Thorfinn
Vintarian-
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Everything posted by Thorfinn
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No, for being a jerk. Truth. You keep using that word. I do not think it means what you think it means. (H/T, Inigo Montoya.)
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
And, of course, it's easy to give tools more durability. I know a guy who plays nothing but the highest tool durability setting (400%?), pretty much everything else on default. Food is pretty easy to deal with, too. Just crank the hunger rate down to what one is comfortable with. I do get that if you only have an hour in the evening after the kids are in bed, you want to maximize the parts of the game you enjoy. Between settings and mods, most of it is covered.- 143 replies
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@BMiBudzYT, are you trying to get banned?
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
I'm not getting how these belong in the same coherent idea. And how is a guaranteed ore find not easy mode? I get you don't want to spend a lot of time learning how the system works, that you have a life outside VS. And Better Prospecting is a pretty good way of maximizing the time you can spend on things you like. It does so by eliminating all false positives. By telling you where the ore is. Which is somehow not easier?- 143 replies
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It respects variant instances, though, doesn't it? /addModPath adds a permanent entry to the mod load list, but that has to be invoked at least once before it "automatically" finds it, unless you install mods in the default %appsdata%" or in the install directory .\mods Yes, I agree, though. It needs a better mod handler. At the very least, it needs to respect the mod version that the game world was based on, rather than count on people making proper instances of every variation they play. Which means keeping a list of enabled rather than disabled, though this is going to be a tad counter-intuitive, as you would have to add new mods to your existing world, rather than them just being automatically added. [EDIT] Then again, I don't know why I expect this of VS, other than the quality of the coding. I can't think of any other software that even goes so far as VS does to support custom installs. Every other recent game you have to fiddle around manually making backups of save folders and copying them back for whatever "game" and "version" you wanted to play. [EDIT2] Thinking about it a sec, this is probably already a done deal, since single player is just a multiplayer server that does not have network support. It's going to take some time for us who have been around a while to grok that we no longer enter the game through "Single Player". Or maybe they retain "Single Player" as just a quick launch?
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No assumption here. You prove me correct with every post you make. I let you make an ass of yourself for most of the thread before I said anything. Your first post was fine. You want redstone, the greatest thing since sliced bread. Someone had the gall to say it didn't really fit the flavor of the game, and you have been insulting everyone ever since.
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I really, really try to give everyone the benefit of the doubt. But you are making that difficult. Redstone is not necessary. I made some complicated logic circuitry in Terraria using creature spawners. This fixation you have on the means to an end is not flattering. To you, I mean. And would likely get the game in copyright trouble anyway. Against Micro$oft. What you fail to grasp is that having a massive playerbase in an early release game would result in more people like... you. Who does not seem to have a civil bone in his body. Thanks, I'll pass.
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Crafting grid should have more space between tiles (or a deadzone)
Thorfinn replied to Lame Fox's topic in Suggestions
What I do is make an "L" or backwards "L", as the recipe requires. Start in the top corner, drag straight down, drag into the center. Then pick up the one that's out of place and move it. Incidentally, their long term goal is to get rid of the grid entirely. -
IOW, could you please turn that into a meme, @LadyWYT? Maybe something with those two women and the cat would be nice.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
Heat stress will be far easier to handle once the status effects are implemented. It's a little premature to be thinking about what effects to add to heat before finding out what effects there are to choose from. That said, the default start is temperate, like it or not. Should be self-evident that this is probably the most tested set of game parameters. Any change from the defaults in a pre-release game is likely to have a lot of gaps. We recently went through exactly the same thing with oceans. The defaults in 1.20 were still no oceans, likely because they were not well fleshed out. So people went to higher ocean percentages (I've heard of up to 70% and 80%!) and found that since there was no ocean content but the sailboat, that it was boring as heck. But mods that do things like add effects for heat are not nearly as popular as you might think. I can't even find the mod that did heat -- you sought out shade in the heat of the day, even in the temperate summer. Even the "wildly" popular Hydrate or Diedrate probably has a dedicated core of under 1000 players. The highest ever downloads was just over 10k, and odds are good that was mostly people trying it out, or checking it out on a server. But the lack of sustained interest suggests it's pretty niche. Compare that to Expanded Foods, which likely has somewhere around 25k users. Primitive Survival is likely around 15k. It makes a lot more sense to incorporate the things people demonstrate that they want in the game before adding "nice-to-have" options that cater to a small niche group. -
Yes, CO does some great work making creatures with multiple hitboxes, mostly to make some shots (like headshots) lethal, or at least more lethal. We talked about that in some other thread a while back. It has a very different armor system, too. For those who want the game to be more battle-oriented, it's a good option. But I disagree with whomever upthread that total downloads is a good metric. I suspect the real number of CO users is somewhere around 10-15k. It's just that updates are so frequent, and the same user updating the mod is counted as a new download.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
I think it all depends on what you want in a prospecting system. "Prospecting" that gives you a "sure thing" reading based the the location of high-grade ore nodes is not prospecting. Not in the game, not in real life. Finding the vein IRL is difficult at best. It involves repeated sampling and assay, and ultimately depends on a lot of luck and a lot of perseverance. There are indicator minerals that give you some idea that there might be something near, but no indication where, or even if it exists. In that respect, node search is massively more powerful. Just as with Minesweeper, getting back "0" tells you a lot more than getting any other result. 13^3 is a lot of blocks that you can just rule out. There are just 7 such all the way to the mantle. I know you don't want to hear, "Use a mod", but...- 143 replies
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Chasms claim most of my deaths, laziness the rest. Particularly in tall grass or bushes, those things come up out of nowhere. They ought to make some kind of noise or something, but, no. They just up and kill me when all I'm doing is minding my own business. Laziness is just thinking I don't need to use poultices, I'll heal up in a minute or two, then get tagged while jumping over a wolf, or cutting it a little close running past a shiver or something.
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You don't have to do nothing. You choose to do nothing. Big difference. If you are maxed out on grass or sticks, why? Why did you keep doing things when you could have saved them for times like this when you have slack time. That's kind of like saying you have nothing to do while waiting on charcoal or for your pottery to fire.
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It just turns VS into an arms race. Even CO does that, particularly when combined with XSkills. You need to add even more nasty foes to balance out the mid or late game hand cannons, or battle becomes trivial. There's a reason there are not better spears in the game. It's because even at one per slot, steel spears would totally dominate, well, everything.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
So very this! Once it "clicks" that surface ore and deep ore are two different things, and the implications that has for propick readings, most stuff becomes second nature. This does not include micro-ores like chromite or cinnabar, though. A good share of the drudgery comes from the 'tubes. They make a lot of creating some kind of grid, and it doesn't seem to occur to any of them that while they are demonstrating how to do this, they are using iron or better shovel, which is far removed from a flint or even copper shovel. If you are still knapping your shovel, you are vastly better off just going from outcrop to outcrop or cave entrance to cave entrance, particularly if you are using the map, which does all the record-keeping for you.- 143 replies
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Cross platform between console and pc in future
Thorfinn replied to TheFireDONUT1's topic in Suggestions
Oh, gawds, no! Have you seen what happened to other games that decided to support console, or even just controllers? Either they are simplified to the point that it's something you can do on a console, or, even worse, the UI transmogrified into bumper menus. Things that used to be simple as moving a mouse cursor become painful, as the pointer "snaps" to the next thing the game thinks it should, regardless of your actual intent, or where you think you have the mouse pointed. And the keyboard is just as bad or worse, there being only so many buttons one has on a controller, so simple things like opening the map turns from simply pressing "M" into ordeals of selecting the shortcut having the option you want, then scrolling (or A/D) over to the map icon. Welcome to the forums, @TheFireDONUT1, but, please, seek out crossovers from console, not to console. -
Glass didn't used to let you see anything. It didn't glow like the cementation furnace. It was just either a stack of wood or a slightly smaller stack of charcoal. Another common mistake is not building a firepit on top and lighting that, but rather just starting the logs on fire.
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I think the last brown I died to was in 1.19. Might have been one of the 1.20 prereleases, when I was a little distracted trying to figure out the new rusties. I rarely fight them, either, because by the time I realize they are in the same territory as my wild animals, they have usually killed off all the females, so why bother? Unless you meet him on a flat, featureless plain, (and if you did, why did you not notice him?), they are really easy to escape from, either running uphill, dodging or jumping bushes or tree trunks. Bear pathing is terrible. But it does take a little practice.
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Stronger, slower ranged weapons. Higher tier ranged weapons.
Thorfinn replied to Redpaws's topic in Suggestions
Right. Killing deer and such in one hit doesn't bother me (though it is hardly realistic) but it just does weird things to the balance. Currently, I think recurve and steel takes 3 hits, unless you are a hunter and the idea is to make the crossbow able to one-shot? Which would also one-shot a tainted drifter? Sounds a tad munchkin. -
And maybe to the fish mods, including PS, which create fish from nothing. My thoughts, too. Rather than mapgen completely defining a set of chunks out to view distance, it would need to do at least the first couple octaves of Perlin out to continental range, then fill in the rest of the octaves as it comes into view distance. This would allow a rough figure for a drainage basin, so if you spawned at a sea level delta, you have an estimate of how big the river should be at that point. It also means as the world gets explored, the weather on the remaining fraction of the drainage basin needs to adjust. If you have already accounted for 90% of the water at the delta in the first 50% of the basin, the rest is going to have to be much more arid than normal. It's a total rethink of mapgen. Anything below the surface is just TBD. Kind of like the armchair understanding of quantum -- the ore "exists" as a probability field only, until you explore a cave or do a propick. It's the observing it runs oregen, and, in this metaphor, collapses the probability field.
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@Gazz, I saw that once in 1.20. Not yet in 1.21. A few times in 1.19 and before, but I played a whole lot more of 1.19 and before. But I'm pretty sure it was (almost?) always after a temporal storm, specifically one in which I let my stability get too low. Like others said, you probably have a mod issue. [EDIT] I t's plausible mine were mod issues, too. I don't remember if those were vanilla runs or not.
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"Anyone else skeeved out by locusts?" No, but a little by your avatar. Beetlejuice, right?
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
Truth. If all one wants is a "dig here", if that's the mod I'm thinking of, it's pretty easy to triangulate and get exactly that. You can figure out exactly where the ore body is. Assuming there's only the one "closest" ore body, which is not a bad assumption if you are talking iron. By taking a few more samples, say, a dozen or so, getting "hotter, colder" data, it's pretty much a gimmee.- 143 replies
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Welcome to the forums, @LuchokPlay Pretty sure you can still light torches from other torches and fire sources. It's just a little time consuming. Hold it against the lit torch for about as long as it takes to make them in a firepit. I guess if you had absolutely nothing else to do, like holing up during a temporal storm or something. Firepit UI, I'd have to see that in play. The picture I'm getting is... not good.