Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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.
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I'm not. Have you forgotten our national motto? Anything worth doing is worth overdoing.
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So, what do you guys do during temporal storms?
Thorfinn replied to Briskethead's topic in Discussion
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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.
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So, what do you guys do during temporal storms?
Thorfinn replied to Briskethead's topic in Discussion
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? -
So, what do you guys do during temporal storms?
Thorfinn replied to Briskethead's topic in Discussion
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. -
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.
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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.
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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.
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So, what do you guys do during temporal storms?
Thorfinn replied to Briskethead's topic in Discussion
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 -
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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Doesn't make that much difference. Mountainous terrain has lots of deep ravines, and the chunk boundaries never seem to match peak to peak in the old location, so there are always those 50+ sheer cliffs. And, of course, like you alluded, you know where the RA is. For map players, probably not a big difference. You already have an X.
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Interesting. I'm pretty sure it used to work. I don't use the macro editor. I just open it in a text editor (npp) that has proper copy/paste and cursor controls.
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I agree with most of that @LadyWYT, at least the parts I'm competent to have an opinion, and I'll defer to you on traders. About all I use them for is dairy, an early lantern, a mid-game pick, and tin, if I've been shorted completely by the RNG. Blasting powder, when they have it. I do think one could (and probably should) take the sails from a ship, but the ship and the rigging should remain at anchor.
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How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
That's another thing that the devs have simplified to the point that one is justified in thinking, "What the heck is taking so long!" IRL, it takes time to flux and skim off the dross. Sometimes you have to flux several times. Be glad they didn't follow reality too closely. One of the most common fluxes was potassium chloride, whose only source in-game is sylvite. Yep. You need to find a salt dome before you can make proper copper tooling... -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
Sorry for being a bit terse. When I thought of doing something similar, I thought I could ether copy a snippet from the firepit or brand new pit kiln or delete something from the forge, but they are (or at least were) coded differently. My guess was that either it was legacy code or intentionally done to make it difficult to do multi-fuel. So I tried to come up with options that would be within range of a first mod. Which was somehow annoying, I guess. On reflection, a recipe that has only an axe in the crafting grid that subtracts 3+ durability, producing 1 charcoal might be the best answer. The assumption here is that all it is doing is getting rid of all the time that a seraph would have to spend between growing a grove, removing all the leaves, logging, replanting, making the pit, waiting, and digging it out by hand. The basis is that 8 logs makes one block of firewood, which produces roughly 5 charcoal. That would take 16 durability off your axe, or roughly 3 durability per piece of charcoal. If you don't usually remove the leaves, it will take about 32 durability per block of firewood, or roughly, a recipe that deducts 5-6 durability per piece of charcoal produced. -
Cool. Maybe not terribly realistic for it to happen in months instead of decades at the very least, but hey, a game doesn't have to map into reality too closely. Should be a relatively easy mod, for anyone with artistic talent. What are you suggesting mechanically speaking when you say, "fluffier" wool? More? A different grade of wool entirely? Good idea. Maybe half of what they would pay if it were on their want list? Should be relatively easy mod, too. Might end up making trading a little more dominant than the game intends, though. https://mods.vintagestory.at/show/mod/15312 Post a comment at his mod about, say, putting tools in a firepit to remove their handles, and repair worn tool heads instead of having to wait for them to break? https://wiki.vintagestory.at/index.php/Rift_ward There are several of those. There's something screwy about shoreline, though. No one seems to be able to stop sharks (for example) from attacking seraphs one or two blocks on land.
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How Vintage Story made me cry :)
Thorfinn replied to BiancaMoon's topic in Videos, Art or Screenshots
Yes, big time. -
1.20pre13 Insanely dense fog underground
Thorfinn replied to cautious_asparagus's topic in Discussion
Haven't yet encountered visibility range of 10 feet (3 blocks) but, yeah, the fog can really restrict vision. Just wait for non-foggy conditions. They still show up. It's just that you are on nature's schedule rather than yours. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
I think the coolest part is that what you are doing is trading seconds, minutes, hours of your seraph's "existence" to accomplish some end(s). And, yes, most ends will require you to trade that time to accumulate materials. Is a search for purpleheart or ilmenite or borax or salt or marble or bees or iron worth those hours/days of your seraph's life? Certainly you don't need any of that just to establish a thriving farm that is well beyond survival, well into comfort. But just like IRL, you get to decide if it is worth it to you. Charcoal is too much work? It may well limit your ability to do any chiseling on your home, but your seraph can still lead a satisfying, happy, if simpler life. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
Doesn't that beg the question, though? I never heard that "1/2 smelting temperature" thing, and it certainly isn't true IRL. An equally good case can be made that the longer-term solution should be to substitute in actual values, where peat would plenty for copper or brass, only marginally for bronze (extent of microfracturing would depend on the exact composition) , and essentially not at all for iron and steel. Personally, I'd be much more in favor of a proper tempering and deformation hardening mechanic, (essentially, low-tech shot peening) and even put a little effort into it before one of the releases broke what I'd done so far. Once we get closer to done, I'll probably revisit it. -
How does one make a mod that changes what the forge accepts as fuel?
Thorfinn replied to NastyFlytrap's topic in Questions
Where does workable temperature show? I don't recall ever seeing it, and I went in and turned an ingot into a saw, pressing Alt-H on everything, and never once in the process did I see anything like that screenshot. Or is that a mod? -
You only get it from a mineral found just in salt domes. Which is weird, because historically, it's almost always been produced from wood ash.
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Oh, my bad. It's when you use potash on farmland that it gets bumped 1 level.
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How Vintage Story made me cry :)
Thorfinn replied to BiancaMoon's topic in Videos, Art or Screenshots
True, @Krougal, I believe they aim where you are. So you can't stand in the window and count on being safe. If you dodge, and slide back to take another shot, and it was an accurate shot when it was taken, you will be hit. And you can sidestep into misses, too. Double-wide merlons work pretty well, since you can relocate to a different set of firing positions fairly easily. And a double-wide merlon can be set up in no time flat. That was bad luck. @Echo Weaver. I can often go dozens of cave systems with no locusts. But unless you really want Jonas parts, IMO, they are not worth bothering with. They are "guarding" a procedurally generated cavern which is no more likely to have anything worthwhile than a cavern without locusts. I think you can turn down damage, can't you? Back of my mind, I thought that was an option. Flint spear damage is no joke. But double a rock's damage? That's almost nuisance range. But others are most likely correct. There will be mods to nerf or even eliminate them. Kind of like some of the mods for Terraria, though, I'd be leary of crippling them too severely -- they are most likely intended to give you the skills to tackle the next chapter/boss.