Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Certainly a valid way of playing the game if you are looking to relax. I just don't find that relaxing. I keep thinking, "If I wasn't in this stupid multiplayer world, I could be running around picking up nuggets and seeing some advancement." But I'm starting to wonder if maybe that's not a good way to look at it. Maybe panning enough to make a bronze pickaxe, hammer, anvil and a copper prospecting pick is enough. Rush to iron. And by rush, I mean rush. Potentially as early as day 4 if you spawn in a sufficiently large deposit of sand/gravel. But that's like 2 hours of nothing but just sitting there clicking, taking a food break here and there as needed. Not exactly my idea of fun, even if it is effective.
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There is a mod that reduces their aggressiveness (https://mods.vintagestory.at/show/mod/1627) and one that removes them entirely (https://mods.vintagestory.at/show/mod/2020) but I'd really recommend that until you learn how to deal with them. you just reduce their damage. Improvised Armor gets you only one more hit before death. Big deal. When you run from one, you are probably going to encounter another and it's death anyway. Tanking it or running away is not going to cut it. You have to learn to deal with them without taking more than the one surprise hit, killing it or making it flee, then healing up, which, thankfully is probably available right there. Maybe the best way is to reduce their damage from 8 to maybe 1 or 2 or whatever it takes until you learn? They are not that bad, but like any skill, it takes some practice and it's a pretty nasty critter to have to have to practice on. It's a pretty simple change, and a common enough request that maybe a configurable mod would be worth it? [EDIT] Another option is, of course, just burning the forest to the ground. Makes it much easier to scout around for copper anyway. Just scrounge enough food or find enough reed roots to get by for a couple days and channel your inner pyro. If you find some seeds and make a rabbit trap, so much the better. [/EDIT] [EDIT2] I'd forgotten that you can also turn up your HP to slightly more than double, and turn down the damage critters do to a quarter, IIRC. That should be enough there, I think. If the wolf's damage is only 2, and you have 35 HP, that's kind of like picking a fight with chickens. [/EDIT]
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What do you do on those occasions when you should have copper, but can't seem to find it? When the gods of the RNG just aren't doing it for you? Panning is boring as heck, but on the other hand, by the time I get enough for a pick, I usually have at least a couple tin and often a temporal gear. Alternatively, I can run around for a couple days and maybe find more, maybe not if the RNG is still uncooperative. I've encountered that a lot in multi-player worlds, where running around finds me nothing, and eventually I find a mine shaft that explains it. There's just no way of knowing whether someone has cleared the area unless you find the mine shaft. Not that I know of, anyway. And unless propick was turned on, finding enough copper to just replace your tools is touch and go. With my luck, I usually have to top up by panning just to keep going long enough to be able to mine iron, which is everywhere in massive quantities. So what's the answer? Essentially turn a multi-player game into a single player game by going far enough away from everyone else? Seems to defeat the purpose. Maybe it's something for a mod? You pan enough to be able to build a sluice box so you don't have to just sit there in the water all day, you can spend your time gathering sand, filling the sluice box and collecting what it finds? Still tedious, but at least you are more or less guaranteed something for your trouble, while running around looking for surface copper is not. Maybe if the sand was left behind as tailings you would have some clue where has been explored? Thoughts?
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Mod maker mod doesn't load properly
Thorfinn replied to Paul Kauphart's topic in [Legacy] Mods & Mod Development
Thank you. I've been trying to figure out why when I package things up they don't look like I thought they should vis a vis domains. So do you just manually create the zip? -
I have a little better idea of what's going on, I think. Correct me where I'm wrong. Russia has been repeatedly promised NATO would not expand one inch closer, starting in 1989. Two districts (whatever they are called), Donetsk and Luhansk, have declared their independence from Ukraine. Their complaint is that Ukraine wants closer ties to EU, while they want closer ties to Russia. Putin recognized their independence. So far as I know, they are the only ones. Further, Russia committed to protecting them from aggression. Russia's current demands are that NATO honor their word, and that Ukraine let Donetsk and Luhansk self-rule. Is that pretty much it? If so, I don't see what the problem is. How can we insist that China respect Taiwan's claim to independence if we don't allow it WRT Ukraine? What's the point in NATO anymore? Not to oppose Warsaw Pact, several former Pact members now members of NATO. Invading Afghanistan, Iraq, Libya, Syria, etc? Maybe we could try not invading countries for a while and see how it goes...?
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I'm going to wait a bit. In my country, (The US) everything they've said is a lie. No, I don't know until later, and even then, I have to parse it closely to figure out what is the truth. Basically, my opinion is that whatever is released is intended to help the tyrants. Rarely do the tyrants or the anti-tyrants actually give a damn about the real victims of tyranny.
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Not much meat on the young ones, but, man alive, are they tasty.
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I kind of like the pit kiln. You can place them in your dry moat and just harvest the drifters.
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Yeah, that can be a problem for sure, @Pestilence. I think the solution has to be something more like stuff within land claims only "ages" while that player is logged into the world. Something other than what it is now, anyway. Multi-player is really counter-intuitive. And that's just the beginning of the problem. Assuming the point of multi-player is to form a little community, latecomers have to either be given seeds from existing players or go increasingly far to find wild crops and berry bushes. And, of course, surface copper. Once you are canning jam and putting grain in your cellar, the dozen or so year shelf life makes that less important. By the time you could implement the ice box, you don't really need it, and because the ice presumably melts through the summer, doesn't solve the problem anyway.
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Turns out that's a great plenty space. No, I don't have the seed, and deleted the world, but that's pretty much ideal for some terraformed terrace farming. Split off the waterfall a half-dozen blocks up, and running water irrigates the same as standing water, so if each terrace is 1 block lower, 5 or 6 blocks long, you can get a great plenty farming. The stream is already split once; if needed, you have plenty of vertical drop to split it elsewhere as needed. And then at the end of your farm, the stream cascades down into the lake. What's not to like? A whole new way of looking at a region, at least from my perspective.
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I don't know. This strikes me as more of a case where it's realism for realism's sake. Maybe I'm just not getting how a change like this would improve the game rather than just another box to check off.
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Turnip spoiled by temperature give yield anyway
Thorfinn replied to Laskuna's topic in Bugs (archived)
Near as I can tell, they give drops based on whatever stage they were in when they died. -
Could you add "Last Updated" to the All Mods page? Much more important than number of downloads or comments, IMO.
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Peat? Lower temperature firewood is more forgiving. I find I need a fire ring 2 across for peat. Sometimes, anyway. Haven't figured out exactly which set of circumstances its a problem.
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Pretty common. Mark of what I consider to be a good mod -- that it does not replace your settings with the new default setting when you update. Fills in the values for the stuff you don't have assigned, but works the same way it used to until you actively go in to change settings. Yes, if you want to start from scratch, delete everything in modconfig and let the mods regenerate their new defaults. Sometimes it's the only real way of deciding whether its some incompatibility or whatever. Though you might want to save a backup...
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If you mean the minimap, it is off by default. Press F6.
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I grew up on a ranch that dabbled in farming, and wheat heads bore 20-30 grains, 40 or more down on the lowlands near the creek. Barley was nearly as good, oats a tad better. We never grew rye. We would bring the seed out to the field in the spring in a pickup, and have to haul home several truckloads at harvest. The deal is that a serving of porridge is a whole lot more than the 2 grains you put into the pot, just as it would be more than 1 blueberry. But it takes only around 1.2 seeds (plus whatever the birds get) to average 1 plant. So you are comparing drastically different scales of measure. If you are going for realism, around the Chicago area, we can plant spring wheat in the fall, harvest it in the spring, and grow a crop of soybeans or maybe even corn by fall. Huge benefit to getting out of the Great White North. But I don't play the game for realism. If I want that, I'll just shut down the computer and go outside.
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Use Wildcraft for Good. Lure drifters and other foes into the brambles and laugh at them. Better yet, put a ring of raspberries around your home and collect the sweet, sweet loot. OK, essentially non-existent loot. A few flax fibers here and there. While I don't mind combat itself, it's almost pointless, particularly in permadeath.
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Also @Pamela Wild. I've been playing around with mods for some variety, and @Novocain's VSHUD does exactly this right out of the box. Just put the mouse look (cursor) on whatever you want marked, hit the \ key (right above the enter key), and it places a star on it, and fills in the text field with the node name. My only complaint about it is the color sometimes leaves something to be desired. I think I'd prefer to use some neon color like chartreuse or something to make it really obvious which I added "manually" and which were added via Auto Map Markers. Both mods (this and VSHUD) seem to play together nicely.
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Cool idea Another possibility is that good food might counter stability, so with good food and good drink, you might be able to settle in that spot where the gear is slowly turning the wrong way.
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Packed earth works as a fire ring too, and gives me something to do with all that low fertility soil I end up with.
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Just trying out Wild Farming and Bigger Stacks and stumbled on this. Nice looking place. Couple waterfalls inexplicably falling from the top of the mountain, looks like chert, limestone, sandstone, andesite and bauxite. Though desert is nearby, temperature is only 18. Granted only day 2, so early spring, but still, I could work with that if it weren't just a pocket.
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Looks like that's the answer. Put dirt around a reed like this: [code] MMMM MRLM MMMM [/code] M-Medium fert soil L-Low fert soil R-Cooper's reed When you remove the L, the water does not flow from the reed to the tile. When you then remove the R, water flows into L as expected. The conclusion I draw is that while the water/'reed block and the land/reed block have the same drops, they have a different replace, the land reed with air/nothing, the water reed with a regular old water source block. Doesn't necessarily mean we have to wait for devs. All we need to know is how to specify the replace element. Which might lead to some really bizarre mods, like replacing lead with gold or something.
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If I hold flint in hand and right click on a flint on the ground, it appears in the stack in-hand. If I right-click on a torch with a torch in hand, it places another torch, similar to behavior of placing blocks, I guess. I can see the point there. It would be a major pain to have to crouch every time you wanted to place a torch. But empty hand makes no sense to me. While flint just bounces to wherever the stack happens to be in inventory, torches do not. Left click breaks the torch and leaves it on the ground, just as flint does. But right-click seems to do nothing at all. I'd really prefer empty hand right click worked the same way on torches that it does on berries, or stones, or molds, or bowls, or crocks... you get the point. It either adds to the current stack wherever it is in inventory, or if there is none or the stack is full, it starts a new stack.
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Should there be an 'iconic' enemy like Minecraft's Creeper?
Thorfinn replied to Native Copper Bits's topic in Discussion
Not a big fan. I wouldn't mind a little more monster diversity, but there's very little upside to battling monsters other than to keep them from eating your face. I'd much rather the time be spent on other aspects of the game. If one really likes battling iconic monsters, there are already plenty of games for that. Some of these have the potential to become very grindy. As mentioned in another current thread, carrying food everywhere is already taking up some valuable inventory slots. I'm guessing that's more from not establishing dedicated forward camps and survival caches, and doing everything in your base, though. I can't see that taking up another few slots to carry a cup and a couple waterskins would improve the game experience. I agree that food might do with some rebalancing, but there's already a steep learning curve, and it just seems wrong for n00bs to die of hunger while having the survival handbook open reading about how to cook food. If one wanted to nerf food production, you are almost going to have to boost the effectiveness of food at the low end of the satiation bar. Which may not be a bad idea anyway. When you are very hungry, a few berries and a carrot should go a long way, while if you are already full, it mostly just passes through...