but do it anyway. Just so they can be bored, I guess. I am so not a fan. Falx rapidly outpaces the sheer damage of spears and arrows. All they offer in return is damage at a distance, assuming you can maintain that distance. Which, if we nerf sprinting backwards, is no longer possible. That and I really do not like the idea of higher damages from missiles. Bowtorn are already a terror if you don't have Tier 1 armor. But if surface bowtorn start one-shotting n00bs who are down a couple points and don't understand that Wilderness is Ultraviolence mode... -
I ran into something similar on Mint. For some reason, even with a root-level login, SQL was not playing nicely. I moved it to ./vs/19/data and it worked fine, as well as allowing it to be run without root access. Win-win!
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I believe that's an optional part of Wild Farming Revived. Give it a look see. If you can think of a reasonable means of limiting it, it's possible Spear and Fang would fix it. Just that so far as I kn0w, no one has accomplished that yet. [EDIT] I already suggested that mature trees not spawn an additional sapling if that space were closer than x from another tree. I don't remember if I got an answer. Might have even been from back when it was @jakecool19's mod...
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There are several mods that allow you to propagate flowers. One that comes to mind that I'm pretty sure is updated is Wild Farming Revived, or something like that. I agree that in addition to that, it would be nice if decor (I think that's what the game calls those kinds of things in mapgen) were to periodically rerun, though at a much lower rate, but there must have been a reason it was not included in the respawn code. I have a Chesterton's Fence take on it. Until I understand why it was not included, calling for it to be added is a little rash. I've seen what a mess tree auto-propagating over time caused. You kind of need a birth/death model or some other kind of limiting factor in order for it to not get overwhelming.
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BERRY BUSH NO GROWABLE I WANT BERRY BUSH! Please?
Thorfinn replied to Sheepdoug's topic in Suggestions
Yeah, that's what it is. If you can get them to grow rootlets, you can toss all the cuttings that were going to die anyway, and plant just the ones that will live. I carefully rooted an even gross of the several varieties of wild raspberries growing on our land to plant in our woodlot before I knew the things grow like weeds here and I would have to go around slashing and burning to keep them from crowding out everything. If you are rooting in water (and probably on paper towels), there's a fertilizer that really helps. The one I used is "TakeRoot", also have a couple that are specifically for hydroponics and one for especially hard to start cuttings like hardwoods. Check on the 'zon. Search for "rooting" and there are pages of listings. -
I've always found it easiest to just fill out the comment, then go back to wherever I wanted the @, insert a space, go back to where I wanted the @, and proceed as you would if it worked like it does on the foruims.
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Yes, the game scales all rates. In the past, berries were not affected, but I've heard that has all changed in 1.20. If you change it, though, do it it in baby steps -- no more than a day or two at a time, as the game appears to use something like Julian dates, and does not scale the date with month length, i.e., if it's currently October 4 in your current world, and you change the days per month, it will no longer be October 4, but something earlier. Which can be useful for shortening winter and extending the other seasons, I guess, though it feels a little cheaty. By far, the best way to deal with it is in a new world, so from day 1, everyone plans around the month length, but I understand that some people are a little sensitive about losing their progress in a game.
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I was thinking about this. If I were to make such a mod, I would leave the vanilla method but add the new. However, I would not make it faster than vanilla. In fact, since limestone can be calcined as low as 900C, but takes longer, I'd consider making it work with peat, but takes, say, twice as long as vanilla. But since you are burning peat, who cares, right?
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Just add protein to the section of chicken-hen.json attributes: { creatureDiet: { foodCategories: ["Grain"], foodTags: ["fruitmash"] }, As an example, you could simply steal the whole line from wildpig-female.json, since our chickens got all of that plus dairy. creatureDiet: { foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"], foodTags: ["fruitmash"], skipFoodTags: ["rice", "parsnip"] }, The Cliff's Notes version is that scrollrackableByType is hardcoded. Try it yourself. Open lore.json and find: scrollrackableByType: { "lore-scroll": true, "lore-paper": true, "*": false, Change that last line to "*": true, and see how the game deals with those items.
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I'll have to give it a shot. At least in places where I want to make test shafts where there happens to be water nearby. BTW, 2 stacks of ladders is enough for pretty much everywhere. Which, once you get the saw and shears, is no big deal. Three, maybe four trees. But used like that, they are consumables. If you are enterprising, you can make it so you never need more than about a dozen ladders and a couple dozen rope ladders and some time, but it costs you nothing more to have a stack of each.
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Welcome to the forums, @Krzysztof Żukrowski Check the comment section on the MorePiles ModDB page. I think I saw something a while back about this.
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Welcome to the forums, @pixeledom Until this is addressed, just skip the transmission and use an axle block. When you don't want that piece of equipment running, remove it and place it somewhere handy so you can put it back when you do need it.
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Is there any official list for the DPS of the Eldritch entities?
Thorfinn replied to Broccoli Clock's topic in Discussion
Bowtorn: Shivers: And for comparison and completeness, drifters: [EDIT] Do remember to adjust the above damage for the monster strength multiplier -- even on Wilderness defaults, tainteds also one-shot until you get your nutrition built up. Corrupts one-shot without Tier 3 armor. -
BERRY BUSH NO GROWABLE I WANT BERRY BUSH! Please?
Thorfinn replied to Sheepdoug's topic in Suggestions
IRL, I do that by putting the cutting in moist paper towels for a week or so, or, if I have a lot of cuttings, like elderberry, loosely bundled standing up in a shallow dish of water. There was a mod that allowed you to do that with cattail roots -- put them in a bucket and after a while, you have two roots. Way too tedious when you could just go somewhere new and harvest roots in much less time. -
How do you avoid drowning? Dig air spaces to the side every once in a while, like you do in Terraria? Is that really better than ladders?
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BERRY BUSH NO GROWABLE I WANT BERRY BUSH! Please?
Thorfinn replied to Sheepdoug's topic in Suggestions
What the game needs for this is potting soil. Several M Fert, a couple sand, a peat, maybe a dry grass. I for one would never bother with bushes if I had to use terra preta or fertilizer. Not when they are still available in the wild. -
They do respond to being on fire... I think what needs to be done here is just treat it as if it were taking place in a crucible or cooking pot -- the whole thing finishes at once, but the time is dependent on how large a batch you are cooking. Tossing flint into a campfire doesn't really work, as you need to keep oxygen away from it. Turn it into a crucible task and the process for lime and calcined flint are fairly easy to tweak. [EDIT] This strikes me as completely reasonable, now that we have the concept of contaminated cooking pots. And speaking of which, maybe soaking them in a barrel for 8 hours then refiring them could restore them to food quality? [/EDIT] That should be an absurdly easy mod. I would add to it that throughout the summertime, they get a chance of finding bugs or insects and don't need to have food provided at all. I would proposethe percentage insect particles currently form in that biome multiplied by the number of tiles in the pen, multiplied by a constant, or that's always going to resolve to zero in a reasonably sized pen. Again, pretty easy, but you either need to change "use" to something other than R-Click or change "place" those particular scrolls to something like Shift-R-Click. Any solution is going to have the uniformity purists howling, "Why do I R-Click to use/place X, but not Y?"
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What does this mean?
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Is there any official list for the DPS of the Eldritch entities?
Thorfinn replied to Broccoli Clock's topic in Discussion
Storms are weird in that while normal spawn rules apply, it does add exceptions to the rules, but there are new rules, too, including spawning within (IIRC) 1.5 blocks from you. Upshot is that I don't think its possible anymore to build a spawn-proof bunker that still lets you knap or clayform. -
What new story locations would you like to see?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
I'd like to see story locations that are less combat oriented. The platformer challenge in Chapter 2 was different (even though I don't like platformers). Crafting isn't a very good challenge, but maybe something that capitalizes on the skills developed in the minigames? I don't know what exactly, but the more immersive elements of VS are what raw a lot of people away from the game's competition. Surely someone more creative than I can come up with something other than some Whack-A-Mole. I don't mind McGuffin quests, but, obviously, there are a lot who disagree. -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
"Hitboxes are weird" is not very helpful, unfortunately. What would be helpful is suggestions of what one thinks are good hitboxes. It's easy to play around with them. The JSONs are in .\assets\survival\entities The specific line you need to edit is (e.g., from bowtorn.json) hitboxSize: { x: 0.7, y: 2.3 }, where x is horizontal bound, y is vertical bound. Even if they are not officially accepted as canon, it would be easy to package up a DejankHitbox mod. [EDIT] Be aware that this value also defines the collision box. As you approach x=1.0, it becomes more difficult path through a standard doorway. -
Is there any official list for the DPS of the Eldritch entities?
Thorfinn replied to Broccoli Clock's topic in Discussion
Not sure DPS is the ideal stat to use because a massive damage with a long cooldown will give a deceptively low number. Plus, it would be a wide range, is incredibly dependent on your armor, and, really, the important part is when exactly in the attack routine the damage is assessed. It's not hard to calculate. DPS(max) = (mincooldown+attackDurationMs) / 1000 * damageByType Min is the same, but using maxcooldown. -
BERRY BUSH NO GROWABLE I WANT BERRY BUSH! Please?
Thorfinn replied to Sheepdoug's topic in Suggestions
WC's limit was once every time it went "bushy", which was twice per fruiting cycle. One could always have it so you could only get clippings when ripe, or when flowering. But the ability to propagate via clippings means it's possible (and a good idea) to do so as you explore, establishing small berry patches everywhere. Then you are back to the same issue, where you can travel anywhere in your AO, subsisting off berries. If you set your mind to it, by July of year 0, you could travel anywhere in about a 5k radius and have fresh berries wherever you go.