Jump to content

Thorfinn

Vintarian
  • Posts

    4212
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. D&D, must have been '77, because what drew me in was the art on the cover of the just released Monster Manual. There were a few people who ran Basic so that got me started, and as the DMG and PH got released, got absolutely hooked. Enough that I coded a dungeon master assistant (Appendix A, C, J maybe) complete with all the attack rolls (including pummeling and overbearing) and psionics in character graphics so it was easier to run if there were only 3 or 4 of us. On a state-of-the-art Commodore Superpet with 32k, so involved lots of page swapping. Later, Bard's Tale (C-64), Commander Keen (PC), Might and Magic(PC), and then Wolfenstein, Doom, Warcraft II, Heretic, AoE and similar ended any pretense of a real life.
  2. Wow. Good catch. Never noticed it.
  3. What settings did you change? I don't believe you can fix it if you started with too small of a world. If you fiddled with realistic climate, or whatever that setting is, then you will be able to find pockets of different climates as you head east and west, too.
  4. Yes, though that would drastically affect propagation rates. One or two pine trees would give a stack of cones, which, if they function as presently do, is an entire woodlot, but a lot less effort, and if only 1 or 2 of that stack sprouted to keep the rates similar to present balance, would just be a hassle to players. It's nice to know that if you do get a purpleheart sapling, you will end up with a purpleheart tree in a suitable location of your choosing.
  5. The only practical purpose the numbers serve is that they can give an indication of which direction the "center" of the ore is. It's often easy to use the numbers from 2 Decent readings to go on to find a High or better reading. You could do it with just the adjectives, but you'd have to find where it changes to figure out if you were headed in the right direction or not.
  6. I've switched over to mostly flax grain for flour. Why? Because food at that point is mostly pie. Meat pie, veggie pie and fruit pie, and all share the grain component. Keeping all bars filled is much easier when you don't have grain being so much of your satiety. Flax pies without the top crust still supply more grain than I'd like, but other than switching over to some fraction of meat stews and full veggie stews, I don't know how else to reduce the grain fraction of your diet. That said, yeah, it's pretty easy to overdo it and end up with a half dozen storage vessels of flax grain before you come to your senses and start throwing it away. [EDIT] Far and away the biggest disadvantage of chickens is they produce on their schedule, not yours. It's easy to get meat put up within an hour or two of slaughter, which happens when you decide it happens, but chickens you have to be there every day. [/EDIT]
  7. Anyway, I'm pretty sure this is pretty far afield of the OP. My goals are usually pretty basic. Steel plate armor, all steel tools, meteoric plate armor and falx (because they look cool) plus complete RA and peg all nutrition bars within a year. Obviously that entails a lot of sub-goals and mileposts along the way, but those are the end points.
  8. It is hard to know how their "lives" go when they are not observed by a seraph because they are not being observed by a seraph. They might be infighting when we aren't there, and that piece of twine goes from one to another. Oh, maybe they can be observed. Do they infight in creative mode? May not be definitive, but if they do infight, I'd say it's likely they are not peacefully coexisting. How about wolves and foxes and bears? Do they still kill animals in creative?
  9. I have no background in that other game, so can't speak to it. If it was a problem, it seems it would have been fixable with a slight tweak to despawn rules, but don't have any basis for that opinion other than your description. That said, by modern moral standards, your character isn't a stellar role model. Here you have these drifters and locusts and sawblades and bells just living their "lives" in the dark places, and you barge in and kill them and take their stuff, then denude the cave of resources so you can make more and better tools to continue your reign of terror. You could choose to live a peaceful, pastoral early Copper Age lifestyle, but instead choose one of violence and domination. Agreed. I do agree with @LadyWYT that's its just a game, it's not reality. Accept it on it's own terms. Seraphs aren't even real. They don't have purple hair or instrument voices. "They" are just a bunch of 1s and 0s, with a deceivingly good 2D representation so as to more easily interface with your imagination. If you put them in an equally imaginary box, they don't care.
  10. What in heaven's name did I say that made you think that's what I was talking about? Build a house, make it nice enough and maybe someone moves in, and becomes a part of the community. They can leave at any time. They can take on the role of their randomly determined class. Same as making a trading post, and maybe some trader will move in and set up shop permanently. Hardly means he's your slave. It seems to me the only reason to build a seaside village with multiple houses, a tavern, food for 10, etc., is if you are expecting other residents. Unless maybe it's a Bates Motel kind of thing... Which is horror, though not really eldritch. That said, I agree that this is more of a lone wolf game.
  11. There's cages for chickens. The text suggests you can catch young kids and piglets in those, too. Never tried that yet, though. Re: piglets, if the adults don't try to kill you, there are none around.
  12. First off, welcome, @Sulka19. Haven't done it to that extent, no. My goals are pretty constant from game to game, and one of the conditions I've recently added is building within sight range of the first medium fertility soil I encounter. Even if that means settling in Bauxite Hell. So my homesteads almost never look similar, apart from the pretty standard 6x6x6 cellar, which mostly differs only in the type of cobblestone. One time I'm in a swamp, the next it's hilly, just shy of mountainous, the next, its a treehouse on the edge of the Forest of Endless Wolves. Just the layout of the farmland alone changes drastically. Everything else I need has to be carted in. If there were a game purpose to it, yeah, I'd build settlements and houses for coopers and bakers and millers and smiths. What I'd really like is an NPC farmer to take over all the crops and a herdsman to take care of milking. And a potter to make crocks and a cook to prepare meals and seal it up in crocks. And so on. I just want to set it up. I don't really care to run it if someone wants to move into an empty house and take over.
  13. I think you might be right, @dakko. That was supposed to be fixed. Guess the Escape then RUN was so drilled into me that I never got out of the habit. @Des Main, yes, please let us know what it turned out to be. I play Wilderness almost exclusively, and haven't run into it yet. Heck, if it's repeatable, I'm halfways tempted...
  14. Thanks! Yeah, I'd been checking all the traders pretty much every month since July when things were starting to look bad, and no joy. I was breaking vessels, checking traders, prospecting, only stopping back "home" every month or so to harvest. I did stumble across a "high" cassiterite prospecting, and found at least 2 different deposits of iron on my way to RA, so if I can find even a half-stack of tin ore on my return, I'm golden. All it took to turn things around was one lucky cracked vessel.
  15. Been thinking a bit more about it, and coming around. As long as you don't take away the ability to carry a stack of spearheads or pick heads and put them on sticks found in the field, I don't care if the ones built specially via woodcarving have more durability. Fine with me. Even a good thing, for those who like to roleplay that kind of thing. I suppose it even gives one something to do if he doesn't want to try to accomplish something outside during high rift activity. Re: the sawmill idea, that really makes sense. Make it with a copper saw blade put logs in the input slot, hold down right click while it converts them to planks, the same way the quern does with grain or limestone, and, like the quern, can also be powered by wind. The advantage is two-fold over using crafting grid -- better output per log (similar to the OP's suggestion) and no durability cost, as is the case with pulverizer, helve hammer, and, um, I guess that's it. The disadvantage is that it is slower than just using the grid and using up charges on your saw. And I guess that would also work for your worktable. Put in ingredients, select the product you want produced, and either hold down right click or hook it up to a windmill. It goes until one of the ingredients runs out, and saves durability on your tools. [EDIT] A spinning wheel that turns 3 flax into 1 twine? A loom that turns 3 twine into 1 linen? [/EDIT]
  16. Sorry that was the impression you got. I didn't think I was being so hard. I was just bringing up examples of why that might not work as well as it does in some other games. I selected one reasonably easy (the alcohol-soaked bandage) and a much more difficult, the tier 3 refractory brick. All the base ingredients are easy to come by for the bandage, and the name itself suggests you need something fermented. You get primary fermentation figured out and get a recipe for distilling into spirits, then distilling that into aqua vitae. Great. I can even see a rewrite of that part of the guide might make that a lot easier. How about with refractory bricks? You pick up some fire clay and get several recipes opened, including 3 types of refractory bricks, one with 2 ???, one with 3 ??? and one with 4 ??? Quartz is all over the place, and bauxite is easy to come by in the right place, so I'll spot you those. You picked them up and for whatever reason decided to hold onto them until you could make a crusher just to see what you can do with them. Olivine can be found lying around, though it's pretty rare, and since you don't know you are looking for it, I'll spot you a chunk only every few games and assume you didn't sell it at the trader. But how are you ever supposed to figure out ilmenite is the last ingredient? I've never encountered loose bits in hundreds of games. No idea if they even exist, or if you have to notice the brown splotches in a cave somewhere and have at least an iron, maybe a steel pick. The more likely answer is, of course, look it up on Wiki. At which point, why bother making it difficult in-game?
  17. If one were absolutely committed to making common actions more grindy, please don't make it any worse than a multi-component version of a quern. You know, just put the components into the slots on the workbench, then hold right click until it is done. Or add ingredients one at a time, hold right click until that component has been added, I don't care. But I don't see the point of making it tedious just to make it tedious, or to justify an end of game answer to the grindiness. End game you have all kinds of time to squander. Early game, time is precious.
  18. Don't remember the number, exactly, but you have to sell the right quantity. 12 at a time, IIRC
  19. Should still work. You obviously won't be able to do that on a multiplayer server unless you are the administrator, but single player should be fine. Type /help serverconfig for a little more information. It's the 4th one from the top.
  20. Maybe I'm just dense, but what exactly do you want this end game miner to do? Mining, I guess, but why? It only takes a day to get a month's worth of ore...
  21. You really don't want to see my chicken coop. At least it has a slate roof, because I had too much slate sitting around, but other than that, it's just 2 concentric drystone fences (to keep bears at a distance), 6 nestboxes, and 4 troughs.
  22. Right. Thought at the time it was probably a copyright thing. Thinking more on it, I wondered if it wasn't more that it allowed them to expand beyond just Cthulhu horrors, and escape the sanity angle, having avoided calling stability "sanity."
  23. January 9. Cracked ore vessel with 4 tin! Woohoo! Exactly enough for two bronze picks. I think. Glad I chose to make more than 1 pick mold. in a couple hours, I'm off to get a map. With luck, maybe I'll prospect up some tin on the way?
  24. The game is at least loosely Lovecraftian, which is why there are areas of greater and lesser instability. Since it increases as depth, it implies the horrors dwell below the mantle, which is currently completely unimplemented. Anyway, neither Randolph Carter nor any of the other protags seemed to find alcohol to be much help -- the horrors exist independent of your current state of inebriation. I guess as a game mechanic, you could probably do it, but I'd think in that case, the gear would start spinning faster and faster as you sobered up and faced the horrors you masked with alcohol.
  25. OK, thanks. Never played MC, or even looked at it. I did inspect the grass outside the window pretty closely to rule out it being a texture from an open source game (now game engine) called MineTest that I used to use to teach an after-school program on scripting (Lua). Yeah, the windows were also a giveaway it was not the one I was thinking of. So this is just MC? Or a variant texture pack? While pretty much everything else is obviously not VS, I've gotta admit the maple log is really close...
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.