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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I can see the bit about path blocks. It's not unreasonable to think paths are a good idea. I think I did exactly the same thing early on. I have no idea why they are not full height. Knowing the full price up front? Dunno. You didn't know how much clay it would take to make a bowl or how much wood it would take to cook bushmeat.
  2. In my experience, if the crosshairs do not change to red, you have to move closer. You may also have to first clear things that are in the way, usually grass, or in the water, seaweed, cattails, lilypads, etc. You can try walking into the carcass and making it move some -- all you need is enough so you can get red crosshairs on some part of it.
  3. That was quick. What did you have to change?
  4. Or maybe pet salmon.
  5. Me, too. The difference is most notable when using translocators. Without coordinates, you have to more or less make every translocator its own origin, as you are probably not going to even be able to recognize massive landmarks like oceans or mountain ranges. The only way of kind of putting them in order relative to each other would be with, for example, the map to the RA. With coordinates it's trivial. With absolute coordinates, you have your exact location pegged. You can still play as it if were, right? Once you get to permanent ice, just call that the pole. Or that the pole is a day or two further. Whatever you like. The world won't generate that next "band" unless you decide to explore there.
  6. I could, but I think I'd rather just add a few fence sections to my farm next time and wait for one to show up. That way I can figure out what the rules are while doing something useful. Honestly, I'm a bit surprised I haven't died in my 1.20.p13 world yet. I've been paying absolutely no attention to the rift activity, even while running around commando in caverns trying out the directional sound thing. Pluckers' aiming has apparently been seriously nerfed. Unless I'm ambling along, they mostly miss. [EDIT] Incidentally, unless I have something messed up on my system, directional audio is not as great as I had hoped. For example, finding bees, it's loudest when you have your ear turned directly towards it, looking 90 to the side. But it's not that if you hear it in the left side, it's on the left. It's either to the left or the right. It still helps, as you can move along that axis and see whether it's getting louder or softer as you rotate, but I did kind of expect to be able to narrow it down more than that.
  7. It's kind of a sop for those who insist on having coordinates.. Relative coordinates do not give away the game like absolute coordinates would. And before you say, "Yes, but there's no reason one pole couldn't be -30k, the other +20k on a 25k pole to equator," no, all you need do is travel to the pole to figure out your absolute latitude. Making you traverse at least 2 full worlds means it's unlikely that anyone who is not "cheating" is ever going to know his absolute latitude. Personally, I don't see the big deal. Is it that hard to just roleplay it, if it's that important to you? "Any place north of here is the north pole"?
  8. With low rift, I'll try to explore without lighting it up any more than breadcrumbs until it becomes obvious that it's just too big. At which point, I'll place them more closely, and close off useless dead ends, retrieving my torches en route. A dead end with useful ore? Close it off and mine it out, then decide whether to run back through the gauntlet or tunnel straight to the surface. If I'm trying a high rift day, yeah, make it glow.
  9. Re: torches vs. lamps, as of this moment, lamps are light level 11, torches light level 14. At light level 6, drifters can spawn. Torches on a grid must be placed about 11 apart to make an area drifter-proof, lamps about 8. This is why a 7x7 room is not drifter-proof with just one torch -- the corners opposite the torch in the center of the far wall are light level 5, and the three tiles adjacent to them are light level 6. You either need to drifter-proof those spaces (chests, barrels, something) or figure out a way to hang the torch from the ceiling so it is closer to the corner. An area you want drifter-proof is easier to just place something obvious (different colored block or something) where you need torches, then replace them every day or so. For a reasonable-sized workspace, it will take less than 30 seconds to replace all the torches. [EDIT] Loke @Maelstrom says, lamps just are not going to cut it. Fat is way too valuable early game, and by the time you finish up all your automation, lanterns are your go to.
  10. The handbook can be a little confusing at start. That's one of the variant recipes. If you wait, it will cycle through the rest. All you need is linen, any type, to make windmills.
  11. Welcome to the forums, @LaleneMan! I'd think a bit before enabling class-exclusive recipes. Many of those are compensations for other limitations in the class. Tailor, for example, gets access to a superior linen armor because he has little else to recommend choosing the class. Giving a Hunter access to a superior light armor cheapens the experience. You can't "cheat" in a single-player game, no, but you can lessen the experience intended by the class design. Similar to the tabletop of "My Barbarian has access to all Magic-User spells at Archmage proficiency." If you decide to enable class recipes, bear in mind that next time you can choose that at world creation and not have to find the command.
  12. Not that it's unquestioned, just largely we're indifferent. So what if this "world" continues beyond what a sphere would? This world is self-evidently not a sphere, so why would one expect it to have the characteristics of one? Most games play out within 10k or 20k of spawn. Extra-polar regions may as well not exist, and from a mapgen POV, they don't. "But this world is not earth!" Yes, and? [EDIT] "Most games..." that do not involve teleporting or creative mode, anyway.
  13. Check to see if 2-high fences work. They can (or at least could) jump over a single-high fence if one was jumping while standing on the back of another. I have also seen a running jump onto a trough and over a single fence 2 away from the trough. And there are circumstances I have not bothered to track down where solid blocks above the fence apparently become climbable because they got onto my walkway.
  14. Have you checked the mods that ignore grass while butchering to give you insight? [EDIT] I'n mot saying that's the answer. It's just the first thing I'd look at.
  15. Throw a rock at a male and get it to chase you until it isn't mad at you any more. Put down a trough and quickly build an enclosure that the females can jump into. Once they get there, open the enclosure and repeat. Getting them home isn't the part that takes forever. It's the domesticating them once you get them home. It probably will be. Just not in alpha. I think that's a small part of what the roadmap means by "more ways of food preparation." The more fluff in early code the more things there are to break and have to fix when implementing entirely new features Probably a part of "quenching, tempering, annealing" from the roadmap. Cookware, see the above comment about cooking. Probably. As implemented, they are and should remain points of interest. Maybe when steam power gets going, there will be some advantage to preheating the water, but it's going to be hard to compete with a cord of firewood. If there are lower temperature springs in the future, then pretty much by definition you will be able to make one into a japanese bath.
  16. I'm not. Have you forgotten our national motto? Anything worth doing is worth overdoing.
  17. Those particular hot springs, yes. But, for example, Bath (somewhere in UK) and Hot Springs, Arkansas. Iceland has several hot springs that are not boiling. I even remember running across something around Mt. Ranier back when I was young and foolish. Evans Plunge in the Black Hills. Germany, Austria and Australia also come to mind. And I'm sure there are hundreds more. But I agree that the model Tyron appears to be using are more like the ones at Yellowstone, with all the biologics on rocks out a few meters.
  18. Right, @Khornet. Though I have not seen the heavy storm yet, the way forward looks to me as if it's going to have to involve both cover and a way to at least channel the face-huggers. You can't deal with more than one at a time. Or I can't anyway. I really need to find something good enough to be able to stop and observe them to try to figure out how to counter them. How are they at targeting around fenceposts?
  19. I think it can, probably, though I've never really checked. It just takes enough time to give 'em the slip. I mean, I leave places they can get through, but it should have taken them longer go go back around. My old standard bear pit seems to hold them. (5x5, 3 deep, ring inside the inside of the top.) [EDIT] I guess I don't know what that is.
  20. Yeah, I know 1.20 is broken. When someone else mentioned it, I went back to check 1.19, and it was broken then, too. But I could have sworn it worked back in 17 or 16.
  21. Good idea for when servers start getting filled up. The sites are named for the founder of the site. You are given a list of existing settlements to choose from, or you can forge out and create a new settlement. Maybe once you hit iron, you can opt to have your settlement listed? Still doesn't help with story locations being one-shots, but that's the problem with having story locations.
  22. Welcome to the forums, @Jan Visagie! That was the way it was supposed to work, and I thought for sure did work a few versions ago. I have not gone back to check, but it's possible something glitched in an update. You are right, though "ugly" isn't my concern, but rather lag. Enough of those flowing water things can really mess up your day.
  23. IME, @Maelstrom they try to keep the distance that still allows them to fire. Should be able to design something where the furthest spot that gives them eyes on is in your trap. Though I have not tried it yet. I'm looking for a more dynamic solution. Wow, @Khornet, haven't see a slug like that since I was playing around trying to cave when I shouldn't have been. I take it that was towards the end of the storm? And you haven't been able to thin their ranks much? The old "arena" setup might be waning in effectiveness. A flat cleared space works well when the worst of the missiles are rocks, but not with high damage ranged. Fortunately, higher levels don't appear to scale like drifter melee damage does. I'm not far enough along to have had a heavy temporal storm, but have not been one-shotted by any missiles yet. The most promising new arena design I've found so far
  24. There are scads of options for warming up, many of them variants on wildfires. (The less pyro among us might opt for a tree outside a forest, and remove the grass around it, but setting the ol' Christmas tree ablaze is one of the more cherished heart-warming traditions.) Caving is an option, though not as generally applicable; from high rift and up, it's now quite a challenge. Most of the game I've got a pit kiln or four going at any time. Or a forge or three. Now with ovens being a bit more expensive baking makes more sense to be an on-demand thing rather than cranking out a couple months worth of pies at a time. And there's always Phoenix or Sun City or Miami Beach or Key West, depending on your seraph's inclinations...
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