Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I'm a lean and modular type myself. There's no good reason to clutter up RAM that will never, ever be used. PS is kind of a special case -- it's more of a mod you use by itself, or maybe a couple other lean, targeted mods like StepUp and CarryOn. Isn't there a mod that does that?
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Yeah, maybe that's better than changing Standard. I didn't think it was all that bad, either, but I also had quite a little play time in, plus had experienced the shivers through their development, so got time to figure them out without having the bowtorn lumped in at the same time. I still got ripped apart quite a bit while caving, but since I looked at it more as learning how to deal with the new challenges, rather than my permanent forever home, it was no big deal. But that's why I thought there needed to be an easier mode that is just click on the playstyle. After playing a little while, you know what kind of a difference 10 HP vs. 15 HP makes, but the n00b does not. It's one of the reasons I am skeptical about adding even more sliders and options, and suggestions to nerf this or that. "Have you tried reducing creature strength to 50% or even 25% until you get better at dealing with them?"
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That was roughly the system they used to have. If you go into creative I think they are still in the game. Search for "meta". There are 6 or 7 types, I don't remember. But I don't believe they are still used. Might have been concurrent with when mushrooms used respawn blocks. I don't know for sure, but I wouldn't swear they even use spawn blocks for locusts -- more that they gave the meta block properties to the locust nests. You can check if you like. Ctrl-F4 makes them visible. But it's safe to say that they are probably not turning the clock back to 1.14 or whatever that was. Possibly before that.
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Yeah, I hit my limit, too. The host I found that was the least hassle was Flikr.
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At a guess, you have a client-side drop mod. I'm think it's still the case that you have to disable client side mods or they will still load.
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Hmmm. Wonder if all the bridle does is add a toggle, or if it's a little more involved. Have to look. If it does more than that, it might be possible to add road detection. Might have to have a look-see if I get bored of 1.20.4 rcx
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Not sure that's a direction I'd like. Spawns are currently regions/conditions, not specific blocks. And being able to fence in a spawner and have perfectly safe harvests of bears and wolves spawning therein sounds awfully cheesy. It doesn't work well with the way nutrition is implemented. Currently, (and IRL, for that matter) you have to wait until you are hungry before you can eat a meal. Otherwise you leave most of it in your bowl, and don't get the hunger pause benefit of the meal. There is a mod that does something like what you suggest. Hunger Overhaul, I think it's called. Wasn't my thing, but I can see it might appeal to others.
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Welcome to the forums, @Witchfire Don't know which emoticon to use. Tempted to use the laugh because of your last paragraph, but I don't want to demean your thoughts. At core, yes, I think the point is a game. To the extent it's a simulation, its not of earth. For the reasons you cite, plus a lot more. Between angle of repose and erosion, there is no reason for most of the dirt/sand/gravel landforms we see. Animals exist way in excess of the carrying capacity of the land. Brown bears in an earthly environment, for example, might require a territory some 60k blocks in diameter. Sounds like a lot, and in VS it is, but not in something the size of the real world. Long way to say, yeah, I think the choices made were deliberate, and for gameplay reasons. If anything, they make the survival aspect of the game too easy. Turnips being ready to harvest in under a week? Berries in season from early spring to late fall, every week and a half? Chicks to laying hens in a few days? In order to make it even a little bit of a challenge, you have to crank the hunger rate. [EDIT] I'll add that there are mods that shift the balance more in the other direction. There is one that gives you basically one harvest per year. Fields of Gold, I think it's called. There was one i messed around with that gave berries seasons. Cranberries were a late summer, early fall harvest, kind of like you see in SW Wisconsin. Currants were roughly the same as our raspberries -- a lot of them, but only for a couple weeks per year. It might be headed that way, BTW. The fruit trees are definitely a step in that direction.
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I checked it out yesterday when someone else mentioned it. I thought most replies were off-base. There were only a handful who were right, IMO. One should not expect to pick up a game and play it at hardest mode, even if you have played earlier versions, and especially if you were among those who complained and demonstrated that the game was too easy. The game has lots of settings. Choose some easier settings and work your way up to Hardest. People are not shy about suggesting new sliders and options. What's wrong with using the ones we already have? What should probably be done, though, is changing Basic Survival to be, say, 20 HP, and creature strength to 75%. It really is too much to expect of new players. Or maybe even add a New Player playstyle, and not expect new players to understand all the interactions between the various settings. HS and Exploration don't really help much to prepare you for things like storms.
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Would be cool to have a community gallery of screenshots of the various ruins. Maybe even spoilers of what loot there is.
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Feature Suggestion - Flag containing mods in Save Game
Thorfinn replied to BloodyDaft's topic in Suggestions
No, it's not (yet) a feature in the game. You can do a workaround using the --dataPath, each of which is using a different modlist, pulling from the same mod directory. See Posted October 26, 2024 [EDIT] The whole thread is worth reading. This particular reply s a step-by-step walkthrough of how to do it. -
First time player, started on 1.20. Suggestions of things I noticed.
Thorfinn replied to Puzzlemaker's topic in Suggestions
If there were such a thing, I probably wouldn't make it. Ever. Porridge is a good way to extract a little more grain nutrition without stopping the hunger timer too long, and flour is useless until I have an oven, which requires fireclay. I have a chisel long before I have an oven. While I don't believe it changes the rate of drops, it gives you the drops on all the leafy blocks which otherwise would have decayed. Pretty low rate, yes, but it adds up in the thousands of blocks you harvest with shears. -
Elk movement suggestions to make the elk movement feel less jank.
Thorfinn replied to Maynard Mann's topic in Suggestions
Oh, gawd, no! Without the brown bear having to "climb" up single block slopes, you could not get away from them. Your only option through at least midgame is to use your ability to time jumps so you don't have to stop, which lets you outrun them. I don't mind changing up the visuals, but you definitely need to do the stop, climb, run, or probably even wolves would become deadly well into or even beyond copper. -
The real problem is it's hard to switch from sprint to crouch fast enough. Which, realistically, it should be, I think the trick to them is to close to within about 20 being ready at any moment to crouch, then sprint right after he fires. Then you only have to cover a half-dozen tiles before he will try to flee.
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I think I'd avoid defined groups, as it makes it much more difficult to add new creatures. You end up having to incorporate things like global spawn rate sliders to accommodate those who use multiple foe mods. What I would prefer is that the check for spawn be made, a tile selected, then add up the weights of creatures that can exist on that tile, and figure out which one it is.
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Right, but how do you do that? Resolution of a monitor is, say, 1920, The left half is 960 pixels, as is the right. Even if you hit the screen exactly in the center, that mouse will resolve into either being on the left side or the right side. There is no pixel in the dead center, so you cannot, with current mouse drivers, move straight ahead on the cardinal axis. [EDIT] What you probably could do is build a nerdpole directly on top of the road, and remove the bottom few blocks. You can see that at 400 blocks or so, and if you pointed your cursor directly at it, that should work. I take it the goal is to use some auto-walk, or put a ball bearing on the "w" key? [EDIT2] What might work is tweaking the move ahead 1 tile routine. Without a road, I still want it to move at whatever angle I'm pointing to, without any "correcting", but I would not be averse to having it correct to stay on a road if my mouse were, say, a degree off. That is, it won't jag to follow a road that's not on a cardinal direction, but gives you a little wiggle room on the cardinal direction roads. That said, you know that even if such a thing were developed, the very first complaint would be that people want the algorithm to "correct" for greater and greater inaccuracies in game skills, and ultimately, a slider and/or toggle for it.
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Conceptually, how would such a thing work, apart from making the mouse "snap to grid"?
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At what point do you stop looking for a halite deposit?
Thorfinn replied to Chuckerton's topic in Discussion
I never look for one. If I stumble across one while spelunking, bonus. Maybe 15-20% of the worlds? Back when I did search for halite, I'd get to the bottom of the world and tunnel horizontally. There's no telling how high a dome will go, but it always starts at the bottom of the world. In answer to the last question, I don't believe I've ever intentionally searched in a "Poor" since I started understanding how prospecting works. "Decent", OK, if I can't find better, -
I'm not sure anyone actually cares what the model used for the mode of transportation. Or even if there is transportation. There was a mod several versions ago that converted the wagons to cabins. I'd even be fine with them just vanishing when the player does not have eyes on. Come back in a week, no trader, no wagon, come back the week later and he's there. I'm also perfectly fine with just handwaving the whole restocking thing, i.e., the status quo. What I was responding to was the background information you presented which led to your suggestion.
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I strongly suspect it's Block Overlay. Every time I've seen the error thrown from the API, it's been a user mod. The message about the "instance of an object" is also a red flag Additionally, I have about 6 hours into 1.20.4-rc1 and have not encountered that yet. I've had crashes that are apparently related to the sound, but not a crash on load. Try disabling the Block Overlay mod and see if it's a vanilla install issue. [EDIT] Try creating a second install of VS and see if the issue exists in that instance, too. [EDIT2] If coreclr.dll is a persistent issue, there is a chance it might be your .net install. An error in clearing memory. You could try reinstalling .net7?
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I know you meant this facetiously, but that's kind of what I meant. I already verified that the RA can be done with day 1 equipment. Chapter 2, no I can't do that with just stone spears and improvised armor. But my point was it's easy to buy 16 cassiterite nuggets, which is all you need for a tin-bronze pick and anvil. The best all-around armor in the game, gambeson, can also be purchased, starting with a minimal stake -- a couple three aged crates and you are good to go if you treat the game as a trader sim.
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Rain needs to be at least Uncommon, and it's possible under defaults to spawn too far north, where it is too cold to form. You might have just had bad luck. Welcome to the forums, @Jindřich Kugel