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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Shouldn't be too bad to turn merging slabs into a crafting recipe. Sounds like it would make a good mod.
  2. You need to use the address you gave when you bought the game. Traduction Google : Vous devez utiliser l'adresse que vous avez indiquée lors de l'achat du jeu.
  3. That's twice I forgotten! Welcome to the forums! If you don't mind, how did you hear about the game?
  4. Oh, @beefnuts I had not realized that was the situation. I open one every game or two that for whatever reason I thought was lit but hadn't, and lose a few blocks. Guess I'm still OK with it. Outside of polar or gravel/sand region, fire clay is everywhere. Yes, fire bricks are something I'm still struggling with to figure out how much I really need. Before long, I have a dozen stacks of raw firebricks in my inventory and wonder what the hell I was thinking.
  5. True. Frequently suggested. You need something like a bloomery but have the ability to add colorant -- in stained glass, red is a small add of gold. I guess you could use the same interface there is for the bloomery -- none, really, it's immersive, as opposed to a dialog box that lets you configure the exact mix you want to get an alloy using a crucible. It just needs someone who knows how much of all those materials it takes to make colored glass. Welcome to the forums, BTW!!
  6. Fair. The OP had a perfectly fine solution to at least part of the problem he saw. assuming that the tooltip can be made to display more text. A verbose mode, more or less. Seems to me it's well within bounds of a mod. I might even try it out. Wouldn't want to use it on an ongoing basis, I don't think, It is, indeed a pain to realize you are missing a few ingredients for some recipe, so you lose your page. Which is why organization is so important in this game. Moreso than any other game I've ever played. Particularly if you tend to hoard. You can probably remember that automation will need logs and sticks, and remember to bring them, but everything else in that recipe should be in an "automation" chest so you don't have to go searching. It's a great place to put that mostly worn out hammer or chisel or whatever so you don't even have to remember them. I usually make an extra of stuff, a gear section, angled gear, axle, whatever, so that the page I want is only an "H" away. The core of the idea is getting rid of the walls of text. Which is fine. But no matter how many vague hints you are given in lore books or from merchants (and why would they know it?) you will never trial and error your way to a working pulverizer. I'm much the same mentality. I'd much rather hop in and try things out. But you can't really do that in a situation as involved as this. You can't just buy a scalpel and trial and error your way into brain surgery.
  7. Either that or you aren't the first one to find it...
  8. Nice! Meat. It's what's for dinner. With a side of that sweet, sweet flax.
  9. I'm good with it. Seven seems a bit light. I usually get eight or nine on average. So it takes one pit kiln of bricks to replace the defective ones in three or four bloomeries. It is an oxidixing fire. I'd expect to lose more than that IRL. That's why wood stoves use refractory bricks.
  10. I've seen it several times myself. It really stands out. And is junky. I mean, more junky than usual. I've never dug the thing out. You probably have?
  11. Did anyone do that? After rereading the thread, as near as I can tell, the closest to that was me, saying that I've never seen an implementation of progressive mode that would work well in this setting. And in that case, heck, yes, a suggestion to put in progressive mode should at least put forward an idea of why what you are suggesting would be a good match for this game. Or at least not completely suck. I know that's the internet thing, you are supposed to be offended and believe the worst of people, but calm down. (That line always works with my wife when she's upset.) Without any concrete implementation suggestions, all we are left to go on is how people have attempted it in the past. We aren't the ones who think we have some brilliant idea that would be totally awesome, or whatever's the current lingo. That's you. We can't read minds. Give us at least some inkling of what's in your brain. What do you think would work well? This is a suggestions forum, after all. The only progression that's in any sense "locked" is finding a trader to get the RA. But like anything else in the game currently, it's only "locked" by the refusal to explore beyond your current horizons.
  12. Nutrition already more than doubles your HP in Wilderness.
  13. Right. But he said standing is even better.
  14. Is that what causes it? Always wondered. Lone trees are pretty good, but burning thick forests "leaves" you with a lot of stuff just hanging there...
  15. Thorfinn

    Death

    Welcome to the forums, @Veil That's really weird. Should not happen. Sure it didn't drop behind a storage vessel or something just outside your pickup range?
  16. Pretty sure it is. Gameplay options screen, I think. I just never worry about it. It's easy enough to toss the whole stack when I do want to pick something up, and then it's someone else's problem.
  17. Both cool ideas. I'd probably only build it once to check that off my list. My standard kitchen is more of a commercial setup -- 4 firepits and 6 ovens, usually, and that's hectic enough to keep me off the streets causing trouble . A few chunks of firewood makes a difference when you have stone tools, but by iron age... Maybe like your stove at home, you could place 4 cooking pots on the stove and cook them all simultaneously? And like your stove at home, that back corner one can be a bit tricky to reach at times. Would make a great mod, Isn't there one like that already, but from stone? This would be a more compact version of same?
  18. That's hardly fair. I'm already long in the tooth, so odds of me being around to claim the pot are slim. Think I'll sit this hand out, boys.
  19. Think older than that. Colossal Caves Adventure
  20. Maybe. You have to be lucky enough to spawn somewhere there are trees, moderate rainfall and moderate temperature. Which is not that uncommon. It can be a little tricky to hear it over the music if you don't know what the music sounds like. You can always turn that all the way down until you can pick it out. I agree it would be cool. It's just not where this game is headed. But it would be a great mod if you gave them trebuchets or some way of getting through the walls. Otherwise they would just walk around moaning and leaving in the morning.
  21. With a default start, you should be able to have wax before July, if you know how to find hives. The bottleneck is usually the plates. So build them. You aren't trying to defend a gazillion people, it's just you. How large of a defensive structure do you want to try to man with only one seraph? You only need torches every seven blocks or so. The ramparts on even a 50x50 structure would only require half a stack of torches. If you want a voxel-ish medieval builder, there are lots out there. Going Medieval, for example. That's not the niche VS is trying to fill. Obviously, or the lore and spawning mechanism would be different. Heck, drifters can't even bash through doors, let alone whatever fortifications you build. And they don't become active until within 20-ish blocks, so anything spawning outside a 40x40 would be inactive if you stood still in the center of your keep. Sure you could change the specifics, but then you are really playing a different game than the one this seeks to be. [EDIT] You could probably do it like real medieval castles were built. Start with a small keep or blockhouse, add towers and walls and crenellations as you can afford. In a medieval sim, torches aren't that difficult to do, but you have servants or maybe part of your retinue handling that. In this game, which is not a medieval sim, you would have to do that yourself. Either that or build only as fast as you can crank out lanterns. Or cheat in a couple stacks of them. It's all up to you. [/EDIT]
  22. What an odd thing to say. What makes you think that's even remotely true? Re: all the hidden stuff, with all your implementation ideas, write a mod. The API is documented here.
  23. Agreed. As should sleeping. It's not all that much, though. Maybe 25% tops. That didn't get included sometime? I thought it did. Shows how often I sit or sleep in the game.
  24. Not getting why that would make it more fun. Welcome to the forums, BTW.
  25. Just light up the parts you care about. They will leave your stuff alone, so you only need to worry about the area you are actually planning to work in. If you can't deal with Apocalyptic quite yet, you can crank out a couple dozen crocks and ingot molds and a dozen or so storage vessels, plus knap several stacks of spear heads, since you will need them. And there's always cooking. Chores like that can keep you busy the few nights where drifter activity are too high for your skill level. Or build drifter traps. You have even odds of a coveted temporal gear about 20-ish bog standard surface drifters. [EDIT] If you plan a little ahead, you can combine firing your pottery with incinerating drifters. Your task is just to cut them up for loot and keep forming or knapping. [/EDIT]
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