Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Why on earth does the 1st boss have so much health?
Thorfinn replied to Facethief's topic in Discussion
I agree with you, @Facethief. I've never thought the boss thing made sense in terms of gameplay. Doom was OK, up until the Cyberdemon, Doom ][ was just silly. Though we are apparently the only people in the world who think "boss" challenges should have something to do with the combat loops so far experienced. 50% stronger, 100%, OK, Once you get to 1000%, it doesn't have much to do with the combat you drilled on, it's almost completely your ability to dodge. OTOH, that IS the combat strategy I drilled on, so... In answer to your question, open .\assets\survival\entities\land\eidolon-immobilized.json, scroll down to the line { code: "health", currenthealth: 500, maxhealth: 500 }, and set those to whatever values you think they should be. Turn it into a mod or not. Your choice. You are not the first to ask, FWIW. -
That's when you invoke option 3. You don't really need anything flammable that's there, anyway. @HumanDude, since you already know some of the Way of the Ladder, it's time for you to master another rung. There is very little terrain a bear can hide in if you recon the area from a sufficiently tall ladder.
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Oh, I love that idea! Unless the codeblock for scythes is hardcoded. Then I think I'd be happy with 2x3. Two great ideas in the same paragraph. That's got to be some kind of a record here. I particularly like that changing back to regular dirt is on the game's timetable, not the players. Me, too. Though I would appreciate the extra planning and "strategery" that would be involved in crops drawing from two or more nutrient pools, or, for example, like in real life, legumes actually improving one nutrient while depleting others. Not quite true. Opportunity cost. The time you spend making them larger you cannot also spend doing other parts of the game. Depends strongly on what you think the game is. I'm not the personality type that enjoys puttering. I vastly prefer hitting it hard, making a homestead appropriate to the needs of the game, finishing, then starting again, applying the lessons I learned from mistakes in the last playthrough. This, of course, implies that as new chapters are added, that homestead will have to evolve. Things like groves and animal husbandry might become more desirable or even necessary, which they obviously are not at the moment. You cannot get Gen 10 or even fruit trees before the story content is done unless you are intentionally dragging your feet. Puttering. Great mod idea for those who like puttering, though.
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Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
So add them to the Luxuries trader, who has the other jewelry. I mean, if the thread is about how combat is too shallow, I don't see how the solution is to add items which have only a cosmetic use. At least a trinket which affects spawn rates has some applicability, albeit not very much. -
Yes, currently you get multiple crops per year in a default start. I'm just saying if you are adding complexity for the sake of verisimilitude, it doesn't make sense to do half measures. [EDIT] And like @LadyWYT says, making it more complex just to have something to do strikes me as more of a mod than base gameplay. Particularly when it's not something you solve creatively, but merely increase the number of clicks.
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That's a good take. Can you make it work without some progressive mode? I mean, if you can just look it up on the Wiki, having a cookbook isn't all that much, unless, for example, you can click on a recipe and it takes the oldest ingredients out of your nearby storage and places them in the pot. I could see three reasonable buttons -- x1, x6/max, whatever in the recipe you have the least of.
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If we are going to add to the complexity, I'd like to see grazing and implied animal poop improving fallow land. I'd have crops take from multiple nutrient pools, like the do IRL. Maybe you could cycle two crops with the right mix of necessary nutrients, then have to go fallow, for a shorter time if you put herbivores on it. But I think that also requires a rework of the whole thing. Default starts are really only capable of one crop per year without a fast crop and intense fertilization. By the time you get to redwoods, you can reasonably expect two crops per year. Which also changes foraging, hunting and animal spawns, etc.
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Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
Dunno. That's a trap for n00bs, and a pointless, ignored game loop by people who have been bitten once or who read the Wiki. If the only point is to sting n00bs, that coding time could be better spent. -
Weirdly enough, it's generally best to leave a lot of the branchy leaf blocks if you can. Their pathing over/around them slows them a lot, while you can time your jump to clear the obstacles. You can also just place fenceposts or other blocks at reasonable intervals, and that can get you a little better visibility, but now you are spending time taking away obstacles and putting back different obstacles, time that could be spent on something better progress-wise.
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There is one thing that can crop up. It was still present in 1.20. Have not checked if it's still there. If you build the ladder in one of the tiles in which you are standing, the ladder itself damages you. Until you leave the AoE of ladders because each inherits your x-z location -- if you are inside one ladder, you are inside the one above and below you if you head those directions. I believe it's actually suffocation damage, though, not fall damage. Though it might have been changed to fall damage in one of the attempts to fix it.
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There is (or was) also a mod that allowed one to pole fish more or less like lots of other games have. And, I'd add, I avoid like the plague except when the story demands I catch a fish for some silly reason. Except for Stardew Valley, where it it the only way to get an early start on the mines and real advancement. But, even then, only until I have enough resources. Then I never touch any of the fishpoles ever again. Really? Stand in one spot doing nothing but playing some goofy minigame that never has anything to do with core gameplay? Do you have any idea how many opiates I would have to take to do that?
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Have them despawn, at best. Otherwise, you get infinite use out of caltrops? Go back and collect them if you want them back. Dead isn't dead. It's just respawn at a distance or after a time out. Either way, still owned property. Put a bit more bluntly, it's to block griefers, which this suggestion explicitly seeks to undo. Dude, there's already a game mode that lets you loot whatever you want, kill anything with one hit if you desire, and let you even skip the hard work of even going there. It's called "Creative Mode". Knock yourself out.
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Yeah, a bit harsh. I've never played that game either, and it took me a couple of reads before I realized that your accoutrements were just decorative. At that point, I just nodded. You said what I thought about it, better than I probably would have. You would have gotten a Like had I not been out of them. When I watched the vid, I thought, "Yeah, that's too much of a clicker for my tastes. Great mod, not great base gameplay." What I think might work out well, though, is to not tell you which spices do what. There are slots, and if you happen on the combination for sweet and sour pork, great! It carries with it some bonus of some kind. If not, you get some other more basic pork. Maybe regular old meaty stew. The secret spices are more or less realistic, so you can guess them, but not published in the handbook. If you don't enjoy that kind of trial and error, there's always the Wiki or just reading the recipe .jsons. One reason I favor that is it would make it very easy to mod in new recipes once status effect are a thing.
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(chapter 1 spoilers) Were you aware that when fighting the first boss...
Thorfinn replied to hstone32's topic in Discussion
Took me a dozen tries to get the timing down, but, yeah. You can apparently get through the fight without it? Weird. -
Welcome to the forums, @HumanDude Run. I'll take them down with spears from a distance if I want some bear armor, or if I'm trying to keep the wildlife from becoming wilddeath, however futile that always is, but bears are too risky for too little reward.
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What? Was that with the crimson maple thing? Or something I just never noticed?
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Make oak and kapok saplings with a small chance grow to their bigger size
Thorfinn replied to Zaharit's topic in Suggestions
And maples and pines and redwoods and all the rest. Dunno. I kind of like the fact you have to choose whether to preserve your old growth forest, and seek out more distant timber, or you are able to clear cut and get old growth anyway. Not a huge, "have your cake and eat it too" fan. -
I, too, would love seeing corks and sealing for jugs, but they in fact do serve a purpose, at least in the early game. They are a much more compact way of storing juice and wine than barrels. "Buckets are better." Yes, they are, but they also use twine, which you need for other purposes until you have battle jammies, a windmill or twain, and maybe a sailboat. But after that, yeah it would be nice to be able to seal them and get extended life out of juice and wine. Now if only there was a use for juice or wine...
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I haven't really looked at how much it would take. But since the game already does that, more or less, by just going up or down a few y-levels, I don't see the point of wasting time changing it. [EDIT] I don't remember who it was, but someone dug a shaft deep enough to grow oranges in the polar regions. I don't know what more one might want. Shangri-La is not particularly "immersive".
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I don't know what has you jazzed up, dude. You want underground farming, you can have underground farming. You want underground farming that doesn't require a pickaxe, you can have underground farming that doesn't require a pickaxe. Why are you so hostile to, well, anyone who tells you, "Go ahead. Make your farm." The only thing it doesn't explicitly do is set the temperature to 5C. The temperature is just the weathermap temperature adjusted by elevation. So far as I can tell, by more than enough, because I use caves to warm up in the winter, even in polar regions. Which on Wilderness settings means it is above 10C. You appear to be the one incapable of understanding that how you thought the game works is not how it really works.
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You think this is some occult knowledge that only you possess? My post was largely about the first bit, though. You can make an underground farm without having a pickaxe. Your assertion to the contrary was wrong. Make some underground farming. Knock yourself out. But base game? So it would be a part of vanilla servers? No thanks. Great mod, but if you put easy mode into the default game, why stop there? Put bubble wrap on everything.
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200 hours later: the horrors persist, and i with them.
Thorfinn replied to Galdor_Mithr's topic in Discussion
I've tried More Animals, and it seems fine. The Phanerazoic is fine if you cut spawn rates by half or so. They are fine at default rates, by themselves or even using several of them at once, but it gets a bit laggy if you use them all and there are several dozen dinosaurs in your near distance, at least half of them trying to path to eat your face.. -
I think you could probably fairly easily get close to a small number of huge continents, but I think most people would hate it -- go through landforms.json and increase all sizes by 1000x or so. But it would make more realistically sized landforms. Great Plains would go on for 100s of thousands of blocks, i.e. many 100s of kilometers. People are already complaining about not having everything within 1 or 2 kms.