Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I have no idea how MC does that. VS puts a pop-up in the upper left corner of the main menu once you are logged into the authentication server.
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Map locations and Schematics storable on Scroll Racks
Thorfinn replied to Never Jhonsen's topic in Suggestions
Oh, I thought once you read them the first time, you had to go to your journal to read them again. 'Course, it's been a hot second since I interacted with regular old lore scrolls, and checking that out was the second or third scroll rack I've ever built. The map is different in in that it is used (in Wilderness) in the same mode to report the distance to the RA, and can't ever lose that, or you have no way of finding the RA if you didn't leave a trail of breadcrumbs. I'll take a look, though. It's possible all it would take is swapping the priority. If you have the scroll in hand, and are pointing to an empty space on a scroll rack, it's unlikely you mean to read it. -
So if you limited yourself to just looting a chunk's copper nuggets and flax, this would probably respawn them? So long as you didn't pick up more than 16?
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I take it the 16 is the maximum number of changes made for the chunk to be pruned? Does that include collapsing dirt and lightning forest fires?
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Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
I missed this the first time through. Are others experiencing this, too? I don't believe I've seen more than one I know for certain spawned from a rift, though they seem to have no spawn limit in caves. If you don't keep them from climbing out, they will soon build their numbers. -
Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
You are correct. The aitask that is tied to daylight for drifters is "fleeentity", while for bowtorn, it is "stayinrange". I'm guessing it was for a reason, but it does allow them to mass. [EDIT] It might be simply to make it so you have to adapt to the situation, rather than just turtling until daylight. You have to take active measures to get rid of them. [EDIT2] Oh, it also helps to have a back door. Engaging them is just wandering damage. Way too little loot to bother with. So don't engage. -
I'm waiting to hear the answer, too. FWIW, 10k by 10k fully explored is a bit under 4 gigs. Probably a 20k by 20k would be all you could do to keep it under 15 gigs, and that would be tight.
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Candle recipe should have the "this ruins your pot" text.
Thorfinn replied to Michael Gates's topic in Suggestions
I'm pretty sure I do. It's just that they keep vanishing, probably to wherever the gremlin puts all the socks that I'm absolutely positive were in the dryer. -
Candle recipe should have the "this ruins your pot" text.
Thorfinn replied to Michael Gates's topic in Suggestions
You sound like one of those guys who has outlines drawn on the pegboard so you know where each tool goes. At Casa de Thorfinn, it's more like, "Where the heck did I put that stupid candle pot! It's gotta be here somewhere!" until I just use another. Then promptly misplace it. -
Candle recipe should have the "this ruins your pot" text.
Thorfinn replied to Michael Gates's topic in Suggestions
I guess that's a good point. If you warn about glue, you should warn about candles. Hasn't really bothered me, since I fire way too many things when I don't want to see what goes bump in the night, but still. Consistency and all. -
Every block deeper you go makes it warmer. You decide how deep you need to be based on your surface temperature. In Snowball or Polar starts, it has to be quite deep, in a normal temperate start, maybe 40-ish. See what kinds of temperatures you are getting and dig it deeper as needed, But man, that's a crapton of digging. Unless you are playing extremely cold world, you are much better off just growing more stuff on the surface during whatever growing season you have.
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Terrible micro-stuttering in 1.20.0-rc3, I can't play! :(
Thorfinn replied to lm_2000's topic in Discussion
That's probably not it, not with that view distance, @lm_2000. On my i7, more or less the same specs, I do not get that, even with higher settings. Only thing I don't use is God Rays. The rest I have cranked a bit higher..- 13 replies
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The default for the chapter 2 stuff is 12k-15k east. Say you used a 33% scale. Does that mean it's now 4k-5k away, that is, did it scale both min and max distance, or is it now 4k-7k, or maybe 2k-5k, retaining the original range but scaling the min or max distance? If the latter, then that should work fine, regardless of whether story location mapgen overrides default mapgen. Should be easy to tell -- turn uplift all the way down and see if the RA sticks out like a sore thumb.
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I don't know how landcover scale of 400% affects things. If it quadruples ocean sizes, too, that might cause trouble. Do you know if the oceans scale? I also don't know anything about uplift wrt story locations. Will it just spawn the RA sticking way up out of the landscape if mountains have been halved, or will it skip placing it entirely if it can't find a suitable location? Or maybe it keeps expanding out until it finds something? Or maybe the fix for spawning underwater was to override the seed-based mapgen for the story locations? Way too many unanswered questions. Post back when you find out what happens with your settings.
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I poked around on the repo, and I don't think I'm going to find it. Even though I know the names of some of the things I'm looking for, they are not popping up in a search, and opening code with vaguely promising sounding names isn't getting me anywhere, either. Meshes with what others have said about their efforts to modify the launcher menus.
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Welcome to the forums, @Joseph Goulakos. @Zippy Wonderdust that was my only real concern. Like @traugdor says, they require certain landforms. Finding mountains within a few thousand blocks of pretty much anywhere is guaranteed in regular mapgen, but as you crank down landcover, I'd expect to find a point at which those landforms do not exist within range. I suspect you will find the same true of the new scaling factor -- instead of looking for such a region in a 5k by 3k area, if you used even a 50% scaling, that's now a quarter the area to find it in. I have no idea what the algo does if it fails to find such, but @Joseph Goulakos is reporting that it fails. Caveat emptor.
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Dunno. I don't have a 1040. Closest I have to that is a 980. Took a while but I finally found a field of heather. Not a lot -- maybe 100 in my field of view. Never did find woad, which I think is the other thing you were talking about. I didn't see any lag. If my Strix handles it fine, your 1040 shouldn't have any trouble at all. BTW, most of us who need bigger type sizes already have our browsers zoomed.
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Sort of. When I cast bullets, and lead/tin/antimony (85/4/11 or thereabouts) ingots for that, I have to let them cool enough to contract and pull away from the mold. Ingots with their sloped sides are pretty quick -- maybe 15 seconds of cooling, but bullets can be a minute or more, particularly for large calibers. If I end up with even minimal zinc in the alloy, it can easily take 5-10x that, because I'm pouring at a much higher temperature. But neither can really be taken from the molds until under 300C or so. Could well be copper could be pulled at a higher temperature. I've only messed with aluminum, linotype, lead and brass. I believe @StCatharines has a lot more experience.
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Sure. Copy just copies the layer below whatever you are currently working on. [EDIT] Incidentally, play around with the 3x3. You would be amazed how efficiently that can fill most pottery. Bowls, for example, are fill the whole 5x5 area of the second layer, then remove the 3x3 from the center of the bowl. You never use anything but the 3x3. Ingot molds are just elongated bowls.
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Map locations and Schematics storable on Scroll Racks
Thorfinn replied to Never Jhonsen's topic in Suggestions
It's a bit more complicated than it seems at first glance. Right-click is how you put something in the rack, but it's also how you use them. The item's functions take precedence. I suppose you could remap the scroll rack, but then you have a difference between how racks and bookcases work. Or worse, between using one item and using a different item. There's probably a way that makes sense. Maybe all shelving requires Crouch to place? Maybe something like ground placement? -
Welcome to the forums, @sjbest123! I must not be understanding. Why can't you do that? I usually do it. Set one hotbar spot to 1x1, another 2x2, another 3x3 and the rest to copy. Then I place 4 storage vessels and go from one to the next without changing tools until I get the last of the 4 done with the current tool. Or are you asking for something more like Knapster, that lets you automagically place clay in the right spots, or, now, complete the whole thing instantly?
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Yeah, I know it's a little clunky. I requested the same exact thing several years ago. I looked into it briefly back then and decided it wasn't worth the effort. Maybe I'll take another look. It's possible the coding changed enough to make it reasonable. Though I kind of doubt it. Lots of other people requested the same feature, too, and there's no such mod yet. That I'm aware of.
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I don't think some of those kinds of things are going to be in vanilla. Very little would be easier than adding a "drop" to farmland, for example, and, yet, hasn't happened. But there are several mods that have differing visions of how that should work. I'd expect none of them to become vanilla, but all of which you could choose to add for any particular playthrough. Same with metal bits, or pretty much any of the other smithing mods. On the other hand, a more robust plant system is obviously in the works. Glancing through, a good share of Wildcraft plants are in the works, as well as a few others. Oh, is that what happened? I wondered. Going back through my old installs, I was seeing the same color names, so could not for the life of me figure out what anyone was talking about. So what happened is that what used to be called Queen Blue (or whatever) is no longer the same color? I don't know why they got rid of the old colors instead of just adding new ones. It should have been fairly easy to just add colors to the list. My quick stab at it shows the character screen handles 35 colors, no problem. At a guess, it's the dev's vision of what a seraph / angel should be. I'm pretty sure the vision is more than just a game. It's a game engine. It's way more flexible than would be necessary for the VS experience. The game itself is probably a proof of concept. Someone sufficiently motivated could make a megamod that uses the game engine, but is distinct from VS game. Disable the VS "mod", enable the SpaceTales mod, or the Escape From New York mod, or the Into the Abyss mod and you have a very different experience.
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Truth, at least in a long-running MP. Personally, it doesn't bother me much one way or the other. Spear aside, so far as I know, most tools made of other knappables differ only in durability. And, yeah, arrowheads are flint-only. (Or maybe also chert and obsidian, dunno.) Pretty sure it's the same as any other quartz material, though, so maybe expanding the possible materials to calcined quartz and calcined chert would fix it. In any event, a world a million by a million has a lot of flint.
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Welcome to the forums, @Pear120 I think what you are suggesting might be covered in the roadmap under More complex animal behaviors and Comprehensive Status Effects System Polishing and Reworking of existing assets and mechanics Wouldn't swear to it, though, as I think they had something about reworking combat that no longer appears on the roadmap. Wouldn't expect a TLD system, though. If it did, it would be TLD, not VS. Meanwhile, there are many mods that tweak animals and combat. The Wiki has some easy-to-understand modding directions if you want to tweak something there's not an existing mod for. Worst case, you can always fire up any text editor and delete any behaviors you don't want animals to have.