Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
Sure. I think the same is true with the bleeding mechanic. Even if it only applies to piercing missile, and not to claws or teeth, it's going to be hard in 1.20 to avoid having bleeding damage pretty much constantly, unless you simply never go outside or into caves. Maybe there's something in all climates that stops bleeding, but if not, a couple encounters with one of the new monsters means people are going to just have to sit at home and mend. Also keep in mind that one of the complaints about starvation damage is knockback bumping you off some precarious perch. Presumably this would also be the case with all other special damage. "So take away knockback." OK, but that has to be a part of the package. I'm not a Debbie Downer about all suggestions. Just ones that demonstrate one does not yet have enough time in the game to understand the implications. -
Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
But what else is there to do? You are 10,000 blocks from home, in terrain you would never build in. (I get it; you have not seen the RA yet. Trust me. Whatever you do, you are not going to be able to bring it back with you, and neither are you going to consider moving here.) I didn't pick 25% out of the blue. Being on fire currently causes something like 0.5/s. Unless you are near water, you will be down 5HP. You play Wilderness, so you start with 10. If you fill all 4 of the non-dairy nutrition bars, you get another 10. Losing 5 out of 20 is 25%. Sure, but now you apparently are thinking of splitting damage from, say, fire into 3.5 points of poultice healing, 1.5 points of special salve. Not that it's not possible, just that I don't see the big advantage. So instead of 4 poultices, you now use 3 poultices and one burn cream? Presumably you have some health status screen where you can figure out which salves you need to use? OK, but that's drastically different than the current 0.5HP per second for 10 seconds, that you can heal back with a couple poultices. There are mods that do status effects like what you are talking about. There are alchemy and first aid mods. Have you tried any of them yet to see how they work in practice? -
Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
Unless you get that burn damage just outside the RA or maybe one of the new chapter locations, and are thousands or tens of thousands of blocks from home, and possibly probably not even close to an environment where such herbs grow. I can't think of many things that would be more irritating than just standing around waiting for wounds to heal up over the course of a few days. Particularly when if you get mauled by a bear or fall off a cliff, and a few poultices later you are right as rain. And going into the RA missing 25% of your max health is a big deal. [EDIT] Oh, or if you are just starting the game as a n00b and take one of these special damages, and now instead of 10 max HP, you now have 5 max, until you can figure out how to explore forests without getting killed by wolves. While you are still learning things like you can't just use a knife blade, you have to put a handle on it. [EDIT2] It's not necessarily that I hate the idea of special damages. Just implementations that make the already steep learning curve much steeper. You would likely need to spot the n00b some salves so he even knows it's an option. And probably something like a medicine bag that is capable of holding a stack of at least several of the possible salves. -
Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
It is. It's just not a separate thing. Damage is damage, whether hunger, cold, falls, pointed sticks... Personally, I prefer to keep things simple. I don't want to have a dozen kinds of damage, and take up more already precious inventory with 12 kinds of healing salves. -
It's really easy to overheat a stone oven just using wood. I have no IRL experience with burning peat, but if it's really 200C hotter, seems to me it would hard to avoid a burned crust over raw dough. [EDIT] I do, however, have real life experience with putting coal in a wood stove. It's not pretty. Cast iron is fine, but don't attempt it in steel.
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I usually don't bother with improvised armor, either. I know, I know, there are no penalties and all. It's just that knowing I'm going commando gives me that extra incentive to be hyper-aware. Carrying a stack of poultices and keeping the food bar topped up works better for me. BTW, I think probably what happened is you moved just as the wolf lunged and he went right past you. I don't know for sure, because you turned instead of just side-stepping, but that's kind of what it sounds like if you time the side-step right.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
To some extent, I think that's true. But I highly doubt you will have the choice of potentially hundreds of variations on heat stress. There would be just the one. Just as with anything else in the game, figure out that challenge, and from then on, it's just fine-tuning. -
Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
I hear you, @hologramblue. I don't enjoy combat, either, despite the fact I'm quite good at it. I just choose to run from or otherwise avoid basically every combat situation. I'm particularly not a fan of boss battles, though I have to admit the one currently in the game is plausible, unlike in pretty much every other game I've played. (Looking at you, cyberdemon. And you, D'Sparil. I see you trying to hide, daytime Empress of Light.) Heat isn't a particularly good threat, though. As you note, it has to be solvable from nothing in maybe 15 or 20 days, And whatever the solution turns out to be, once solved that first year, it's no longer a challenge ever again. Not just this world. Every world from here on out. All you are doing from then on is optimizing that process. Even something as trivial as taking a siesta has no downside -- you are under no time constraints, as you can grow crops pretty much year round, and face no "winter" pressure. And further, it shouldn't get in the way of people who are playing the game of Tyron's vision. Not me. And, as I understand things, not Tyron, either. That's the stated purpose of mods, and why he's put so much effort into making things so mod-friendly. There are people who enjoy games with a plethora of status bars. If you want that in a VS experience, you can create that. IMO, this is the kind of challenge that should be dealt with through Mod Manager rather than World Settings. Rather than just one challenge, you can experience the various challenges envisioned by dozens or hundreds of others. -
Some of those are definitely worth assigning a macro to, rather than standing still in possibly hostile territory and futzing with the map. Say you want to mark all the quartz you find. Go into the macro editor (Ctrl-M) and add a macro whose command is, /waypoint addati pick ~ ~ ~ false white Quartz Assign it to hotkey (say) Ctrl-Alt-Q. When you hit that hotkey, it places that marker where you are standing. Ruins, caverns, traders, translocators, unopened storage vessels, coal, clay, peat, resin, your own caches, bees, maybe even crops or mushrooms or berries may also be good choices, depending on the stage of game you are in. [EDIT] In answer to your question, I don't know what they are, though, sadly, orange rocks are also copper. When I play with map, I don't stand still long enough to use that interface. 1.3 /waypoint
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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.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
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. -
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.
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Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
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.. -
@xXx_Ape_xXx, is it the same one I have? 0.1.0, last modification Saturday, October 29, 2022, 5:53:54 PM?
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Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
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. -
@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..
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No, I'm not on discord.
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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?
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Hunting Adjustments (Animal health, Bow damage)
Thorfinn replied to cautious_asparagus's topic in Suggestions
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. -
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.
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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.
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So, what do you guys do during temporal storms?
Thorfinn replied to Briskethead's topic in Discussion
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. -
TemporalGearSpawnNerf (mainly for Wilderness Survival)
Thorfinn replied to goxmeor's topic in Mod Releases
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. -
FWIW, several mods do exactly this...
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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...