Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Wow. I'll say. Should have read your post before I watched it. Or the half of it I did watch. Whoever that coder is needs someone else to do his PR. This guy is fingernails-on-a-chalkboard annoying. I don't mean tonal quality, though there is that, too. I mean the ability to express himself. Concur on the quality of the game rendering as is. What really messes up LOD is chiseling. It's difficult enough with a large number of blocks. I don't know that it could be done such that you would see any improvement with the nearly infinite number of combinations you can get through chiseling. It's not something simple like just scaling a palette. Like you say, your video card does not have enough RAM to do it.
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I know talking to myself is a pretty good sign my stability is low, but I was thinking this would be kind of cool. I don't know whether intoxication in the game does anything other than make the screen move around similar to when you are close to death, but if alcohol did have the effect of either restoring or slowing/pausing the loss of stability (probably the latter would be the better approach), then you could drink some booze before you headed into caverns, though it would cost you something in terms of a penalty to missile accuracy when fighting drifters, or maybe falling off your ladder. You would want to change things so that opening screens (like C) does not stabilize the view for knapping or forming. (Maybe that's how it already works. Don't know. When I'm mauled to within spittin' distance of death, I'm not thinking, "Boy, I could sure use a new coffee mug.") The idea is that you could have a home on unstable ground, drink an ale or 4 to slow the loss of stability, and still work there, though it should be at a penalty. Maybe smelting and smithing should wait until you are sober....
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Please tell me he's being ironic. Bringing villagers from around the world to live in your society is kind of the opposite of colonialism, assuming that was even a bad thing. Coming up on a million views. I can only hope it's mostly people like me who got suckered into it, not that there are that many people so messed up that they really believe that, for example, bears and wolves are just misunderstood and want to be our friends, that Mother Gaia really loves us, if we will just listen to her. "Nature, red in tooth and claw" means exactly that.
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Maybe. I've vacillated on this quite a bit. It is a strong function of what the intent behind the stability mechanic is. If it's something related to the SAN stat in Call of Cthulhu, then this is from proximity to the horrors of Lovecraftian entity. That's my current take, and as evidence that's the intent, getting close to rifts is strongly negative to Stability/SAN. Something of that nature should probably not be able to be overcome by just looking at your favorite coffee mug. On the other hand, lots of people treat their mental issues with alcohol, and since alcohol seems to do nothing other than be some role-play thing that is otherwise useless, maybe that's where this is headed. Though it's likely something to do with what game style I prefer, I think it would be really neat to have the Lovecraftian horrors closing in on you. Over the weeks and months, they progressively weaken the temporal barriers between their world and the seraph's, to the point that rifts are able to spawn drifters in increasingly bright conditions, and eventually, the seraph has no choice but to move away from the horrors, or give in to them. Which might not be all bad. Maybe I could finally get some insight into why some of them carry around that one flax fiber...
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That could potentially be useful! It takes quite a while to descend a ladder that reaches to the clouds, but if I place a set of spikes one block away from the ladder...
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I thought so when I started out, too, but after playing a while, realized that disabling enemy spawns around your spawn point means not an fixed location, but rather everywhere in a 5,000 block radius around that, would mean that many players would not see foes until they are forced to search for tin. I'd definitely rather learn to deal with them when I've only got 5 minutes invested than once I've spent hours building a homestead, started getting animals domesticated, etc. If it bothers you (and probably it soon won't) just set them to passive so they leave you alone, yet you can get a feel for how bad they are under circumstances you control. You can always change them back to default behavior later.
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I wouldn't say I turn them on, but from time to time, I do catch them ogling my washboard abs...
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The return policy is overly generous -- 2 weeks since purchase or 10 hours of playtime, whichever comes first. That is published return policy, though they tend to be more generous than that. No harm in asking for a refund even if technically it was running for 15 hours. Worst case they say, "No." You could buy one or two Family Packs now, install one Pack, and if it's a hit, install the second. If your friends lose interest, switch to a different game. You should easily be able to keep the run time on that second pack under the 10 hour limit. And if it's a complete flop, you should know within the 10 hour limit, and be out nothing at all. The credit card company floated you an interest-free loan. If it goes over great, you can probably resell the copies to your friends at a profit. Don't know if they have a policy on that, but I've had to change my name and email once and that was hassle-free.
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Truth. I've gotten to the point I don't really have a base. Who cares if your cropland or pigpen is negative? I like to place my helve hammer on positive but even that's not a deal breaker as long as it's near the iron deposit. I can always spend some time making charcoal, or worst case, kill a few drifters. It's just that lots of people enjoy making bases and if you are going to make some megaproject you might as well check stability before you spend hours chiseling.
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Happens from time to time. In my experience, it happens mostly when you let the hunger bar go so low you take damage. Keep it above that and it rarely if ever bugs out. Easily avoided unless you are the kind who likes exploits.
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Well, yes, you do have to make sure your location is temporally stable. That's just part and parcel of a spot being a great place to settle. Either that or you have to disable stability in world config. I take it you settled somewhere the gear was going the wrong direction and you ended up with bad juju or something? Because Nightmares spawn fairly deep, deep enough that it would be unusual for there to be a path through the caverns to your location unless you are just extraordinarily unlucky, and like @Bumber says I'm pretty sure they don't spawn on the surface except in temporal storms. Not much you can do about a world where the gear is rotating the wrong way, but if they are simply spawning after dark, make a bunch of torches to light your base up like a Christmas tree. There are a few mods that help you visualize where you need more light. One from just a few days ago is Spawn Highlight And keep plugging away at it. Before long you will be like Foghorn Leghorn talking to Henery Hawk -- "Go, I say, go away, boy, you bother me."
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When you use the map, it tells you how far away you are.
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Sorry. I wasn't clear. My only concern is to not end up with salt water on my crops, or to tan leather. So if I see a body of water, and then several Z lower, another body of water, so far I've never been wrong in assuming the higher one was fresh. Though to be fair, I've never bothered to check to see if salt water kills crops or has an effect on tanning. Is there a vanilla use for salt water yet?
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Probably. Does it matter? So long as you choose a water source that is above nearby water source, why waste time testing it? Big honkin' ocean looking thing, assume it is and get on with life.Small lake higher than another water source? Assume it's fresh. Works every time I've tried it.
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The reason fruit presses use screws (now, mostly hydraulic rams) instead of gravity is that a small press about the size and shape of a 5 gallon bucket typically needs at least 5 tons of pressure, more if you use a more squat design. Mine uses a 20-ton, though that's admittedly overkill. If you assume a specific gravity of a given stone at 2.3, 5 tons would require about 2.5 full blocks, call it 3 if you are chiseling them into some smaller block that fits inside the press. Applying standard rules of voxel games, where in order to place a block you have to see the top face of the one you are setting it on, that's a minimum ceiling height of 5, with your head against the ceiling. At the very least, assuming reach rules for harvesting critters below you apply, you would have to sit down to retrieve the bucket and stand up to place the top stone. On a more practical note, what else is taking up your time? There's only so much fruit juice you can consume before it spoils, and even if you convert it to booze for role-play reasons, you are just going to spend more time making cellars to store all that booze you are never going to use. Is that it? The goal is to completely fill a maximum size cellar with booze or something?
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I've never used it, though a few of the guys at my work swear by BedRespawnner. It does as you would expect -- whenever you sleep, it resets your spawn to that spot. Won't help wrt starving, but at least you don't have to run home to... whatever it is you are running home to.
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Remove Trader Claim and any other kind of claims/protections?
Thorfinn replied to Vigul's topic in Discussion
Be sure to let @NiclAss know so it can be fixed. -
Why not just quit to main menu when you go AFK? Or build yourself a saferoom?
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Rather than making ingots removable while soft (which doesn't work, btw -- you have to let the metal cool enough to contract away from the edges of the mold) I think I'd prefer if forges could accept any fuel. Firewood would be enough for the easy copper forgings, like chisel, shears, probably scythe, because there are so few voxels to move that you can finish up before it cools to, um 541C? More complex forgings or higher temperature alloys might take too long, depending on player skill, so would have to be reheated or heated with a higher temperature fuel, like peat or maybe even coal/charcoal. There's certainly no need to heat copper to smelting temperature to forge it; indeed, that would not work as you would have molten copper instead of a forgeable ingot.
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Not in a storm. Indeed, that glass enclosure is not completely safe, though it might be OK with ladders on one wall. Have not verified one way or the other whether that works. Now it would be very rare one would spawn in there with you. The furthest I think I've verified a spawn in a storm is 25 blocks, so that would be 51x51=2500 or so potential blocks to spawn on, and of those, only 1 would have something spawn in there with you, and then only if it was not a crawler. Not a huge risk, no, but if it's a double-headed...
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I think that's all true enough, @Jon20 and maybe that's where it is headed. Seems to me its going to require reworking some basic game assumptions. Can you drink straight from a water source block? Or do you have to cure a hide to make a wineskin, or clayform and fire a jug/bowl, or find and process a gourd somehow, or what? You have only 10 inventory spaces at beginning of game. Most people find even the full array of hand baskets too limiting. Hopefully, if integrated, waterskins are treated more like bowls and buckets than bags, and that you don't have to give up at least 3 inventory spaces to carry liquids. How do you handle the problem of an island spawn, where you are surrounded by salt water? Restart?
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Ah, Golden Butterfly, the much more rare version of Iron Butterfly.
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Yes. A yard of dirt is about a ton and a half. If the seraph were human, realistically he would be able to carry somewhere around 1/30th of a block of dirt any distance at all, and not under any circumstances up a ladder built of sticks. Forget about quarrying stone -- some of the lightest rocks weigh in around 2-3 tons per 1m^3 block. Heck, even water comes in around 1800#. Please, please, please don't even think about suggesting using realistic weights. I'm not opposed to suggesting thirst mods, and I doubt anyone else is, either. I'd just prefer to keep them in the modding discussion section until someone comes up with a mod that doesn't make one think of that video. For example, I love Expanded Foods, but it really doesn't add much functionality to the game, rather just RP variety. A recipe here and there that heals if you have other mods installed. Drying berries, I guess, which would be good as a mod by itself, or ideally integrated into the game as another way of preserving fruit. But mostly it's just different ways of putting a lot of time and effort to produce foods not in the base game but are more or less the equivalent of a food and a poultice of some type.
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It should also deplete the hunger bar more slowly. Assuming it were to be implemented, of course. But you would also adjust things by, say, how warm the house was in winter -- being too cold is bad for hunger and bad for getting rest. It just seems to me that we are getting into simulation for simulation's sake, not because it adds game value. But Thirst, I don't see anything interesting, engaging, fun. Why play a game which isn't fun? I think I'd rather re-arrange my underwear drawer by color. At least then there's a sense of accomplishing something.