Thorfinn
Vintarian-
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Everything posted by Thorfinn
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another way of getting High fertility soil
Thorfinn replied to CalamityTheWitch's topic in Suggestions
Dare! Dare! (Blazing Saddles) Agreed. Grow extra food to let it rot so you can make terra preta so you can grow extra food so you can let it rot so... If you are playing for several years, maybe, but when it takes about 3 months (rot time plus 20 days), and you can't even start until late May, it's hard to justify. Oh? Have they rebalanced the spreading/wilting? I'll have to check it out again. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
No, I'm not. You can prove it to yourself. Go into one of the base game .jsons and change something. Change the drops from Cooper's reeds from 1 to 64. Start the game and see what happens. How did that happen if it doesn't read them into RAM at runtime? The .dll type mods are obviously compiled, and linked in at runtime, true. But if you look at the things I'm talking about, not one of them requires that level of coding. It's all .json editing. -
another way of getting High fertility soil
Thorfinn replied to CalamityTheWitch's topic in Suggestions
Also, you can convert m fert farmland to a variant of h fert by adding sylvite. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
Have you read through the server logs, or thought about the implications of how mods are implemented? It's all compiled at runtime. Some of the checkbox options are optimized out; they don't end up in RAM. Every slider I've spent any time investigating ends up with something in RAM. Pebbles on a beach, maybe some of them, but pebbles have a tendency to accumulate. True. Many have said this in the past, many different ways. People don't seem to be able to grok the idea of opportunity cost -- that time spent on implementing feature X cannot simultaneously be used to develop feature Y. Is feature X the best use of limited dev time? Read through all the suggestions. How many make any case for why it's a good thing other than "immersion" or "realism", which, of course, means something different to everyone. That is also true of changes and additions to the official codebase. As you add fluff, it gets harder and harder to justify adding a feature that you know is going to break a lot of it. Happens a lot in commercial code, where they rush something through that is not going to play nicely with the future direction of the project. Many times, they do not even know where the project is headed in any detail. It just ends up with, om, technical debt, I think is the current jargon. All due respect, people who are committed to a third party's vision of VS might not be the ideal temperament for an early access game. The point of EA is to fund a project while simultaneously drafting a large but informal QA team. That's one of the reasons I play the heck out of vanilla at every release. Because I know for every one of me, there are lots of impatient folk out there. -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
The most realistic way to do prospecting would be to get a sample and take it to Tobias and pay him to perform an assay. I think its probably safe to say that no one is that committed to realism. Well, maybe Tobias is. -
Not instantly, no. You can run the pregen command, but all that does is create the map as if your view distance were set larger. It has to generate each block individually before it can figure out what that should display as, particularly for colored map. For something as small as 1000 blocks, can't you just set your view distance to 1024?
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Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
And mine was that you don't even need to do that. Just download a mod (or make it yourself) and no one else has his performance degraded by your preferred settings. That's been what others have asked, several times now, and so far, crickets. If there was a good reason, maybe I could see clear, but so far, no one has offered anything except, "Yes, but you could just add an option." -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
They are all proof of concept. Get them working and you can then generalize. If they don't work well in play, you only have to change and test one or two crop instances, not 100 reskins of instances of grains. If you've only been here a while, you probably cannot appreciate how interconnected everything is, but try to be patient. They don't hate you. It's more of a matter of conscientiousness. They did not release the ocean stuff because it was not ready. Rather than make people put up with even more jankiness, they decided to put a little more work into it and release on their schedule. I'm sure they are not happy with it yet or default mapgen would have put in more oceans than the Sahara has. -
I'd guess it's RiverGen. There were problems before with both vanilla ruins and BetterRuins with transitions. Unless something changed in Plains and Valleys, all it does is add a few dozen landforms, so diluting down the chances you get the more extreme vanilla landforms. RiverGen cuts through existing landforms, and even if it plays nicely with all vanilla landforms, it's unlikely it's been exhaustively tested with all the transitions of all the landforms of all the mapgen mods. [EDIT] What I would do is create some new worlds with one or the other, not both, then ask on the correct mod page if there is a way to force a different generation.
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1.20 clearly upped the BEAR SPAWN count and it's too much
Thorfinn replied to Devkrin's topic in Suggestions
My, well, complaint is too strong a word, quibble, maybe, is that bears are already too predictable. The only real "randomness" to them is that they chase prey animals a good distance, so quickly disperse from wherever they spawn. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
Maybe at some point. Now? When every third question seems to reveal that someone didn't see the color map toggle, or the source blocks toggle, or the surface copper/tin setting? Add even more settings that most people won't even notice, let alone use? What's wrong with getting the rough outlines of gameplay established, then going back in and fleshing stuff out? For those with too high of a time preference, there's mods. -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
Agreed. In a word, mods. If you don't care to go into that depth, why have the code in RAM, or even on the hard drive/SSD? With mods, you can have things as basic or immersive or hardcore as you like. -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
Like @LadyWYT said, they don't exist to farm. They are something to avoid. If they always dropped a fiber, a few apoc nights would be more than enough so you wouldn't need to grow flax at all. But if it's important to you, make it so. Open .\assets\survival\entities\land\drifter.json scroll down to (currently) line 329 to the codeblock { code: "harvestable", duration: 2, fixedweight: true, dropsByType: { "*-normal": [ { type: "item", code: "gear-temporal", quantity: { avg: 0.02666, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.2, var: 0 } }, { type: "item", code: "gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.01, var: 0 } } ], and set the value of each to whatever you think makes sense. Scroll down to the double-headed and you can figure out how to make them drop Jonas parts if you like. -
I'm largely indifferent, so long as it isn't something absurd, like you have to keep a firepit going for a full day or something. That's what, 120 firewood? We already have people complaining about how much work it is to make charcoal. But air-drying for a day, maybe two, treated like like pelt curing or bowstave drying, sure, whatevs. Not sure it really adds anything, other than make things more difficult for new players.
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One can probably figure out how to set bears other than sun and panda passive in bear.json: { code: "seekentity", "__comment": "Empty entity codes list means it will not actively seek creatures, but will still execute retaliatory attacks", entityCodesByType: { "*-panda": [], "*-sun": [], "*": ["player", "chicken-*", "hare-*", "fox-*", "raccoon-*", "pig-*", "sheep-*", "deer-*", "goat-*"] }, There are scads of codeblocks that tell you what the various bears are called so you can opt in only some of the bears, for example, movespeedByType: { "*-sun": 0.025, "*-panda": 0.025, "*-black": 0.04, "*-brown": 0.055, "*-polar": 0.06 }
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Bug or Intended? Cob doesn't always drop when broken
Thorfinn replied to NoxxyGizmo's topic in Questions
I was misremembering. It returns 0.85. drops: [ { type: "block", code: "cob-none", quantity: { avg: 0.85, var: 0 } 0.83 was pretty darned close! -
Bug or Intended? Cob doesn't always drop when broken
Thorfinn replied to NoxxyGizmo's topic in Questions
No, I'm pretty sure cob is much like mudbrick -- it returns less than 1 block. 0.7, I think, but it's been a long time since I looked. -
To no one's surprise, I'm going to suggest making a couple dozen ladders so you can get a bird's eye view. That makes it SO much easier.
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Welcome to the forums, @Mowdan Keep plugging away at it. Before long you will be putting something in offhand first thing to get the hunger penalty so you can eat more and get those sweet, sweet bonus HP.
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No! I draw the line! There are plenty of games with that kind of garage. We don't need another game full of sax and violins!
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Oh, sorry. I even somehow missed that mod in your rather impressive list, too. No, I don't know how to use it. I tried it and decided, "Nah. I've got more to do than carry a few blocks at a time. I'd almost certainly switch back to building everything out of dirt rather than attempting to transport bluestone menhirs across the leagues." Maybe you could just set the stack size of dirt, stone, sand, wood, etc., to 1? As I understand it, you would be capped out at carrying only 16 such if you had nothing else in inventory? Have you thought about adding some stone age cats? FotSA? Not Grendl, no, but accomplishes the same end, and has the right kind of feel to it. Might need to nerf their speed some if you have little to no ground cover, though. They are wicked fast, and I can only get away by scratching them off with the foliage, then approach them on my terms. [EDIT] Hey while I'm thinking of it, you could take a look at how DanaCraluminum (I think) set things up to carry one (and only one) leaking resin log at a time, and required both hands. If you set those attributes or behaviors or whatever it was to all the massive blocks, that might work. You could even self-impose rules about the kinds of things that could be carried in inventory; stuff that can fit in a belt pouch or scabbard are OK, everything else has to be hand-carried. [EDIT2] Oh, CarryOn does that, too, making you carry trunks in both hands. And, bonus, that's up to date, while the other may not be.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
Sure. This ended up as a, well, really, several contentious threads a few months ago. Someone noticed the game is supposed to be an uncompromising wilderness survival game, that it says so right on the tin, and that it wasn't living up to it, and we were off to the races. I'll tell you what I tried to tell him. If you end up with all the sliders cranked and you still don't feel the challenge you want, there's always mods, and the game itself was designed to make it easy for the more avid gamer to dial it up to 11. If you want kobolds to put holes in your buckets, or slit straps of your armor so it breaks in battle, or spoil/steal all your stored food, or trample and ruin your crops and livestock, by all means, do it! If that's the kind of thing you find fun, knock yourself out! The only one keeping your from your fun is you. Before you insist the game isn't or shouldn't be this or that, though, you should take a look at the servers out there. Seems there is quite the player base for a more relaxed game. People who would rather spend their precious free time on accomplishing something like finishing the chiseling on their entryway, not toil on doing tedious maintenance on their homesteads, which fell apart because they had to spend all day at work instead of being in the game for the month that elapsed and their gardens turned to weeds and their stored food turned to rot. Who didn't get to see all the immersive changes in plant growth because they were too busy making sure the TPS reports had the right cover sheets. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
This may or not be what the status effects update will contain. That will allow an expansion of foods, which kind of blocks anything with growing more or different crops at the moment. Like @LadyWYT said, don't undervalue the impact of HP. Between the percent reduction and the flat damage reduction those points multiply. Besides, thematically, whenever possible, I'd rather have bonuses for doing something well than penalties for doing something wrong. There is a already a great plenty negative reinforcement in the real world to cover most people. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
I like to keep an eye on ModDB to see what kind of game players are choosing for themselves. There are mods that make things more difficult, or at least more tedious, but those generally don't get many downloads, while mods that let you convert crops to sees, or increase the number of seed drops are usually between 5 and 20 times as popular. Whether we are talking crops or trees or sticks or ores or terra preta high fertility soil or prospecting or whatever else, mods that make it less intense, even cozy are much more popular. I'm not for nerfing what's there, by any means. Just not sure whether it needs to be harder on the n00b. The learning curve was plenty steep when I started. Or as Dostoevsky put it in Anna Karenina, all cozy games are alike; each hardcore game is hardcore in its own way. Or something like that. It's been a while. I'm not even sure what he was getting at there, but I am sure it was deep because it was required reading. And had that gold embossed lettering on the binding.