Thorfinn
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Everything posted by Thorfinn
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Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
And mine was that you don't even need to do that. Just download a mod (or make it yourself) and no one else has his performance degraded by your preferred settings. That's been what others have asked, several times now, and so far, crickets. If there was a good reason, maybe I could see clear, but so far, no one has offered anything except, "Yes, but you could just add an option." -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
They are all proof of concept. Get them working and you can then generalize. If they don't work well in play, you only have to change and test one or two crop instances, not 100 reskins of instances of grains. If you've only been here a while, you probably cannot appreciate how interconnected everything is, but try to be patient. They don't hate you. It's more of a matter of conscientiousness. They did not release the ocean stuff because it was not ready. Rather than make people put up with even more jankiness, they decided to put a little more work into it and release on their schedule. I'm sure they are not happy with it yet or default mapgen would have put in more oceans than the Sahara has. -
I'd guess it's RiverGen. There were problems before with both vanilla ruins and BetterRuins with transitions. Unless something changed in Plains and Valleys, all it does is add a few dozen landforms, so diluting down the chances you get the more extreme vanilla landforms. RiverGen cuts through existing landforms, and even if it plays nicely with all vanilla landforms, it's unlikely it's been exhaustively tested with all the transitions of all the landforms of all the mapgen mods. [EDIT] What I would do is create some new worlds with one or the other, not both, then ask on the correct mod page if there is a way to force a different generation.
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1.20 clearly upped the BEAR SPAWN count and it's too much
Thorfinn replied to Devkrin's topic in Suggestions
My, well, complaint is too strong a word, quibble, maybe, is that bears are already too predictable. The only real "randomness" to them is that they chase prey animals a good distance, so quickly disperse from wherever they spawn. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
Maybe at some point. Now? When every third question seems to reveal that someone didn't see the color map toggle, or the source blocks toggle, or the surface copper/tin setting? Add even more settings that most people won't even notice, let alone use? What's wrong with getting the rough outlines of gameplay established, then going back in and fleshing stuff out? For those with too high of a time preference, there's mods. -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
Agreed. In a word, mods. If you don't care to go into that depth, why have the code in RAM, or even on the hard drive/SSD? With mods, you can have things as basic or immersive or hardcore as you like. -
I hope the next update will start fleshing out the early/mid-game experience
Thorfinn replied to Aklone's topic in Discussion
Like @LadyWYT said, they don't exist to farm. They are something to avoid. If they always dropped a fiber, a few apoc nights would be more than enough so you wouldn't need to grow flax at all. But if it's important to you, make it so. Open .\assets\survival\entities\land\drifter.json scroll down to (currently) line 329 to the codeblock { code: "harvestable", duration: 2, fixedweight: true, dropsByType: { "*-normal": [ { type: "item", code: "gear-temporal", quantity: { avg: 0.02666, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.2, var: 0 } }, { type: "item", code: "gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.01, var: 0 } } ], and set the value of each to whatever you think makes sense. Scroll down to the double-headed and you can figure out how to make them drop Jonas parts if you like. -
I'm largely indifferent, so long as it isn't something absurd, like you have to keep a firepit going for a full day or something. That's what, 120 firewood? We already have people complaining about how much work it is to make charcoal. But air-drying for a day, maybe two, treated like like pelt curing or bowstave drying, sure, whatevs. Not sure it really adds anything, other than make things more difficult for new players.
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One can probably figure out how to set bears other than sun and panda passive in bear.json: { code: "seekentity", "__comment": "Empty entity codes list means it will not actively seek creatures, but will still execute retaliatory attacks", entityCodesByType: { "*-panda": [], "*-sun": [], "*": ["player", "chicken-*", "hare-*", "fox-*", "raccoon-*", "pig-*", "sheep-*", "deer-*", "goat-*"] }, There are scads of codeblocks that tell you what the various bears are called so you can opt in only some of the bears, for example, movespeedByType: { "*-sun": 0.025, "*-panda": 0.025, "*-black": 0.04, "*-brown": 0.055, "*-polar": 0.06 }
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Bug or Intended? Cob doesn't always drop when broken
Thorfinn replied to NoxxyGizmo's topic in Questions
I was misremembering. It returns 0.85. drops: [ { type: "block", code: "cob-none", quantity: { avg: 0.85, var: 0 } 0.83 was pretty darned close! -
Bug or Intended? Cob doesn't always drop when broken
Thorfinn replied to NoxxyGizmo's topic in Questions
No, I'm pretty sure cob is much like mudbrick -- it returns less than 1 block. 0.7, I think, but it's been a long time since I looked. -
To no one's surprise, I'm going to suggest making a couple dozen ladders so you can get a bird's eye view. That makes it SO much easier.
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Welcome to the forums, @Mowdan Keep plugging away at it. Before long you will be putting something in offhand first thing to get the hunger penalty so you can eat more and get those sweet, sweet bonus HP.
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No! I draw the line! There are plenty of games with that kind of garage. We don't need another game full of sax and violins!
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Oh, sorry. I even somehow missed that mod in your rather impressive list, too. No, I don't know how to use it. I tried it and decided, "Nah. I've got more to do than carry a few blocks at a time. I'd almost certainly switch back to building everything out of dirt rather than attempting to transport bluestone menhirs across the leagues." Maybe you could just set the stack size of dirt, stone, sand, wood, etc., to 1? As I understand it, you would be capped out at carrying only 16 such if you had nothing else in inventory? Have you thought about adding some stone age cats? FotSA? Not Grendl, no, but accomplishes the same end, and has the right kind of feel to it. Might need to nerf their speed some if you have little to no ground cover, though. They are wicked fast, and I can only get away by scratching them off with the foliage, then approach them on my terms. [EDIT] Hey while I'm thinking of it, you could take a look at how DanaCraluminum (I think) set things up to carry one (and only one) leaking resin log at a time, and required both hands. If you set those attributes or behaviors or whatever it was to all the massive blocks, that might work. You could even self-impose rules about the kinds of things that could be carried in inventory; stuff that can fit in a belt pouch or scabbard are OK, everything else has to be hand-carried. [EDIT2] Oh, CarryOn does that, too, making you carry trunks in both hands. And, bonus, that's up to date, while the other may not be.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
Sure. This ended up as a, well, really, several contentious threads a few months ago. Someone noticed the game is supposed to be an uncompromising wilderness survival game, that it says so right on the tin, and that it wasn't living up to it, and we were off to the races. I'll tell you what I tried to tell him. If you end up with all the sliders cranked and you still don't feel the challenge you want, there's always mods, and the game itself was designed to make it easy for the more avid gamer to dial it up to 11. If you want kobolds to put holes in your buckets, or slit straps of your armor so it breaks in battle, or spoil/steal all your stored food, or trample and ruin your crops and livestock, by all means, do it! If that's the kind of thing you find fun, knock yourself out! The only one keeping your from your fun is you. Before you insist the game isn't or shouldn't be this or that, though, you should take a look at the servers out there. Seems there is quite the player base for a more relaxed game. People who would rather spend their precious free time on accomplishing something like finishing the chiseling on their entryway, not toil on doing tedious maintenance on their homesteads, which fell apart because they had to spend all day at work instead of being in the game for the month that elapsed and their gardens turned to weeds and their stored food turned to rot. Who didn't get to see all the immersive changes in plant growth because they were too busy making sure the TPS reports had the right cover sheets. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
This may or not be what the status effects update will contain. That will allow an expansion of foods, which kind of blocks anything with growing more or different crops at the moment. Like @LadyWYT said, don't undervalue the impact of HP. Between the percent reduction and the flat damage reduction those points multiply. Besides, thematically, whenever possible, I'd rather have bonuses for doing something well than penalties for doing something wrong. There is a already a great plenty negative reinforcement in the real world to cover most people. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Thorfinn replied to jerjerje's topic in Discussion
I like to keep an eye on ModDB to see what kind of game players are choosing for themselves. There are mods that make things more difficult, or at least more tedious, but those generally don't get many downloads, while mods that let you convert crops to sees, or increase the number of seed drops are usually between 5 and 20 times as popular. Whether we are talking crops or trees or sticks or ores or terra preta high fertility soil or prospecting or whatever else, mods that make it less intense, even cozy are much more popular. I'm not for nerfing what's there, by any means. Just not sure whether it needs to be harder on the n00b. The learning curve was plenty steep when I started. Or as Dostoevsky put it in Anna Karenina, all cozy games are alike; each hardcore game is hardcore in its own way. Or something like that. It's been a while. I'm not even sure what he was getting at there, but I am sure it was deep because it was required reading. And had that gold embossed lettering on the binding. -
Depends on your location, but IRL, most caves are pretty steady year round, somewhere between 50F and 60F. (42.5-79.4 gigaNewtons/lumen) Very few are below freezing, and even then, not by much. There are some ice caves up by Barrow that stay below freezing, largely because the Ocean is wicking away the earth's heat. A Russian exchange student talked about some land-based caves like that somewhere in Siberia. I have never found out any more about them, and not from a lack of trying. I think the major discontinuity is trying to get something that represents the range of real conditions, from refrigerated to lava pool, in 100m of depth. The near surface cellars are reasonably accurate, assuming you are below the frost line. I don't know whether that would be easy to change up or not. I looked at it once back around 1.14, so I could make mountains more "realistic" but don't remember what I decided other than it was pretty good after all, if one went by % of worldheight instead of meters.
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Welcome to the forums, @Vincent Schneider. Poplar would be a good addition for ultra-compact woodlots. Not sure they would look good with a log at the center. There's a tree that looks kind of like the poplar in some of the lower latitudes but it does not have a central core. How do you see it looking? Top view would be a"+", with the intersection being log, the arms being leaf blocks? That would let you nest them tightly. Resin is kind of oddball in that a single stack (32) is a lifetime supply. Maybe if you collected sap, had to boil it down, and had to break the cookpot to get it out? Maybe a pot full of 24 sap boils down to 4 or 6 resin? Have to play around with it. I suspect even 4 will make resin way too common. Two pots would give you a large gear, IIRC. Annual crop seeds are likely that way to keep food from becoming even less of a challenge. The game does not have compensating mechanisms like germination failure, cutworms, rot, etc. This way, the game limits how fast you can expand a field. Biennials, I think you would have to make the time between mature and seed much, much longer than a couple days. If you log out at night, by the time you wake up, an entire month might have passed. Plus, there being a story and all, t would be nice to be able to head out for a few in-game days on the story and not completely wreck your garden. It doesn't do that IRL. Carrots can sit there all winter long if need be, and still be OK to eat. Don't know much about tule, other than as currently balanced, you really need to be committed to the look to make it worthwhile.
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Iron bloom didnt spawn with enough voxels to finish the thing
Thorfinn replied to NastyFlytrap's topic in Discussion
On further review, I think you are right, @Teh Pizza Lady. I was focusing too much on the definition of the bloom itself, and the mix of voxel ranges being disabled, and not enough on the implications of the means chosen to add voxels and turn it into a usable ingot, the helve hammer. It would have been easier to just let the helve nudge voxels around, and just add those voxels to the original bloom, that that was not the route chosen. -
Iron bloom didnt spawn with enough voxels to finish the thing
Thorfinn replied to NastyFlytrap's topic in Discussion
I thought so, too, until I spent some time reading the json and the code. There's a lot more work than needed to be done just to fix a bug. And he didn't even use the variation on all of them, just a few. Maybe he added the code so he could tweak the frequency of missing voxels, sure, but adding that code only makes sense if it were intentional at some point. I don't get the complaining, though. Course, I didn't get the complaining about ebony and purpleheart and redwood not dropping enough seeds to have an ongoing woodlot. Maybe that was intentional? Sure would have been easier to have all uniform drops rather than adding extra code to treat them as variant drops. It's the game. Play it. On its terms. Or set up your own terms. He's bent over backwards to make that easy. -
Iron bloom didnt spawn with enough voxels to finish the thing
Thorfinn replied to NastyFlytrap's topic in Discussion
Why did they instead create something that disabled some of the voxels in the json AND created the C# code to use those keys? No one has even made a guess yet. If they considered it a bug, it would have been much easier to just fix it rather than create a new key/value and the code to use it. Change it if it bothers you. I do not believe it was a mistake. I think it is in the same vein as the nerfed leaf drops if you just chop down the tree. It's an incentive to make shears. Maybe @Teh Pizza Lady is right and this is the same thing. This is an incentive to build the helve.