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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I wasn't doubting. I've had it take several days before. You will appreciate 1.20, though. It's all over the place.
  2. Welcome to the forums, @Farrowe! I'm pretty sure the game won't even let you try to mix two different liquids. Is there a reason you wanted to? Fruit punch or something?
  3. Or you could replace one of your friends. Welcome to the forums, @Starlight Silverwing!
  4. 10HP plus 2.5 bonus. However, it's hard not to have enough grain and veggies and redmeat to make stews and porridges enough to be pushing 20HP. My first few games, my seraph starved to death, and that's a pretty common complaint. Not that my seraph starved, I mean. The complaint is always that the other player's seraph starved. No one else seems to care about my seraph.
  5. @EmperorPingu, had another thought about a structure that probably is spawn proof, as it has exactly no full tiles, and does not count on hoping ladders and such don't prevent spawning. X - Blocck L - Left Vertical Slab R - Right Vertical Slab XXXX XLRX XXXX There is room for you between the two slabs, but no one tile should read as spawnable. Not that you can do anything from there other than wait out a storm. I think you could probably do the bait thing, but despawn range has changed -- it's now 30 seconds at 20 blocks (I think) so if you drop them enough to kill off all but the double-headed, you don't have a lot of time to get down there before he despawns at end of the storm. [EDIT] With as carefully tuned as all those parameters are, 35 drop, 20 for both despawning and aggro, you would now have to be fairly particular in build. You would probably be like that Monty Python sketch watching drifters falling past your window. [EDIT2] Thinking about it a bit more, make this LR passage 5 long so you could get out of reach of nightmares, and you could put one of the traps from a few posts up on each end of it. If chiseled blocks count as non-spawnable space, you could put 4 of them around a set of LRs arranged in a "+". If this works, count on it being patched soon.
  6. 0-10, even 0-15 is not that unusual. 90% of the time, you should get at least 1 fiber for every 10 surface drifters, but that still means 10% of the time you won't get at least one fiber. 4% of the time, you won't get a single fiber with 15 kills. I'm not saying there is no abatement for drifter-killed drifters. Pretty sure there must be one for fox-killed hares, for example. I just have not spent enough time looking at the drops code to know for sure. That amount of under-the-hood knowledge would take a lot of the fun out of it for me. But if someone were to say he read the code and saw it with his own eyes, I would not doubt it. It's just as an engineer, I know many of the limits of applied statistics.
  7. A standard world would have "equators" every 200k. A standard world would thus have a pole at about -50k and +150k. I think you have two more poles to go before the end of the world. If you are a coder, I think it probably has something to do with FFFFF hex being approximately 1 million decimal. [EDIT] To be clear, I think that's the case even if you are not a coder.
  8. Maybe I misunderstood. If all you are talking about is the body temperature ("C" screen) going up to whatever is considered critical, and, say, the margins of the screen start going dark, like the tunnel vision that starts setting in with hyperthermia, and start taking damage slowly, and all you have to do to remedy it is go jump in a lake, OK. That's about the same level of edge-of-your-seat excitement as hypothermia...
  9. Pre-11? Aw, jeepers I'm 2 behind.
  10. I have no personal knowledge of the mod, but I've heard great things. Configure Everything Allows to configure a lot of various things, such as tool durability, stack sizes and much more There are also mods that change various properties of the drifters themselves, like changing their aggro distance, their behaviors, HP and attack, etc.
  11. Saw this a week or two ago, and thought I was never going to need it. Well... And now I can't find it anywhere. Anyone know the console command?
  12. True, but setting yourself on fire warms you up tout de suite...
  13. I was just basing it on downloads of the thirst-type mods. In economics, that's called a "revealed preference". @xXx_Ape_xXx's Grapes mod is closing in fast on the more popular of the thirst mods, and it's only been up a bit over a week.
  14. @Echo Weaver, the shaft is only maybe 3 deep. It only goes as deep as the soil was there. I set as a design constraint that it had to be a day 1 construction, so could not dig into stone, so it had to build up. The rammed earth was because I forgot I was playing Standard, where gravity does not affect regular old dirt. While diddling around trying the water pushing critters around thing, while that still can be a day 1 in sufficiently deep water, it's non-trivial to get them forced into the pit in the middle. Water is weird. I thought it only flowed 4, but in testing, it was going 8. Are we sure about that? I had just the basic drifter-kills-drifter thing going in 1.19.?, on an Apoc night when I was busy doing a bunch of clayforming, (kind of similar to above, but by accident and without the pit kiln) and loot seemed pretty typical. No temporal gears, but plenty of fiber and two rusty gears.
  15. Many mentions of it. Mostly in Suggestions. [EDIT] Here's an explanation: Distant Horizons Minecraft mod for Vintage Story
  16. The Expanded Foods mod and Potash Making etc. mod both approach salt a little differently. Definitely worth checking out to see if one or the other makes more sense to you. Might also check out From Golden Combs, as that mod makes you scrape honey out of a brood pot, something that might also be applicable. Or you may come up with something entirely different.
  17. Here's the first model I think I'd try. It weeds out the crawlers, so you only have to deal with the types that are 2-high. Looking back towards the entrance to the downstairs. Every space but one has something filling it. I'd put a couple ladders or something, hoping that they can't spawn into a ladder. Standing just behind that open tile that you might want to put a ladder, in the tile with the ladder to the surface. Walls are vertical slabs, sandstone fence 2 high in front. In the back is the pit kiln. View from above. Roach motel.Shaft drops onto dirt block right next to pit kiln. Ready to fry.
  18. Fair. The reason I asked is the text there sounded as if it got rid of those motions so you would have to use other cues. I didn't even remember there are only two options on that page. If the only thing that you can't resolve is the low-HP camera movement, there is an easy solution -- something that rhymes with "groultices."
  19. @Echo Weaver, sort of, but if there is still anything alive bigger than Deep (I think) they outreach your knife, so you have to let them all die before you harvest. I doubt there is time between the waves for the 2Hs to die if you get them in back-to-back waves -- fire damage is pretty slow, maybe a half point a second. I suppose you could speed things along with a spear, and it is possible for them to do serious infighting. I don't have any idea how the new missile guys work in 1.20, though. If their missiles originate in the top half of the model, it should? The problem is that making a space big enough to be able to both stay out of reach and harvest all the carcasses was not spawn-proof. I've had a half-formed idea for a while. Maybe I'll make a mockup of what I'm thinking and you can test it.
  20. Sure. Might not be too bad if you are limited to carrying a single three-slot quiver in your inventory, essentially converting your hand basket into a linen sack whenever you are carrying at least 3 spears. The existence of linen sacks doesn't nerf inventory management. Don't know about off-hand. During daylight on the surface, I'm starting to warm to the shield, believe it or not. Alternatively, one could let spears stack to 3 (or whatever) and give them a break percentage like arrows, rather than durability. If my math is right, about 2.8% breakage would be about right for a flint spear, though that does mean it's possible that all your spears could break on the first throw, which would not be fun in a storm...
  21. Did you try the options in the Accessibility tab in Settings?
  22. Welcome to the forums, @LordAnubis I would not want to give up a backpack slot for a dedicated spear quiver (similar to mining bag) except in special circumstances. The only time I load up on spears is when I'm hunting or clearing out the wolves and bears from my AO. And then I just unload everything but a knife and spears so I have room for everything. When I get filled up, I'm leaving spears behind, so those slots need to be usable for general inventory. Alternatively, bags in bags? Maybe. Not sure what I think of that. Mostly I'm in the camp that by design, this is an inventory management game. Spears have massive thrown damage because they take up one space in inventory. You would need to reduce spear damage to compensate for having more spears available. And I don't know about you, but I think things like double headed drifters already take enough spears to kill.
  23. If someone is thinking of modding this, please consider: "Pin" box for each waypoint in the filter list. "Pin All", maybe, too. Editable fields in this filter list. If I want to change the color or description or whatever... "Pin" history list. When you want to unpin all the clay, you just deselect that from history. I have other things on my wish list, but they are all "nice to have" that would probably need the above in the first place. Thanks, @Maelstrom
  24. Yep. Both bottles. Had a friend who immigrated from Russia shortly after the fall of the USSR. Their custom was you each bring your own bottle, and when you open it, you throw away the cap. His tolerance was such that it didn't seem to affect him much, and he would often finish most of a second bottle. He died of cirrhosis in his early 40s. That's not spelunking. That's surface travel in daylight. Don't know about full sun, but they will definitely come out to play with overcast at noon. Deep drifters, too. Don't know if that's a thing now, or if it's just for purposes of playtesting their AI more extensively. If it sticks around, it makes a lot of sense to close off all caverns in your AO, and only open them when you want to cave. Those Ugly Pluckers (have not come up with a good nickname for them yet) can take you down about half with a single volley. If I read the patch notes properly, an active shield block will completely stop it. I haven't verified that yet.
  25. Not really recommended in permadeath. A buzz, sure. Though with 1.20's facehuggers, you need to be a lot more alert. The second tier ones can form in caves and come pay you a visit, and they are pretty darned hard to shake unless you are in fairly thick forest.
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