Thorfinn
Vintarian-
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Everything posted by Thorfinn
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You can. It's just not obvious. Click on the Edit button of the world whose settings you like, then click on the lower Clipboard. Something like Copy playstyle and world settings
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Out of curiosity, why not? There's a reason they made the game so easily moddable -- that was the vision. The fact that the game itself is structured as a mod underscores that vision. It would have been simplicity itself to simply not list the core 3 in the Mod Manager. Yet the decision was made to allow you to disable them if you chose. Why? What would fill that role in its absence?
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I don't get a lot. Maybe a couple three on a high activity night. But then again, I always find something to do that's not near any rifts. You only have to be about 50 away from any rift to only have the ones that happen to aimlessly wander in your direction. If you go with the flow, encounters are infrequent enough even on Apoc. If you set your mind to doing a particular task that night, come hell or high water, hell it often is.
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I'm always in favor of the defaults, both for getting the experience the devs wanted to create, and because those got the most playtesting. Many of those settings have all kinds of "unintentional" consequences, scare quotes because while they are intentional, unless you have a lot of experience, you won't know the interactions.
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There are several, though you sacrifice crop yield for seeds. I don't know of any that just increase the basic 20% chance. If that's not what you want, it would be pretty easy to make your own patch mod. Just go to .\assets\survival\blocktypes\plant\crop and open every crop you want modified, search for seeds- and figure out what you want that to be. 1.20 means 1 seed with a 20% chance of a second seed. 0.99 means a 99% chance of getting just one seed. Then use the "replace" form of the patch for each drop you want changed. I'd leave it as a mod, though. Before long, you will realize you are being overrun by seeds, even at defaults.
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Welcome to the forums, @Robinzon It seems to, but since you can't change elevation, up or down, without letting go of Crouch, it's rarely useful.
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Welcome to the forums, @ch75pr Don't hold your breath. They just patched out an exploit that let you break the mold to get a hot ingot. But I expect a mod for it.
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Thought that's probably what the code meant. The seed stage and the mature stage do not count. So you probably want to harvest and replant as it comes ripe, rather than waiting for the whole crop to get ripe. Interestingly, if you put top slabs over your water spots in the standard farm layout, placing skeps on those slabs also makes the standard apiary layout. That could save a lot of time in early game. No mucking around gathering flowers. And it's the case for all temperate crops, including pumpkins, but that seems to be a little difficult to use. About half the southern crops have more exclusions, and in the case of cassava, not at all.
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NP, mate. Happens to me way more often than I'd care to admit. I've also got a clipboard history that does weird things after exiting some programs, and I have no idea where the current pointer is. I was just giving you a hard time.
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Oh, right. You made a sorter, didn't you @Vratislav I kind of forgot about that. Most of the chute stuff I just don't find enough use for. Sure, a hopper on top of the pulverizer, but I don't need the ones at the bottom. I just run the thing while I'm doing something else, and running around picking up stuff 3-4 times per game day is just not that big of a deal. There's only so much pulverizing that needs to be done. After which, it's mostly pulverizing for the sake of pulverizing. That's not to say there won't be a need for it as new Chapters get added, but as it stands now, I much more enjoy the early game rather than to continue in what I think has mostly become just an activity.
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Prospecting pick not working v1.20.1 anyone else??
Thorfinn replied to gty82394's topic in Discussion
My guess is that it's tuned for people using the map, and just opening the Prospecting overlay. It's not great for Wilderness settings, to be sure. -
do oceans generate on standard world gen settings?
Thorfinn replied to GoldenHermit's topic in Questions
Oceans are not really ready for prime time yet, but if you must, yes, start a new world with a smaller Landcover to get more oceans. By default, there are none. -
Lovely, interesting or just plain bizarre landscapes
Thorfinn replied to Maelstrom's topic in Videos, Art or Screenshots
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Welcome to the forums, @MrObscure. You will be delighted to know it's on the roadmap.
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Lovely, interesting or just plain bizarre landscapes
Thorfinn replied to Maelstrom's topic in Videos, Art or Screenshots
Awesome, @7embre! I no longer like to build ladders up to a floating mill. I'd much rather have a cliff face I can build a path to run up, and still have my fields at sea level. (Not really a choice anymore in Wilderness.) That's exactly the kind of thing I look for. And most amazingly, craptons of glacier ice to make greenhouses. I play without map, so count on recognizable landmarks. Here's what I "settled" for in this game. The only direction I can't see this from a long ways away is NE-E, but the cliff on the right side (E) has an obvious marker right on top. I think the top my my selected spot is about 160, plus or minus. A ladder at the very top to where the top of my mill will be has a glorious 360 degree view, i.e., a lantern on top will be visible from a long, long way. And that ridge on the right side (E) is only about 15 tiles wide at the base, so it will be easy to tunnel through. What is that thing anyway? Some kind of a microscope? A laser? That thing from the original Tron that digitized Jeff Bridges? Oh, wait. Maybe that's the thing from Innerspace. Or maybe Honey, I Shrunk the Kids. -
Think I'm seeing a pattern here...
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What I find amazing is that it still runs smoothly on a 10-YO i5 running Windows7. Yeah, it can't swing the 1024 view distance anymore, but 832 is fine. Maybe, Depends on the code itself. So far, I've not seen anything be worse on my i9, but I've seen a lot of software in the 0-5% improvement range. Welcome to the forums, BTW.
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It's not humorous or tragic or anything remotely like that. Just scary, because I don't know how it happened. My seraph was chopping trees for a charcoal pit. Cutting into the edge of the forest, almost perfectly flat plains behind me. I had run my usual circuit -- sprint through all the terrain remotely close to attract all the baddies so I can deal with them before I have to go mostly immobile to chop. Late afternoon, and I'm admiring my shadow on the trunk of a birch tree when my shadow vanishes. Or more correctly, becomes eclipsed. Immediately go into evasive maneuvers, and spin around expecting to see some glitch, but am treated to the sight of a brown bear slamming into the tree I had just been chopping. The bear was not the scary part. Rather, where the heck did he come from? I looked around after running him off (sigh) and there was absolutely no place for him to be hiding. No gullies in which he might have been napping. All I can come up with was he was chasing a rabbit when he saw a tasty seraph. But do they shift targets like that? And I didn't find any dead critters in the vicinity. Further, I had looked in the direction he came from probably 10 seconds earlier, just before commencing chopping. I've seen them pop suddenly into existence, sometimes at disturbingly close range, 30-ish or so, but it's always been outside aggro range. And in any case, I should have heard him aggro. I am at a loss. Do bears teleport or something? Stealth mode? The sound engine change so when chopping the roar does not sound? To the best of my knowledge, I've never had a bear spawn in range, but is that just dumb luck? Or have spawn rules changed in 1.20.1, and I have to figure out what changed?
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You had me going there, @Dilan Rona. I read the specs on that watch a couple times. Couldn't figure out what you were getting at.
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36 ingot molds = 18 pit kilns = 72 firewood, and more importantly, peat. Yes, it's also 180 grass and 144 sticks, though those are pretty easy to come by once you have scythe and shears. Apart from lanterns, what else does onw pour ingots for after iron age?
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I'd be half tempted to quarry as much as I could to use as building material. So while they wait in my green room, they say, "Dude, this is bountiful malachite!" and the interview goes more respectfully as they are still in awe of the conspicuous consumption.
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Just wait until Chapter 3 comes out...
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It's just a learned skill. Lots of people prefer the colorized map because that makes it trivial. But even with the standard map, before too long, you can recognize the pattern and guess where the traders are to within about 50 tiles. If playing without a map, nerdpole one you found, go out to where you can just see it, (at least with my graphics settings) and there will be another one about there somewhere. Climb up 50-ish ladders and if you were headed in roughly the right direction, you should be able to see it. If not move one direction or the other, while still keeping the pole in range, and you will probably find it before too long. The RNG can still get you, though. A couple games ago I explored for, I don't remember, 2,3 days, maybe, and found 22 without a single Treasure Hunter. As you can probably guess, he was the next one I found. I saw his light from atop a ladder around midnight. I would mention that changing world parameters makes a huge difference here. Oceans more than about 30% this rarely works, though it may well be because a full third of the time, the RNG will have placed it in a tile that's underwater. Once 3 or so of those are "skipped" you are talking about variation of something like +/- 200 or more.
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Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
@Yerik, Calm? No, they should not spawn on Calm nights. Most likely, what's happening is they are spawning in nearby caves and walking to the surface. You just need to add a few blocks to the cave entrances to make sure they can't get out. -
Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
@traugdor there are two others -- mix of drifters and shivers, and mix of shiver and bowtorn. The drifter-only is just 10%. @Gwendal Steven, they are functionally the same as regular old supernatural spawns -- get at least 64 tiles away, wait at least six seconds there, then come home.