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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. The silly dance. That's what prevents the farm bug. Or maybe it's what keeps people from stopping by without calling first. I don't recall. But one of those, I think.
  2. Did you remember to do the midnight campfire thing first?
  3. That should all be fine, then. Only thing I can think of is that there does indeed appear to be a bug of some sort that has to do with crops planted while it's still freezing at night. Sometimes they just get stuck for a long time, then one day in June or July start growing normally. The bug is pretty easy to avoid -- just do a silly dance in your underwear around a campfire at midnight on the day you planted. Yes, the rate used to be 0.7, that is you get back 70% of the seeds you planted. I know the fraction is still above 0%, because I accidentally hacked one of my plants out in 1.20rc6 and got a seed back.
  4. Guess that's all true. It would be more interesting if there were a difference in booze types, or if booze served any useful purpose but bandages, but jeepers, grain is so plentiful that I just can't get excited about squeezing honeycomb for a half hour when I could just grab flour from a mechanized quern, pop it in a barrel, and go do something useful. At least on a sailboat the scenery changes, and you mostly only need one hand. None, if you wedge the key down with a toothpick or something. Squeezing honey is a whole different level, requiring both hands and frequent changes to empty the bucket and get a new, tiny stack (why?) out of inventory/storage.
  5. I love straw as a replacement for dry grass and thatch. Rope? Maybe in a multi-step recipe like flax to linen -- straw -> thread -> twine -> rope. Rope ladders are already simple to make from vines (which seem to be a lot more common -- I'm making rope ladders just to get rid of all the flippin' vines), and, being recoverable, unlike fixed ladders, you only ever need so many. Skeps? Not a fan, unless there's a significant beekeeping nerf. Cattails are plenty fast to harvest with a scythe. There's only so many candles and barrels of honey one can find a use for.
  6. Usually that's a symptom of it being salt water. I don't know that you can determine that until you have a bucket, tho. Need more deets. Version? Standard? What tweaks from defaults? Anything other than 12-day months? Mods? Don't know what 20 around one means, either, unless maybe there were 4 blocks you could not replace with med fertility soil?
  7. Right. Might be able to skip straight from hand baskets to leather backpacks. Save enough linen for over half a set of windmill sails. Never have accomplished that, myself.
  8. Three strategically placed upper horizontal slabs will convert that to cellar, and still allow you to access them all, @MassiveHobo
  9. Thorfinn

    Winters..

    Oh, one other thing, @N0ma13, is that you do not have to build a firepit to warm up. Just start a bush or a tree or a flower or one of those stupid useless ferns on fire and stand nearby. If it's snowing, you might need to place some packed earth or something above it. If you are walking around in your winter underwear, you clothes don't take fire damage if you are standing too close, either.
  10. I believe the pickaxe has to be at full durability, too. Several games ago, I accidentally had my pickaxe selected and didn't notice it, and harvested a leaf or something, and he wouldn't take it.
  11. Thorfinn

    Winters..

    Depends on what you mean by spring, too. Snow mostly stops falling, or reasonable to plant crops outside a greenhouse, or local ice is melted, or when you can switch to cooler (or no) clothes, berries/cattails start growing, etc. My winters are generally a little shorter, because without movable water source blocks, you have little choice but to build your farm into a large lake, which is at sea level and it's quite a bit warmer at that altitude. The number I heard is 0.6C per m, but I think it's usually closer to 0.4. I'm not sure what all factors into it, but I generally build my mill at the top of a tall cliff, and my farm at sea level, and there's usually 8-10C difference between the two.
  12. Yeah, in one of the early 1.20 pre versions, I had to keep spears on me while I was planting, and keep checking to see where they were. There were 3 distinct groups moving around, at least one of them just barely out of range to notice me. I don't remember them being quite so common or close. But I don't usually settle quite that close to a forest, either. BTW, welcome to the forums, @fluffydragon!
  13. I've seen similar on and off over the last few releases. But it may also have to do with the distance from the forest I've settled in, essentially the fraction of time the woods are loaded. I've found I need a substantially lower view distance on most of my machines, so it may also have something to do with the algorithm to catch an unloaded chunk up to current.
  14. Welcome to the forums, @Kevin Jongerden and @Jex27K That's kind of weird. Had something similar happen when I was chopping trees, and bunch of log sections were bouncing around. No idea if it was necessary or not, but what worked for me was Ctrl-Q all my hotbar, then set down all my backpacks with everything in them, go back and deal with the bouncers as best I could, then pick everything back up and go home. By the time I got back, everything had despawned. Not sure if what I did had any effect or not.
  15. Welcome to the forums, @Moltrey! Me, too. I am so far behind on just my early access games I have not had time to get around to anything else.
  16. I think we are in agreement, or at least closer than you think. It's not that I have a better understanding of EoC that makes it significantly easier, it's that the loot drop from EoC made killing him again trivial, in this case by giving you the ability to not only negate his dash attack (at least until he goes hyper) but do significant damage to him to boot. Such significant damage that once you get him to the second phase, you can kill him using only the shield, a basic hook, and a handful of potions. SoC alone also makes it so that almost all surface critters with the possible exception of jungle bats (because of their numbers) are in the camp of, "Go, I say, go away, son, ya bother me." Which is exactly what you are saying of surface drifters. Think of whatever you consider your first decent armor as the SoC and you have that same situation. VS does this better, IMO, in that the "loot drop" from finishing RA doesn't do much to make a hypothetical second run through the RA a cakewalk. If anything, I'd argue the loot drop is somewhat underwhelming, though it's possible that there are future blueprints to improve it to something useful. Not quite sure I'm following you here. The chests count as walls now? Or don't you care about room status? Are those stairs around the trunks in the x3 side? Presumably so you can replace the chests with trunks and still be able to access the lower trunk?
  17. Of course it doesn't. For every boss except daytime Empress (and maybe even her -- Terraprisma is definitely not OP ), once you kill the boss, you have the power to farm him. Often without even needing an arena. Queen Bee can be a bit of a challenge if you don't open up some space in the jungle, but kill her once and then you can safely farm her on any open ground outside the jungle, even though that makes her enraged. EoC isn't that tough to do as fast as you can find the hearts, but from then on, you can take him out using nothing more than the Shield you got from him the first time. The only real exception is Skeletron, if you don't get the Bone Glove and spend a little time in the Dungeon. That's what you are complaining about with surface drifters -- you get decent armor and then they are reduced to an annoyance. A gimmee. So add in an occasional deep drifter or beyond to keep it interesting.
  18. Agreed. I don't want things worse for new players. Is "made a bronze anvil" enough of an indicator that surface spawns could now include an occasional deep drifter, if for no other reason than to gradually ease new players into what is in store for them in caverns or even story locations? Lore-wise, it 's plausible that higher powered seraphs attract more attention from the rust. You could add new monsters, sure, but I'd not want to throw them on new players. Just phase them in (see what I did there?) as the game perceives the seraph to be capable of handling them.
  19. Oh, missed your reply, @LadyWYT This is true, Lots of games do not scale well. (Terraria, I'm looking at you.) I think the surface drifters should remain just surface drifters, hot knife through butter, but in a world where I cared enough to harvest temporal gears, I can see myself on the lookout for nighttime spawns of nightmares, or, dare I dream, double-headeds. I'd be OK with deeps able to break through a crude door, but not anything better. Get your flippin' saw already, for pete's sake, and the better door will keep them out. You can augment doors with metal plates or temporal gears to make your home more secure.
  20. I'd like that too. Not by getting rid of them, but by making them scary. Right now all you get are surface spawns that are a yawn, I get it, but get a few corrupts or nightmares spawning in your smithy or bedroom as you progress through the ages and they are no longer just annoying. It gives a reason to slow down and fortify rather than rush through, knowing you will have copper or maybe bronze by the first temporal storm and have to face something more serious than some weenie rock throwers. Maybe when you enter the pottery age, a small fraction, maybe 20% of the spawns are deeps?
  21. I think they are just this game's answer to the supernatural, as opposed to the natural, which obey your preferred spawning rules. It's not much of a horror game if you take away the "things that go bump in the night." Please don't take this the wrong way, but how would that improve things? Make them different, yes, it does that. I don't see ambient lighting as an aesthetic choice, but more as a refusal to accept the game world on its own terms. Rather than adapting to the game world as it is, you want the world to adapt to your preferences. BTW, you are not alone; there are several people who have modded alternative visions of the nature of the VS world. I don't hate the idea. It's more that if those spawn rules were the game's intent, I'd think it would have been coded that way. I accept that maybe there's a reason for it, even if I don't know what that reason is. Yet.
  22. Welcome to the forums, @Miles Upshur You should be OK with a torch every 14 tiles in a 1-wide corridor, every 12 in a 3-wide. Yeah, you probably don't like that solution, but what you are suggesting would be really exploitable in caves. If replacing the torches every couple days is too much bother, you can make brass torch holders. There are also mods that let you make torch holders out of any metal, and mods which give torches a longer burn time, or even infinite burn time.
  23. I didn't think 1.20 should have broken anything. From the comments, it looks like it still works. Did you read the description? It's not just a 1-click thing.
  24. Look at the description of the mod. In the field, "Side", it will say, "Server", "Client" or "Both". If it is "Client" it only affects rules on the player side of the game. Things like tweaking step height and the like that does not involve any action from the server. If it says, "Server", it only has to be installed on the Server. If it says, "Both", it has to be installed on both the server and the client. And, in general, will be downloaded if needed, unless you have that disabled on the server for some reason. Sorry, but the answer is, "It depends." Maybe we can try this the other way around if you don't understand what is required of a server. What mod(s) were you looking at?
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