Thorfinn
Vintarian-
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Everything posted by Thorfinn
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This. I think their dead hitbox needs some adjustment. OTOH, I've never had a fail if I got close enough that the crosshair was red. When it's white, sometimes it works, sometimes not.
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The traders are not useless, @BalmoraPete. It's just that they are not game-breaking. The vision is not a trader sim. It's already quite easy to skip exploration and progression and skip straight to iron age. Heck, just trading wolf pups can push you from stone to iron.
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It's not the number of people, but the tach-savviness of them. IME, Linux users are as far above Windows users as Windows users are above Mac users. On average, I mean. So why are there so few Linux people willing to create builds or flatpacks or whatever? If anything, Linux users tend to be more community-minded. Except in VS?
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Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
Absolutely. Further, most fights aren't even worth it. "Hey, I got 3 fiber and one 4usty gear out of this battle!" "Yes, and how many twine is it going to take to repair your armor?" -
After more playtesting, I think it probably would be a boon, but it takes a while to retrain me to the new mechanic. The old dog thing. You need to place all the farmland, but you must not hoe more than you have seeds for. The rest must be filled with flowers. I *think* rabbits don't spawn on flowers, but I would not swear to it. It's just that I'm such a doofus creature of habit that I can't remember to stop hoeing the ground. [EDIT] Also, instead of slabs, it looks to be easier to place a 2-high fencepost in that spot, and place the skep on top. You can probably place it on the post in the water hole, but it is low enough it's hard to get the visual on when it's harvestable.
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It is updated, isn't it? Like 3 days ago? My son said he downloaded the Flatpack this morning. I don't know how this works, but I know that for another game I used to mod, one of the forum members maintained nightly builds. This would take a tiny fraction of the commitment, since updates are not daily.
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You can also place dry grass on the ground to mark your path. You can quickly pick it up on your way out if you like. A single stack of bales is, what 512 bread crumbs?
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Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
Don't wait until there are 20. Or spend the time to figure out what kind of defenses foil their missiles but not yours. Or just run to get far enough away to despawn them. There's no more reason to kill surface bowtorn than there is to kill surface drifters. And they are still ridiculously easy to herd -- they will strive to maintain effective missile range, so if you crowd them they will flee into whatever preps you have for them. If anything bowtorn are too easy to deal with already. It's just that the old ways of dealing with drifters don't work. In many ways, they are the opposite of drifters -- dangerous at range, but pushovers if you can force them to melee. You have to expand your tactics. -
Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
Just damage does this. Get him down around a quarter of his HP ad he will flee. There's also a chance he will flee any time he takes damage. Bowtorn are ludicrously easy to herd into containment pits, and with a little thought and observation of the path their projectiles take, you can design something that lets you stab them without being hit by arrows. -
I vastly prefer to leave things as they are. There is a warning of an out-of-date mod on the Mod Manager page, but often the only "problem" is that the modinfo.json doesn't explicitly include the current game version number. Many work, they just have not been confirmed to work yet. So if you want to take a chance on an outdated mod, it's your choice. I'd really hate to have to wait for new updates for no reason at all.
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Too Many Spawns of the New Ranged Hostile Mob
Thorfinn replied to Gwendal Steven's topic in Discussion
Sure he didn't come out of a nearby cave? The following is part of the spawn conditions. maxLightLevel: 7, chance: 0.1, lightLevelType: "MaxTimeOfDayLight", Cave mouths, it's easy to happen -- that would only be, what, 15 blocks from daylight? And they have a seek range of 30. Check around again to make sure you closed off all caves in your AO. That is much more important in the new version. You need either secure your surroundings or be ready to deal with an occasional bowtorn. -
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.