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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. It speeds up the growth a bit. Most noticeable on the things with lots of nutrient consumption. Onions are a good call, since what else are you doing with all those bones? If you find more saltpeter than you have ingredients for bombs, might as well boost your flax, too.
  2. Good thoughts. It all comes back to, "Is that fun?" Or should warmer climes just be left as an easy mode? Similar to the way arctic starts are hard mode. [EDIT] Oh, and welcome to the forums, @hologramblue! [EDIT2] What I'm saying is that the selector is Polar, Temperate, Subtropical, Tropical or whatever. If it were I'm Too Young To Die, Hurt Me Plenty, Ultra-Violence, Nightmare and Ultra-nightmare, no one would be pondering how to make I'm Too Young To Die more difficult.
  3. I've done the opposite of that. Running from a bear I ran smack dab into a pig, who took a bite out of me, and in short order, jumped over a wolf, who broke my armor. I got away. Don't remember how I died that game. Something stupid, I'm sure.
  4. No idea. None of the people sitting near me had drinks, so my books were spared, and I found a new group where I knew everyone. But even if I hadn't found another group, no gaming is better than bad gaming..
  5. @xXx_Ape_xXx, is it the same one I have? 0.1.0, last modification Saturday, ‎October ‎29, ‎2022, ‏‎5:53:54 PM?
  6. OK, my bad. I guess I misunderstood. I thought combat was one of those things that was planned to be reworked in the future. I'm certainly in agreement that hunting is not difficult. Definitely wasn't in 1.19, when you could stand outside their awareness range and fire away at them, and they would just stand there. This changed a little in 1.20. At least they don't just stand there anymore. Kind of like in tabletop RPGs -- critical hits are a lot of fun if the enemy doesn't get them, too. I was playing in a game once where the 9th level ranger was one-shotted by an open-ended crit roll, and ruined several books when he flipped the table and dumped books and soda all in a pile, then threw his chair through a window.
  7. @NiclAss (and whomever), how about try this: https://www.dropbox.com/scl/fi/cqjxab3c6osnvyppb58bg/pumkineventv0.1.0.zip?rlkey=h6s5114upm176rae69a9jvpym&st=7byuh4ck&dl=0 I forgot I even had a dropbox account..
  8. No, I'm not on discord.
  9. Huh. Wonder why? I can't eithe, @NiclAss. Maybe security risk or something? Is there a good site like imagur, but for files? Or is there a way to DM it? I do not have anything like dropbox or google drive. [EDIT] Or maybe I could upload it to ModDB, and you (or someone) can take it over?
  10. Welcome to the forums, @cautious_asparagus! Pretty sure weapons and combat are going to go through a lot of tweaks. Some of those are serious changes to balance. Bleeding, for example. Now in 1.20 there is a creature that shoots arrows or javelins or something similar. He already does a lot of damage, and bleeding would drastically increase the challenge, which would seriously affect the n00bs, particularly. And why wouldn't spears or swords also cause the same kinds of bleeding wounds? Or how about special damage, like slowed movement. Do you want to be slowed because someone got in a lucky shot? Sure it's more realistic, but is it fun? Shot placement and other effects also tend not to be fun. Getting one-shotted by a bear or a 2-H drifter is one thing, but if it were possible from any foe using arrows or similar who get in a lucky head-shot? You do a lot less hunting than being hunted.
  11. If switching from 9 days to30 days, it's only a tad under 1/3, not 1/12. You see a year on normal, it's good for over a season, i.e., all winter.
  12. IMO, 30-day months make the game way easier. Particularly if you slow down hunger and spoilage. It's a matter of playing the game on its terms, rather than yours. At least the last time I tried it, berries, cattails and skeps did not adjust. Neither did animal birth rates or critter spawns. You have much more time to get slaughterable critters going, or you could live off honey the entire winter. What else are you going to do with all those barrels of honey? You will have at least 30 to do something with, and probably chests of un-squeezed honeycomb . And you will have to kill off wolves anyway, and probably just let the meat rot, because you certainly don't need any more. And if you time stuff right, berries on the bush and veggies in the ground don't go bad if you get them before spring, though you will have reduced harvest. Big deal, right? You are going to have to do a lot of modding if you want to even have a game experience as difficult as standard. Check out @Vinter Nacht's crops mod. Golden Fields or something like that to get an idea of what adjustments need still be made, though I don't believe the mod is current. Someone had an animal husbandry mod you should look at too. I don't believe it automatically adjusted fertility cycles, you set the days per month in a config file.
  13. Welcome to the forums, @Briskethead and @Skeletawr! I usually just ignore anything that's not a 2-headed. I can usually find something useful to do. More grass is always useful. Dirt for packed earth for securing caverns and making paths. Peat. Sand, for mortar, mostly. Sticks. Cattails. So long as you keep your head on a swivel and don't get too distracted, there's lots you can still do. [EDIT] Oops. Forgot. You get outside their aggro range. 15, maybe 20 blocks, and they will start wandering, hopefully away. Once they are 64 away (I think) they despawn in a few seconds.
  14. If I'm understanding this mod, that's already a game option. You simply set number of Temporal Gear Respawn Uses to One. (Wilderness currently defaults to 3, standard to 20.) [EDIT] And even then, unless you choose to set number of lives to something other than infinite, if you die and find yourself in unknown territory, nothing prevents you from eating a poison mushroom, or jumping off cliffs or rasslin' bears and respawn somewhere else until you find yourself in familiar surroundings.
  15. FWIW, several mods do exactly this...
  16. Welcome, @DirtyLeftBoot! Heard several people report the same thing. Don't recall that anyone knew what cause the problem, but the solution seemed to be more or less starting without mods (or only those mods they knew did not cause issues) and add mods in order of preference until they figured out what was causing the problem. Unfortunately, few ever posted back what the problem turned out to be. My suggestion (knowing nothing about you modlist) is to disable about half of them, then start a new world and see if the problem persists. If so, select half of those and try a new world. Etc. If you post your modlist, maybe we could help...
  17. I wondered if that wasn't the case. In previous versions I was pretty sure cooking them over a campfire was worse, but in a cooking pot much better. But I didn't care enough to bother reloading an older version of the game.
  18. Pretty much the same way as everything else spawned, but I think there might have been a minimum range. Not a big range or anything, but something like they wouldn't appear any closer than 5 or 10 blocks from you, and possibly not in your FOV, even beyond that range. Rifts are much easier to deal with, even though you can see foes popping into existence. And maybe that's why they went with rifts -- appearing out of "nowhere" was a feature of rifts. Probably true. The facehuggers are much faster than drifters, and missiles from the ugly pluckers do a lot more damage. (Not in the interests of spoilers or anything -- I just don't know what they are actually called. I just go with what they remind me of.) Nice! And it's even updated to 1.20.
  19. Maybe. Fish don't bite back, and you don't even have to cook them. If you are not very good at hunting, they are also a safe way of preparing meat stew, where you can improve its satiety by 70% over cooked fish, 375% over raw fish, something you cannot do with wolf-flesh. But like @LadyWYT says, you have to know its an option. No, I don't go after fish except in oddball circumstances, but then again, I'm pretty good at hunting, and I definitely do not want the satiety bar to stop any more than absolutely necessary in the early game.
  20. It also does it with smithing, knapping, etc. Like I said, it's probably something that can be done with a macro. You just have to go through the command handbook (.chb) to figure out what the command is. If there were a lot of people who wanted that feature, it would probably already be a mod.
  21. I'm not following. Why would you open inventory if you didn't want to be able to use it? The only thing I can think of right off-hand is if you wanted to use the 9 spaces in the crafting grid as inventory spaces. Maybe it's just that I'm not following what's immersive about having to look around an inventory screen while walking around. That it's just a bad name for what it does. [EDIT] Oh, sorry, just noticed. Welcome to the forums, @Xiarno
  22. I do not see "pal*" in any schematic files.
  23. I'm trying to understand what exactly is being asked for here. Does it boil down to, "I want to use immersive mouse except when I'm doing voxel stuff"? (Presumably to include chiseling?) I wouldn't swear to it, but it's probably something that can be done with a macro. The setting, "immersiveMouseMode": true, is in the clientsettings.json, and updates when you change it in settings in game, so there pretty much has to be some command that does it that can be mapped. [EDIT] Maybe I'm just not understanding what immersive mouse is supposed to do. I thought the point was to make mlook work even with other windows open. In other words, disable the lock that normal mode does. Is it something more than that? What features of "immersiveMouseMode" do you want to have in normal mode, or vice versa?
  24. Yes, but that doesn't disable drifters. It just makes them spawn the old way. At least with rifts, you know where it's not safe to work tonight. At least that's the way the option used to work.
  25. Welcome to the forums, @EG AS! There is an option to disable temporal storms in the base game. Can't say removing drifters entirely is a popular request, as a whole lot more people download mods featuring enhanced drifters, but there are those who agree with you. Look at the top of this page for the banner, click on Mods, select All Mods, and search for "drifter". When 1.20 releases, you will probably want to wait a bit for the mod(s) you chose to update.
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