Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Whittling: Branches, Sawdust and the Stick Problem
Thorfinn replied to seraph of candles's topic in Suggestions
Right, @LadyWYT. Early tool handles would be nuts. You need a stick to make a knife, and you need a knife to make a stick. If sticks in nature are uncommon, you need to both find a forest and get lucky before you can really start the game, a knife being essential to, well, everything. Whittling could be used for tool handles, sure, but I'd think they need to be better than bone handles to make them worthwhile. As for growing mushrooms or replacing grass in lots of recipes, sounds great! I don't know what else. As a Bear Scout, we whittled wooden knives, which were fine for skinning and cleaning rabbits, probably for reeds, too, but we started with a steel Boy Scout's knife to do the whittling. It does sound like a cool idea. Just not sure how to make it practical. -
Whittling: Branches, Sawdust and the Stick Problem
Thorfinn replied to seraph of candles's topic in Suggestions
Ladders are going to be deal-breakers, I'm afraid. People already usually use planks where they can because sticks are rare enough, even with shears. A stack of ladders, which doesn't go very far, takes about 150 sticks. -
Whittling: Branches, Sawdust and the Stick Problem
Thorfinn replied to seraph of candles's topic in Suggestions
Welcome to the forum, @seraph of candles! Not sure I'm understanding. Sticks are used for, what, exactly? Evidently not tool handles, since that's the earliest use for most people. Probably not torches, same reason. If not fences, presumably not ladders? So what? Higher tier bows? Anything above crude arrows? Barrels? Machinery? When do sticks become useful? Wood shavings are a great idea! -
No, I'm not sure. I'm bad enough at striking manually that I don't bang out any more than necessary. Even if I notice it in time, it takes so long to bring a voxel over to it, I may as well not have done it. Either it didn't work that way in an earlier version or I never tried it. Either is plausible.
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The other huge advantage, @Streetwind, is that helve hammers don't suck durability points off your hammers. Not yet, anyway. @Tumble Trash, a helve hammer won't repair that ingot. It will just keep blooms from ending up that way in the first place. Particularly if you have a little bit of lag, that's a lifesaver.
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You should lay off the tequila. It makes you a rude drunk. I bet you get throat-punched in real life all the time. Doesn't Polar-Equator Distance of 25k and World width and length of 51k give you what you are asking for? Admittedly, I've never cared to make a world that small; a world that you could run pole to pole in a game month or so is completely uninteresting to me, if for no other reason than it shrinks the temperate zones too much. Or are you insisting on a sphere or something? [EDIT] In case you didn't follow, I'm probably not the only one who thinks you have misdiagnosed the problem. [/EDIT]
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Interesting thoughts. Not sure I want to turn the game into an endurance contest, tho. At the moment, desert is no survival challenge, and polar isn't scary once you are equipped. Particularly since you can easily carry a year's worth of pies or stews when you decide to head north. Like where you are thinking, though. Maybe there's some point to collecting monster drops in the desert or tundra? But not just a fill time thing. Like some '80s comedienne said, "I don't wanna do something I enjoy for a long time."
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Welcome to the forums, @Jowi! All those issues are addressed in mods. Want details? Wild Farming Revisited Wildcraft (whatever the current version is called -- look it up on the mod page and you will get pointed in the right direction.) Farmland Drops Soil That might get you all of those. If not, add in At Water's Edge. I think that's all of them.
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I think that's the way it works now, @Alluvium, except that it doesn't debuff strength, accuracy and damage. Rather than a malnutrition debuff, you just lose your nutrition buffs. And you can only restore nutrition to the extent you are currently un-Satiated. So, yeah, you can do things to increase your hunger rate, but you can't just spam meals. In fact, meals are a bad idea because of the period of time that satiation does not decrease happens after eating at least 100 Sat. So you are better off eating raw veggies, berries, unprocessed grain, etc. and leave whatever meals you have in storage for after you max out as many nutrition bars as you can.
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Oh, then I doubt it's in that state yet. Even the minor updates in the past had some features that operated differently than previous versions. 1.20 has so many tweaks, it's hard to believe no bugs or even idiosyncrasies slipped through the cracks. As complexity increases, it becomes vastly more difficult to think of all possible interactions.
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Welcome to the forums, @Romain Burgy! Understand the question, but not the standard you want applied. How would I know what kind of things would make you think you "wasted" your time? Say I thought elk riding was a blast and sailing was a meh, but that beekeeping got broken somehow and was now CTD. I'd just restart the game (maybe make a new game) and not do beekeeping, and maybe not do sailing until the next version. Would doing that be a deal breaker to you? How about if chiseling worked differently or not at all?
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Cobblestone and packed earth used to be the same, too. Haven't checked in several versions. The biggest factor is the number of blocks. With my standard, a 6x6x6, the difference between a standard wood door and cobble isn't enough to worry about. If you build a 7x7x7, it's even less significant, but I have no idea what I'd do with all the extra space. At least a third goes unused as is, and that's including using the cellar as a forge and a kitchen. I doubt I could devise a layout that would use it very well, except maybe using a bunch of reed chests. And why bother, since many of the trunks are mostly or completely empty anyway.
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No idea why that didn't get more laughs. My daughter thought your comment was funny as heck.
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Welcome Viergin! You went to Wieliczka? I'm so jealous. I might have gone 25 years ago, but air travel after 9/11 is such a pain I settle for travel videos. Doesn't Expanded Foods do that, too? I think maybe you have to enable Oceans. And you don't have to wait for the Unobtanium that Fields requires. BTW, salt isn't that important in the game. Meat-based stews in sealed crocks last basically forever.
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If you play with a map, Ecocarib's Auto-Map Markers is a good call. You are going to mark those things anyway, so why not make it a little easier on yourself? Farmland Drops Soil is good for new players. It lets you "recycle" your farmland when you figure out how farming works, and what works best for your style. Spear and Fang's Sortable Chests. Another fantastic QoL that doesn't add anything you couldn't do with a lot more clicks. There used to be a mod called something like Shorter Grass. No idea if it's been updated, but really helps new players learn how to find things. Resin All Four Sides or something like that is good for training wheels. So is Buzzwords. Heck, even something as major as Bricklayers doesn't change gameplay all that much, (Spoiler: You can't make basic storage vessels out of fireclay) and adds a lot of variety. Same could be said for things like Expanded Foods, though if you are a new player, you will likely find it overwhelming. DanaCraluminum's ExtraInfo is a fantastic aid for learning the game.
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Welcome to the forums! Been suggested a lot, and to some extent I agree. though I'd prefer to leave it as mods for the time being at least. For one thing, you would have to change the spawning mechanic, since storms can spawn baddies on your face, and you presumably mean to have them spawn outside your village walls. Which means establishing some way of defining what your town walls are. And preventing you from cheesing things by creating "village walls" all over the place. Including in caverns. And when a double-headed can easily one-shot a seraph, you need to make NPCs powerful enough to survive. So why aren't villages scattered all over the place? But you are right. I'd like to see several people's versions of this. Maybe some of those might be configurable into something that makes sense.
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What's with the 2-ingot recipe for nails&strips?
Thorfinn replied to Michael Gates's topic in Discussion
Completeness, I'd guess. Use the 2-ingot plate. It's a lot easier. -
I'm not concerned about cheat engine. I'm not even sure what cheating is in a single player game intended to be user-modded. I'm more concerned about how easy it might make it for even script kiddies to put garden-variety Trojans into their "mods". The point of many of those checks was to prevent exploits. Just seems like a bad idea to pretend the days of viruses and trojans are over, and hope the virus checker that you probably have set to "Game Mode" catches it. To be fair, those may not be the checks he's talking about. But I have a sneaking suspicion it is. There isn't much of a point in wasting very many clock cycles on bound checking if exceeding those bounds has no consequences, and compilers usually optimize that anyway. The only ones that make sense to spend much time on are those that could be catastrophic to your system.
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That was the big turnoff for me, @NastyFlytrap Any easily user-moddable game damn well better not disable things like checks for buffer or register overflows, or writing into another process' domain, or it's not going on my machines. I'd vastly prefer just upgrading my hardware to blindly trust riding bareback. Now if the intent is to create a game which is not moddable, which runs checksums or hashes and the like on startup to make sure nothing malicious has hooked itself in, maybe. But since one of the things I look for in a game is moddable to my tastes... [EDIT] That said, it's likely someone will talk some sense into that boy, and he'll realize there's a point to having those built in safeties, but if not, hard pass.
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That's the question. I don't know whether or not it is. My sneaking suspicion is yes (or can be) so long as you are you are exploring virgin territory, but around your base or a moderate-sized ruin, probably not. Is the overhead to have two different systems, and algorithmically deciding when to use which worth it? Particularly when you could do even better by switching out your i3 out for an i5 for less money than you would have to pay a programmer to put in a couple hours and not even have a good start. It does drastically affect your ability to use alternate mapgens. If you wanted the performance, you would have to re-tune the base game if you want to use the valleys or rivers or whatever mods. Unless they just happened to generate landforms that are also tilable. I'd be interested in seeing how he's doing what a different voxel game (no, not that one) calls "decorations" -- things like the various sizes of grass, of berry bushes, crops, sticks, rocks, mushrooms, etc. Notice he hasn't put any of that in the vid. When I was doing some profiling for that other voxel game (no, not that one) those exceptions essentially determined framerate. That may be why mods like Wildcraft started bogging systems down so badly -- the game's rendering was not optimized for that many exceptions, and at some point, it can't be. The only partial voxels I saw anywhere were the player blobs. Might have missed some, but I did not see any where I thought they would most likely be. Partials are all over the place in VS. Mushrooms, vines, ruins, sap, moss, etc. Walk past a vine, viewing it from different directions. You will get an idea of what you would be giving up converting that to a transformable tile. Also think about how many things in the game are smaller than 1 voxel. You may not be able to tell at a distance which quarter of the voxel a bowl is resting on, or if it is centered, and far enough away it doesn't much matter, but in order to take advantage of tiling, you need the surfaces facing the player to be on the face of the tile you are building. If they are recessed, rotation of that aggregate is no longer a simple transform. At a distance, it's a non-issue, but the spyglass or zoom mod will show artifacts. Picture 4 bowls in a recess. Viewed from 45 degrees, you should be able to see 1 bowl and half of two other bowls, with the ones in front partially obscuring the ones behind. You could create a texture to replace that. But you couldn't transform that texture in a believable manner, because the occlusion of the bowls in back depends on the angle you are viewing it from. Meh. Rambled on long enough, methinks. Still interested in hearing other opinions. Far and away, I think the biggest bang for the buck would be in coming up with a scalable way to use something like a cheaper sbc than a R-Pi to do the grunt work, freeing the server (mp or sp) to be the file server and doing the rendering.
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(Apologies in advance. He uses "chunk" differently than VS does. I've tried to make it obvious in context, but...) Aggregating can make a lot of sense. In the scene above, for example, almost the entire scene is trivial. Considering how many 8x8 "chunks" of water you see, aggregating just the top of an 8x8 into one entity should see a dramatic improvement. Create it once and tile it. Most of the dirt blocks in the foreground are a similar situation, if not quite as trivial. There is not much variation, (over 1, down 1) so one should expect a pretty good improvement there, too. The same is true in a lot of the vid -- there is a lot of very flat ground, and even where it's not flat, if you squint a little, you can see the perlin function looks to have been optimized to his chunk size. Which he hints he did anyway. Not that it is a bad idea. It just ends up with a different product. The problem comes where there is a lot of vertical height change in a "chunk", or when you make changes from the seed. Not only does the palette increase in size, it increases in variety. While a wall might be all packed earth, it might also have decorative banding, or alternate mudbrick, or have windows, or some block from a mod, or lord knows what. All of which is loaded from the server instead of generated from the seed. And what really causes issues are the chiseled blocks. Since that can have almost any texture (mix of colors, etc.), most chunks with at least one chiseled block would end up being individually aggregated, and at the limit, every block in the chunk being different, would be slower than an individual block render. So the steep inclines where you see several different rocks, inclusions and maybe ores? I doubt you will see much if any improvement. The cliff faces where it's all granite, all the time? Those should do much better. Smoothly changing gravel deserts should see improvement, the ones more typical of VS terrain, probably not much. Most of the visuals he talks about, SSAO, god rays, etc. are already here. Conceptually, I'm not a huge fan of a completely deterministic seed. It's what makes the various speedruns in Stardew so boring. "Oh, look, I dug in this completely 'random' location and got a clay! Oh, look, I did it again! And again! What are the odds?" Etc. I like the fact that ore bodies and crops and such will be in different locations even with the same seed in VS. And I'm not a huge fan of offloading mapgen onto the client in multiplayer if only because it introduces security issues for the admin. But I think there is a lot of potential in offloading mapgen onto sbcs. Maybe. I'm interested in hearing others' impressions.
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Likely a mod issue. Possibly just a bad install, but that is terribly unlikely.