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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I think maybe "technical debt" is not accurate. That implies a lot of interim solutions, band-aids on band-aids. Yet when I read the code itself, it sure appears to me as the opposite of that, if anything. For example, think of the foresight put into creature spawns. The same wildcard exclusions that made it possible to prevent what was considered cheesy, placing stones on every block as you mine, could be fixed by merely adding, "loosestone-*", could be used to grant exclusions to anything else deemed cheesy. With or without wildcards. So if people started working around the stones thing by placing a single nugget, then picking them up when ready to leave, could be fixed by adding "looseore-*", Or consider recipes. I have no idea when it was added to the engine itself, but recipes with lines like, Line 75: "G": { type: "block", code: "gravel-*", name: "rock", allowedVariants: ["chert", "conglomerate", "claystone", "sandstone", "phyllite"] }, suggest that more than a little thought went into not only the block naming conventions to make wildcard replacement possible, but also in how to create specific subsets of variants. The "technical debt" approach would have been replacing that line with 5 different recipes, one for chert, one for conglomerate, etc., not coding an "allowedVariants" option.
  2. For the record, leather does not depend on quern. Hammer works, too. For the reasons @Michael Gates cites, I'm fine with it being gated behind a chisel, I respect the effort to mod back the old quern. I just don't see myself ever using it.
  3. I think you are probably right there. Lore could have remained in the Homo Sapiens mode, but the decision was to leave them linked. No supernatural=no lore.
  4. Very much this. Particularly when you only have 16g to start with. On that setup, I think I would make sure to have some memory tool running on a second monitor to keep track of what's happening. If you want to start narrowing it down, turn on Developer Options and turn on at least the first couple options plus VAO. (Sounds are a lot less common than textures, but turn those on too depending on your modlist.) The logs are a lot more to read through with all the extended debug info, but it's a lot faster than most other methods of checking for mod issues.
  5. https://mods.vintagestory.at/morepiles
  6. There are changes in the works, to be sure. I'm not sure the plan is to move away from Perlin noise generation, but rather to create more "regions" of Perlin noise parameters. For example, unless there is a rework of Chapter 1, they are going to need to retain the rugged mountainous terrain, though they don't have to keep it nearly as common as it is. The lower the upheaval setting the more the RA sticks out like a sore thumb.
  7. @Maelstrom, I thought you could only pan blocks that had an air block immediately above them? You might be able to do it with a chute, where it would not place the next block until the one you were working on was gone.
  8. @Zippy Wonderdust released a mod with his fixes for tule and sedge. Check it out. My next game, I'm going to include that and @xXx_Ape_xXx's new planters mod so I can have colorful thatched roofs. I'm not usually big on decor, but this combo has me intrigued.
  9. Welcome to the forums, @Matthijs Slemmer. You can drastically change the amount of uplift in the world by turning it way down. Default is 30%, turn it down to minimum, 10%, IIRC. Bushes are a function of climate, so you can fiddle with those settings. However, some of the critters can be pretty tough to evade if you don't have a lot of branchy-leaf blocks they have to path over or around and thus slow them down. You can time your jumps, they can't. Burning the brush used to be a valid strat for getting hunting terrain. Now its more for the veteran player who is good at combat or skilled at timing jumps right each time every time. There are also mods that tweak things like this. Same caveat. You might then need to nerf some of the monsters.
  10. @Brady_The is likely correct. You either chose to disallow source block transfer from Standard, or chose the challenge mode of Wilderness Survival. Wilderness does not allow you to create the kinds of farms you used to make. You have to rethink farms and come up with something different. Either that or remove the challenge, via the command @Brady_The suggested.
  11. These are all fair takes. I'd just point out that this game now takes a much more Sun Tzu approach to battle. That was not true in 1.19, where except for the sawblade, you could pretty easily bully your way through, and just despawn the guys that weren't worth it.. And even him, once you learned his attack patterns. Once you got a temporal gear, by whatever means, there simply wasn't much point in farming foes whose drops were largely for end-game gear. Gear which was not very impressive, nor could you reliably get the parts for the one you wanted without intensive grinding. But if you wanted your Cabinet of Jonas Curiosities, you just had to suck it up. That's what being a vanity project means. For any who play wargames (or who study warfare), the term is Area Denial. There's nothing at all cheesy about using dragon's teeth to channel tanks to come at you only from a direction of your choice. Or with calling in air strikes or artillery barrages, if those are options. The game gives you easily implemented force multipliers. It's rather foolish not to take advantage of them.
  12. Do it, then. Like I told the OP, The specific line is { code: "health", currenthealth: 500, maxhealth: 500 }, If you feel particularly community-minded, fire up ModMaker.exe and package it into a mod. Upload it so everyone who agrees with you can nerf the boss.
  13. I think you can infer from both the current drops and the lore that fighting is not the intent of the game. At least fighting the low level monsters. You only need to battle the top tiers; they are the only reliable source of jonas parts, though you might have noticed that jonas tech isn't exactly game-breaking. There's absolutely nothing wrong with making the game your own by rebalancing loot, it's just that self-evidently, that's not the story they are trying to tell. It would be extremely weird if Tyron hadn't realized that combat with the eldritch is pretty much a vanity project. Every time you engage, you lose, if only in terms of durability. He could have set the balance differently -- hunting is almost always net gain, which puts the eldritch in stark contrast. Why?
  14. No, precipitation is just whether it gets snow. Your question was specifically about snow, wasn't it? Snow only builds up when it is both cold and "raining". The algorithm that fast-forwards unloaded chunks has some issues. If you visited a block in winter, the lakes may be properly frozen, and if you revisit it the following fall, it may still be largely or completely iced over, though the snow should be gone. I rarely play much past spring of the second year because at that point, I've accomplished everything i intend to accomplish, and I'd rather play the fun parts all over again rather than build a road to nowhere or move a mountain 4 blocks east because it obscures my view of something or other. I don't know all the issues of unloaded blocks, but I do know that frozen ground is one of them.
  15. It is in the From Golden Combs mod. Gives your crops a 20, maybe 25% yield bonus, IIRC. I think it also works on your berry patch.
  16. Precipitation rates vary greatly over a surprisingly short distance. And even in a region that is marked as "Almost All the Time", you can still go a month without precipitation. Just the random number generator.
  17. Welcome to the forums, @darkmage0707077! I've been thinking about this a bit, and it's a bit more involved than I initially thought because there's no guarantee that you've selected a biome capable of having red clay. If you start on a mountaintop glacier, or chose an arid start, it might strain credulity. If you are a numbers geek, the min rain is 0.27, and the min temp is -10C. There does not appear to be a simple way of tweaking the area right around worldspawn without affecting the rate globally. I believe a "trainer" of sorts can be had with the mod ParticlesPlus, where "smoke" rises from those deposits. Cliff's Notes version -- if you have cattails, and see trees other than larch, and your rain level is at least uncommon, you are probably in the right place. If there are no cattails you might have to head south. If the rain is too low, head pretty much any direction.
  18. Everything has the same timestamp. Wish I had taken some time to loot it. Apart from the stackrandomizers, you could probably figure it out.
  19. Tyron teased a new large ruin. Is this it? Or have you found something larger?
  20. That's my woodpile off in the distance. "Hey, look, you can see my house from here! Well, you could if it wasn't so foggy."
  21. So maybe it's a solution to the stuff that dribbles out of your machinery when the chunk gets unloaded? Might be worth it.
  22. Turns out maybe you are not supposed to stack firewood from sea level up through worldheight? Who knew? It was quite the landmark. Pro-tip: Don't burn down your farm. It makes you do goofy stuff while you wait for the crops to get to stage 2 so you can repopulate all the skeps.
  23. Maybe. Or perhaps it just shifts the building phase to a little later in the game when you have the durability and mining speed of iron. If you want to build your obsidian tower with copper tools, you still can, but maybe you should make sure you have enough materials for your next pick before you start relieving the obsidian. Once you have iron, you can easily build things more in line with what iron tools can make. If you are in Copper Age, maybe construct buildings of materials appropriate for the Copper Age?
  24. Sigh. No, it's that we already have a means of making tools. You hate it, I get that. You made that clear in the very first sentence. I'm not a huge fan, either, but for the opposite reason -- tools are way too durable. Yes, even copper. I'd prefer if its durability were only a little better than enough to get you a new pick if you didn't do a lot of extra mining. For example, I'd prefer if mining were an early game choice where you knew that every piece of limestone you mine for leatherworking or slate you mine for roofing makes it increasingly likely that you have to resort to panning to replace your pick. You only need, what, 7 poor copper ore to replace your pick? Up to a maximum of 8 stone to reach the guaranteed surface deposit? So you need a maximum of 15 durability to break even. At the game's butchest setting, you have 10x that, on defaults, 20x. That's true for all tools. As a result, once one gets good at the mechanics, he can often skip from stone to iron in a month, two at the outside, and then there's frankly not a lot to look forward to, progression-wise. People aren't racing through the ages just to speedrun. It's because there are so many resources in the game that unless you make the conscious decision to ignore them or let them gather dust in your warehouse, you almost have to progress that fast. So where should the game default? More to my preferences? Yours? Everyone has a different opinion. The optimal solution, then, is whatever is easy for n00bs to pick up that is lightweight, and let each person choose his preferences from amongst the plethora of options.
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