Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Yep, it's coming, and like @Maelstrom says, it's probably linked to rivers. It would be really cool to link it to millponds, but that would be a lot of work to code, I'd think. One would have to come up with some mechanism for accumulation of water. Unless, of course, VS water were replaced by something more like Terraria water, where a bucket would fill one block completely, or 2 blocks halfway, or 5 blocks to 20%, etc., and if one block of water spreads out too much (10? 16?) it soaks into the ground or evaporates or something. Though it would make things like building a farm in the current style much more involved, using a liquid model like Dwarf Fortress, where it takes many buckets full to fill a block would work well, too. But pretty much anything that's not going to be OP relative to windpower is probably going to have to use some flowing water mechanic other than the one that currently exists. But that's not the case currently in VS. Simply dumping a single bucket anywhere gives you a good flowing water source. They don't if the temperature stays above 0C. Which is not that far south. On a "normal" start, you can often be in redwoods in a couple days, and, depending on the worldgen, frost-free maybe a day or two beyond that. And then you can also grow crops through winter, too, and move back north when spring comes around so your crops don't all die out from heat. Windpower requires at least a couple sets of sails, 20 linen each, so 640 fiber. That's a massive amount of farming. Building up to a couple hundred plots of flax will get you there by fall if you plug away at exploring for wild crops. Resources that make any sense to use in a waterwheel are way too common, with one possible exception I can think of -- something constructed with hides. Maybe pelts, possibly leather. At least then you are constrained by SOMETHING that has a limit to its production rate, like you are with flax. But again, how much leather would it take to keep wind from becoming more effort than it's worth? A score of medium leather is quite a bit less game time/effort than just a single set of sails, which is powerful enough to usually run a quern. Is that a rough balance point? 20 sails vs. 80 leather? I don't know. I've never bothered making more leather than needed for backpacks, but my gut feel is that's a pretty good starting point. And who cares about space? It's not like there isn't more of it in the world than you will ever see. The only circumstance I can see where space would be a concern is if there were some way to limit the player to only constructing on so many tiles. Something like a limited number of land claims, I suppose, but claims make no sense if there's no one else in the whole world.
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Is that true? Wouldn't newly created blocks use the new parameters, like they do with other mapgen changes?
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I guess it would depend on how much power one could extract from water. I was just kind of going with reality, where water is a better energy source than wind. A water wheel, a couple angle gears, maybe 1 axle, and you have your quern automated. If that's enough power, and is consistent, it doesn't matter if it's gated behind bronze tools. You can always get yourself some kind of bronze before your first flax harvest. Then why plant flax? Slow maturation of an inferior grain? So, another role-play thing? Gating it behind some tech level doesn't fix the problem. It has to be constructed of some material whose production is limited temporally, as linen is, or there's no point in developing undependable wind power in the first place, except, of course, if you live far enough north that you contend with freezing weather. So build winter digs? That's already a good idea. That would make it even moreso.
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That was amazing! By simply spelling it, "GaMe BaLaNcE", you've made the concern disappear entirely! It's more than visual. You have to range far and wide to get enough seeds into the ground to make sails. You have to extensively play the farming mini-game, and it does not scale well -- you usually get back just the one seed, so unless you keep expanding your explorations and your farm, you hard limit yourself to maybe a couple mills per game year. If one were to build a waterwheel based at least part on reality, you are limited by, what? Boards? Pegs? You don't even need to find a stream or somewhere you can build a millpond. Just one bucket of water on top of a block of packed earth levitating in mid-air. @Rhonen's excellent Medieval mod locks it behind iron, but once you find iron, you find a crapton of it, so while an improvement, it's still trivially easy to by fall of year 1 get enough automation that it'll make you puke. ("I don't wanna puke!") It's not that it would be an alternative to windpower, but a complete replacement of it. There would be no reason to bother with farming more than just a small plot for food, as the time spent growing flax would be vastly less productive than chopping down a few trees or doing whatever else it is that you need to add a water wheel. You can prove it to yourself. Play the Medieval mod for a while, and see how many windmills you find yourself producing. Particularly when you find axles and gears are trivial with the fat drops from aurochs.
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In the comment section of the Blood mod, someone said, "Just for information: mod worked till 1.17.11! In 1.18.rc5 you die instantly by starving." There has not been an update since then, so...
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You are using a bowl to put the honey in? Try holding Shift. Been a while since I made jam, as I usually store fruit over the winter as stews or porridges in crocks, but I don't recall having trouble.
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Despite what your common sense says, rye grain is just for eating, preferably after being cooked, as it has little nutrition as is. Rye seeds are in a packet, like other seeds you might find. Those are suitable for planting. Look up "rye" in the handbook, and you will see the distinction.
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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.