Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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?
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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.
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Think older than that. Colossal Caves Adventure
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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.
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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]
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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.
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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.
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Not getting why that would make it more fun. Welcome to the forums, BTW.
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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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Agreed. "Feed bird to snake" Can't tell you how long that took me. Absolutely. When I said "patch", I really meant "mod". Something I can choose not to install. I don't usually play with block info, either, as it's too much of a distraction, and I already know what most of the stuff I care about looks like. "and lubricant." IMO, by far its most valuable use.
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Sorry for dissin' the 'Tubes. It's just that in MP games, I kept running into people who told me, "Don't do that" or "You need to do this". When asked why, it was always from some dumb tip from a random 'Tuber. They are not all drek, obviously. Ashantin and Hypnotique are good, they just have a gamestyle that's different than mine. Vormithrax and GGBeyond are very similar to my playstyle, the latter very much so except he has the additional goal of playing an entire year, as if it were an endurance contest or something. There are others that are good, and a lot that are not. Welcome to the forums, @gilt-kutabe Don't take the response to your first post personally. It wasn't meant that way. If I'm following you, all you are recommending is a mini-version of the handbook. Interesting idea, not one for me, though. There's already enough to distract me from the important stuff going on to have that much text popping up every time I scroll the mouse wheel. It's like that incessant dinging that nags you if you don't fasten your seat belt. Well, maybe not incessant, but it goes on for at least 6 hours anymore. I'm pretty sure what you are proposing can be done with just a translation patch. Instead of the text "Blue Clay" displaying when you select that, it says, "People used to make useful pottery from clay. The pieces this particular type of clay produces can't handle heat sources more extreme than a simple cook fire." I don't know if the text box would expand automatically, or you would need to add a "\ for more" or something.
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Are you certain? Never seen that happen, and I've tried it multiple times in trying to figure out a way for n00z to kill a double-headed drifter. You should not be able to rotate more than 90 degrees while sitting.
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Oh, that's just sitting down. You only have so much rotation while sitting down.
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Right. That is irritating. I don't need to be reminded about handbaskets when I already have 2 handbaskets and 2 linen sacks. [EDIT] Oh, and I agree achievements are silly in a more or less open-world sandbox. I'm not suggesting adding them. I'd probably never even get most of them. "Grow an Orchard" and "Domesticate a Panda", I'm looking at you. [/EDIT]
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I vastly prefer as little of "tutorial" as possible. I'd much rather try everything, including every keypress (including all the Alt-, Ctrl, and Shift- variants, plus the Right-Alt-etc., in case they are different, as might be the case in Dwarf Fortress), but for the majority of players, I'm not sure I see a good way to get started in VS without something like a tutorial or watching a Let's Play, which are mostly absurd at best. (I say this after many people I know IRL who tried the game watched them, and developed all kinds of bad habits or worse.) I suspect most of us who went into the game blind hit evening without a torch, and starved and/or were killed in the nighttime. We also had little clue about pausing the game. Personally, my first death was on the character generation screen, which did not pause at the time, where I was asked to choose a lot of stuff I really couldn't care less about, but assumed it must be important for some reason. With Planet Crafter, and maybe that's OK for some games. VS does nothing at all remotely like that, and we still get suggestions as if it did. I think VS might be better served with a popup at, say, 4PM that warns that nighttime is really dark, and you will probably want a torch, assuming you don't have a torch already. It either uses an "achievement" system to get one lit, largely because so many people expect achievements for participation, or tells you to check the handbook and read the "Getting Started" or whatever. Same with one at noon or so that tells you that you need to get a knife or axe or SOMETHING, if you don't already have one. Maybe 2PM-ish that maybe you should try to harvest some reeds. But skipping through that is just a click, and, honestly, most players will never see it anyway because they already have those conditions met. Maybe that's already in the tutorial. I don't know. Like I said, I don't do tutorial, but I appreciate that there are those who do.
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Incidentally, I agree that <open handbook on whatever the crosshairs are pointed to> could be a little more obvious. I didn't learn that (or at least remember learning that) until recently.
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I don't mean to be dismissive, @gilt-kutabe. Welcome to the forums, BTW. I just have yet to find any implementation of a progressive mode that would not be a complete s***show in a game this involved. Other gamesof which I am aware are exactly none. If you have some ideas, concrete suggestions of how it would be better than I fear, I'm all ears. [EDIT] I get that you don't like what is, but what do you think would work better: [/EDIT]
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Yep. Baby pigs are omnipresent. As evidenced by adults attacking all the time.
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I thought the handbook was the best answer to a thorny problem -- how to communicate that vast amount of knowledge (much of which is different than, say, Skyrim) to the player. I would hate to have to chase down a particular NPC every time I forgot the recipe for, say, a large gear section. I think after a while I'd just write that recipe down in a handbook or something. Thirty hours might not have been enough time to figure out that you can tick a box in the top right of each popup and slide it wherever you like. This means that one can have several chests open (using Alt-Mouse to change your view so you can open even more), open your inventory and crafting, then open your handbook, slide the handbook off to one side, and you have access to all the open chests and crafting grid. Then the recipe is just staring you in the face. Others have asked for a progressive mode, and at least as described, I would find that somewhere between frustrating and infuriating, inclusive. Needing to have a particular material in inventory, or even in hand, when I speak to some random NPC who will tell me something about that item? For the plethora of objects in the game? What if the guy who would tell you about hides going bad and how to prevent it doesn't spawn for several game months? What is immersive about a tooltip? Why is that any more immersive than opening inventory and hitting "H" on any item to learn more?
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Why be afraid? Advances in coding don't tend to be revolutionary. They evolve over time, which gives the writers of the libraries and code banks that VS relies on time to adapt. If someone were to invent a three-state "gate" at nano scale which is also scalable. pretty much the entire binary world will be obsolete. Yeah, and? What will worrying about it accomplish? Might someone develop some radically different and more efficient database architecture? Again, sure, and there will be teething troubles, but the world will go on. And even when (not if) things come to an end, I know I've received a whole lot more than a double sawbuck's worth. It's already been a good run. Jump in with both feet and let tomorrow take care of itself.
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New player - having a lot of trouble with the game. Any suggestions?
Thorfinn replied to thatnub0541's topic in Discussion
I only play until I compete my goals (RA, kitted out in steel, which can happen by late summer, early fall if everything breaks right), and permadeath means the save gets deleted, but I've got 9 worlds on 1.19.7 alone, 8 complete, one in progress. Just 3 from 1.19.5, 2 and 1. Must have been slacking off. Or maybe those releases were close together. [EDIT] Oh, my bad. Five of the eight completed games were from some earlier version of the game. Whatever I copied that directory from. My guess is the last version of 1.17. Seemed weird I couldn't remember finishing that many games in 1.19.8. And that's why. [/EDIT] -
Suggestion - Having Pause Actually Pause Your Game
Thorfinn replied to Bach_Treebane's topic in Suggestions
I wish I paid more attention because it would be nice to have some specifics. It's so infrequent I wasn't expecting it this time, either. I don't even remember if VS was in focus, or if I had alt-tabbed out to something else. -
Suggestion - Having Pause Actually Pause Your Game
Thorfinn replied to Bach_Treebane's topic in Suggestions
Until it doesn't. Last night I started a game, moved a couple hundred blocks and paused with Escape. Everything looked paused, so I went to bed. When I got to that machine an hour or so ago, the game was still paused, but my poor seraph had frozen to death. Minimal mods, and none that should make any difference. And it's so hit or miss you can't reproduce it. Maybe I'll give it another whirl with pure vanilla tonight, but like I said, it's nothing consistent that I can put my finger on. -
My guess is it is like Terraria, where it randomly selects an X-Z coordinate, then scans that column for a non-air block to spawn on. Which for your game, is probably the mantle. As you build up more dirt (one of the compost blocks maybe?) a higher fraction of spawns will be at your elevation.
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Like the title says. I missed a dependency, so I tried this feature out for the first time. (It was the dependency for Bricklayers, if it matters.) It said it downloaded it, and prompted me to download the same file about a dozen times. I checked my --addModPath directory, no joy. I searched %appsdata% etc., and the file was not there. I broke down and searched the entire hard drive. Nope. So I did the manual download, it went where I expected it to go, and fired right up. I get that maybe you are a little hesitant about letting people download into potential locations that will inherit more privs than the Users directory, but the people using command line switches are probably knowledgeable enough about their system to let it slide.