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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Per mille is properly ‰, which I think is what the game used, though with my failing eyesight, I wouldn't swear to it. Often people use %% as shorthand, because it's easier than entering the unicode. [EDIT] Alt-0137 on the keypad, for those who care.
  2. That's your assertion, I know. Some people who have different expectations of the game think as you do. But look at the downloads counts and you see a very different picture. ProspectTogether is one of the most popular, yet at its peak, only 32k downloads. That does NOT mean 32k people wanted the mod. It might mean nothing more than 32k instances checked out a server that used it. I know I am several of those 32k. Others, like BetterProspecting are more likely to be a higher fraction of single-player, people who deliberately chose the mod because they thought the system was "broken", yet its 22k downloads are over all versions, all instances, since 1.19.5. The number of individuals is likely less than 20% of that figure. All you are seeing is that the people who don't like it are not shy about saying so. Kinda like society in general. Most people are decent, just trying to live their lives as they like. The number of shrieking activists is actually pretty small. It's just that they are so very loud, and so very in-your-face, that they seem much more commonplace. I think what it says is that people have differing standards for what they think is fun. Stimulating. The high time preference BLUF and TL;DR types want something that tells them exactly where to dig. The amount of hand-holding each person wants within that category also varies widely. The same thing happened with all the sound and fury about calcined flint. Please don't dismiss us as saying, "Just deal with it." That's not what we are saying. Some of us think it's fine, or even too much of a participation trophy already. There's nothing wrong with wanting an easy mode. So install one. Don't try to force easy mode on everyone just because it's your preference.
  3. Magnetite is a pain, to be sure, because while other ores get at least one roll during the ore generation phase of worldgen, any given iron prospect might get 0 rolls. Probably a compensation for it being so huge it would be hard to miss if it followed the same rules as other ore bodies. Iron is one of those it's much more efficient to just go spelunking once you get a decent reading, because if it's there, the cave will almost certainly cut through the body somewhere. Another is chromite, because it's so doggone rare, and you need so little of it. The cave can wipe out pretty much the whole thing and you still have enough.
  4. Yeah, but it's still possible to live in a place where there are just honest people, or at least the dishonest ones are deterred by public shame. I do have to remember to take the keys out of the ignition when I head up to Mt. Pilot, but usually they just stay where they don't get lost.
  5. Wow. I did not know the game converted to .WAV. Is that necessary for cross-platform support or what?
  6. If you time your jump right, you can negate fall damage too, just like Bugs Bunny does.
  7. I haven't done animal husbandry in the new version yet, but I know as recently as 1.19, the male did not have to eat. He was fenced into in his own 1x1 enclosure in the middle of the pen with no access at all to the troughs.
  8. Sad commentary on the player base. Well, and on society at large, for that matter, as I look around at all the locked doors anymore.
  9. Huh. That's quite good. I got used to seeing stuff on the wiki that was outdated, so just stopped looking at it, even as little as I was. (I prefer to play games without videos or other on-line sources spoiling the learning experience. Once I think I've got it pretty well figured out, then I'll check to see how close my perception was, but not before. @Streetwind's writeup was kind of an exception to that rule -- it came up in a discussion, so I checked it out before I had developed my hypothesis of prospecting.) FWIW, since I play without map, most of the mechanism he describes doesn't apply, even though the principles involved stand. Without a map, I'm more about taking samples near landmarks so I can do the hot-cold thing by looking around, looking at colored dots not being an option. And, of course, WS does not have node search, so none of that section applies at all. I get the "wanting to be sure" thing. Those with limited game time or limited patience would be much better served by a system where it counts actual ore blocks instead of a weighted average of what the stone itself could potentially have. Someone in the past mentioned he didn't have the time to prospect and installed an x-ray mod. Which is fine. I think if people want a VS-Lite experience, a mod is the place for it. To me, that would take away too much of the sense of accomplishment. Make it too easy and it's just an activity. A pastime. Something you do mechanically, instead of having some puzzle to figure out while you are lying there waiting for your brain to calm down enough to fall asleep. [EDIT] There are several "prospecting" mods out there. One comes to mind that, instead of telling you per mille (or maybe in addition to, I don't recall) it told you exactly how far away the closest such ore was, and it was up to you to triangulate it, in all three dimensions. There were other, more limited settings as well. No idea if it's been updated. I didn't want an easy button on the game, so other than reading how it was coded, I've not followed it.
  10. Yes. What the trader is will change, but not the location of the wagon, but I believe even surface copper bits and crop seeds and berry bushes and trees will regen exactly where they were. Useful for replenishing flint in MP, mostly. I thought the question was about updating a 1.19 map in 1.21 or something like that.
  11. Well, if it's granite, you know there's only igneous below it, so there's no point in looking for minerals that form only in sedimentary rocks. The various coals, marble, chalk, if it's true to life, limonite, malachite, borax, etc., can not be there. But you can use that information to know if there are nearby sedimentary rocks hiding under the dirt.
  12. Either or both might be true. Pretty sure swamps and forests are essentially barren, other than maybe at the borders. I'm talking lightly rolling hills, nothing higher than a 1y step anywhere. Some of those have nothing, yet a set of very similar hills 100 blocks away do. Nothing in "C" distinguishes between them. Makes me wonder if all the landforms in the landform.json have been properly accounted for in the decoration algorithm (I forget what it's called), or if there are some of the newer ones that slipped through the cracks.
  13. Then prune is not the command for you. Maybe something like /wgen regen? [EDIT] One of the things I really like about prune is if I get tired of the view from my homestead, I don't have to pick up and build elsewhere. I just prune and regenerate the world until I get the kind of scenery around me that I like.
  14. I think it also reduces the number of places ruins can spawn. Cathedrals need a pretty large, relatively flat location, villages, even moreso. Increasing the upheaval or reducing the landform size will decrease the number of potential places they can spawn. Re: seeds, yes, rainfall, but there is something else, too, and I want to figure out what it is before I go code-diving to confirm it. There are places that look almost the same as the places you find seeds, with similar rain, but no seeds. I think there's a different mix of plants, too, but nothing I've been able to put my finger on apart from, "Huh, this looks like another of those places I'm not going to find seeds." It might be that some types of landforms do not spawn seeds. Dunno. It's just that if my spidey-sense is tingling, I'll rarely find seeds there.
  15. Welcome to the forums, @Aislen Can't you already do that one better? Have both the crafting grid and the handbook open at the same time? Just move them out of the way of each other? Don't do it often -- usually just for automation, and most of the time, not even then. Or has that part of the UI changed?
  16. Dunno. I never had any problems understanding it. The problem with most guides and videos and mods I've seen is they are all wrong. Close enough, arguably, but still wrong. As one of the team pointed out, the reading is not chunk based. At all. Anything you see that draws boxes on the map is wrong. Close enough that you can use @Guimoute's suggestion of finding nearby caves, I guess, but sinking a mine shaft is hit or miss. @Streetwind does a great job in explaining how you use the system to play Hotter, Colder. But at core, it's only the chance that the type of rock within a given radius is the right kind of rock to have minerals. And made a bit more confusing because in order to compensate for the massive size of iron deposits, they had to write the ore generator to roll a chance to see whether they should roll a chance for ore. And as @Zane Mordien and others point out, you have to know what rock layers a given mineral spawns in. You don't have to be a geologist, just look it up in the handbook. It's not so much hard to understand, as there is a lot of misleading information out there. It's kind of like so much else in life. Just seeing a corn field does not guarantee there are pheasants there. It's just more likely that they are there than on some grassy plains, so the smart money is checking out the corn field first. If you don't find one there, look for another corn field before you start looking where they probably are not. That's prospecting in a nutshell. There's no guarantee the guys flocking to the gold rush would find gold. They just went where there was the most probability of finding gold and took their chances.
  17. So modify a block there. Put down a dirt block somewhere that it will not stick out once it grows grass on it. Then prune works fine. Just use a parameter that matches the number of blocks you decided should "claim" a chunk. [EDIT] If you care about the traders you found, make sure you "claim" that chunk. Otherwise, they will be replaced with a different trader. Or, depending on what changed in mapgen, they might disappear entirely.
  18. Yeah. If you copy the updater to the directory you want updated, sometimes it selects the right one, sometimes not. No idea why the difference.
  19. Alternatively, if you still have a full installer from 1.18 on in your downloads, you can install that (in a new directory called vs1.21 or something, then simply apply the update. That's what I generally do. You can even just copy your old version to a new directory and run the updater on that.
  20. Well, first off, welcome to the forums. Second, update ProspectingTogether. You are using an old version.
  21. I think of Terraria. Where the 2-point increase in power making flaming arrows is really significant, but your endgame sword can be reforged to, in some circumstances, 70k dps.
  22. Oh, I won't. I just never notice unless it's spinning like it does when you walk into a rift. It always comes as a surprise when my stability is lower after doing some smithing than before.
  23. Well, there's your answer, then. You don't need to disable instability to get good building spots. You just need to install Xskills.
  24. Does that still insist on suevite as the pan material?
  25. Prune deletes any blocks that have fewer than a specified number of changes to them. /prune, but I don't recall the parameters. Like most stuff, it's too easy to look up when I need it, and I need it so seldom that I'll probably get it wrong anyway. When you re-explore the chunk, it will use the new worldgen parameters. Huh. Nothing under /wc, either? I'm not near any of my gaming machines, so I can't look it up right at the moment, but if this topic doesn't get updated, I'll check it out this evening.
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