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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Once you learn to see the differences, it's very obvious. Consider also going into creative (/gm 2; when you are ready to go back to your game, /gm 1) and fly around a little (double-space, I think. Been a while. Yes, I think it's double-space. That's what muscle memory is telling me anyway.) From about 25-50 blocks in the air, things like that (and crops) are a lot easier to spot. I'm pretty good at seeing them at ground level, but I find building enough ladder sections to do it gives me a more relaxed playthrough. Welcome to the forums, @Ghoul Arte!
  2. Hadn't really thought too much about it before you said it, but that's what's so different about VS, isn't it? Engine and framework co-mingled. Means most things that people care to change about the game require not much more than basic literacy in English. Still not thrilled with .dll expanding those capabilities, as that's a security hole waiting to be exploited. Someday, when the game gets big enough to have a malicious subset of the player base, they will have to do something about it. Maybe that's what the announcement a week or two ago that the team was going to start paying more attention to the mods was all about.
  3. I'm not even sure the complaint was the playability. It was the straight lines.
  4. To some extent. It almost always comes down the the general contractor. If he doesn't make the subs toe the line, corners will be cut. Not all subs scrupulously follow code. (Of course, since I lived near Chicago, the same can be said for many generals that have state and county licenses. Fees, like @Krougal says, plus lawyers like @LadyWYT says, plus nepotism. (Mods, before deleting this one and giving me another permanent strike, look up the Strogers or Pritzkers or Madigans or Mells of Chicago. Nothing conspiratorial about that assertion at all.)) Anyway, at least here in the states, while it can be insured, it doesn't necessarily mean a claim will be paid. I've been on the receiving end of that, where their investigators determined that substandard wiring caused my loss, so that was not covered. My only option was to try to sue the sub, who had gone out of business, or the general, who had moved out of the country.
  5. Agreed, @Adnyeus. Something goofy happened when fixing mapgen. C# is modular enough that I'm a bit surprised, but it sure acts like things I used to see all the time where one module conflicts with another's namespace, generally when multiple coders were working on related objects. My money is on a blown pointer.
  6. See, that's exactly what I'm talking about! How the hell do you know what I'm thinking? What my intentions are? You simply assume the worst, whatever will most piss you off. Peace.
  7. This is what irks me about what the world has morphed into. Everything is taken as a personal insult. Almost no one extends the benefit of the doubt, and assumes malice as the reason behind anything he takes offense to. Peace.
  8. I always do a vanilla run-through first, just to take in the changes, then I play what I call Vanilla+, which adds 5(?) mods that don't impact gameplay, things like Spear and Fang's Sortable Storage, and then several with mods that give a different experience. Nothing consistent. Whatever I feel like trying out.
  9. If you've seen the api repo, all you have to do is go up one level to their main page with all the repos. Not sure why I come off that way sometimes. I offered information at the level of understanding you seemed to be. In any event, it should help people who are less knowledgeable, and interested in changing worldgen, and understanding enough background for it to make sense. But, really, it didn't occur to you to check up one level from the API? And I'd point out that the reminder that the API is not the same as the game source is even more condescending. That does not follow. That may mean they just compromised.
  10. Thorfinn

    schematics

    Michaelangelo?
  11. Breeding is a problem. Eggs are fine until you get slammed by egg production. Then start culling. Easiest to just keep the rooster 10(?) blocks away.
  12. What's the spread?
  13. Go hack and look. Was that promised, or was that only your expectation? Crap, read the click-throughs on the software you use. Even top-shelf, full-release software isn't warranted to do anything, even install. [EDIT] True to form, I didn't express the last post very well. The discounted present value and ROI is the absolute most anyone should expect in a value-for-value exchange. Any value-for-value exchange. [EDIT2] In case that was not clear, by top-shelf, I mean things like Windows, Linux or MacOS. They do not promise anything.
  14. Wrong. Go back and look at the terms you agreed to when you handed over your money. Just like any other offering, you paid a discounted present value. $20 gets you $20 product plus reasonable ROI. I figure my cost per hour is well under a half cent now. Yeah, I got my money's worth and then some, and don't be an ass about it. If you haven't at least reached Summer once yet, and dropped your exposure to under a buck an hour, why not? That $20 you spent was probably a mistake on your part. It's missing status effects. Or more specifically, they're not generalized sufficiently. Once that is in, attributes and key/values can handle everything else. Even the data structure itself lends itself to JSON. Magic becomes nothing more than, for example, decrementing a mana counter according to JSON-defined rules, and applying JSON-defined status effects to the JSON-defined entities it affects. There are several other workable models, too. But somehow the engine has to at least communicate to something which entities are in a given area of effect, which, to the best of my knowledge, is still specifically coded for essentially static rifts affecting the stability of seraphs and only seraphs in the AOE, and a little more broadly in lightning.
  15. You could easily build a new coop for the each new generation until you decide to cull the older generations. Not sure why you would want your gen 0 mixed in with gen 4 anyway.
  16. Thorfinn

    schematics

    Very rarely. I've seen a few as attachments in the Builds section, but chiseling is such a prominent feature most people are showing off that schematics might leave something to be desired. Or at least that was true last time I looked into schematics, with the thought of introducing an NPC builder, who for food, clothes, lodging and pay would build whatever you wanted so long as you kept the NPC chest full of the materials he needs.
  17. You would need a compelling reason to go there, though. Something other than resources, because those are already bountiful without the risk. I'd see it as something that rarely if ever got used, and even then, only by people who think combat is too boring, or have finished the game anyway, so it doesn't really matter. I can't think of any reward that would entice me into it.
  18. By last harvest, I NEED 35 storage vessels (yes, mental illness) and 36 crocks. If playing with Golden Combs, another 30-ish hives and honey pots I think they are called, (yes another mental illness, though kissing cousins) but that's easy to knock out with a dozen pit kilns. I tried to like beehive kilns, but apart from color-coding my storage vessels, I don't see much point to the beehive, particularly when I've spent so much fireclay just building the thing.
  19. Something like that can happen if a rift spawns really close to you, but it\'s got to be really close. You would be able to hear it. That would be a cool monster power, though. The ability to drain stability in a moderate radius. I don't know if it's related or not, but generally if I'm over a cave, the stability goes negative. I use it like a dowsing rod to find caves not too far under the surface, and it rarely fails. The converse has also been true. Very positive stability is strongly correlated with being able to sink a shaft to the mantle without hitting a cave.
  20. True for fall, for sure. In summer, I just got my helves going, and don't have anything for them to do, so I don't know about that. Winter, though, that is the time for smithing. Particularly if you build on a mountaintop, it's almost always gale or better. I kind of feel badly when I run out of blooms or ingots to turn into plates, because I hate seeing all that wasted potential. Sometimes I pull the anvils when I'd doing something else like cooking, just to not get the reminder of what a loser I am for not having enough materials.
  21. Yeah, if you are good at evading monsters, or playing with them turned off, caving is a lot more bang for the buck. [EDIT] I still use the propick, but mostly to see if there's a high enough ore probability to make exploring that cave worthwhile.
  22. That's what I meant, though I see I revised it too much to be able to get that from what I said.
  23. I forget; is that the one that you make a "map" out of parchment/paper and charcoal, and then enables the in-game map? I don't believe that was what the OP wanted. Def not what I want. One of the professional cartographers on this site suggested something a while back, where at the most basic level of paper and marker like chalk/charcoal/cinnabar, you get a very rudimentary map of the landmarks you select, not any more accurate than standard "rules of thumb", like a pinkie at arm's length is about a degree, fist about 10 degrees, outstretched thumb to pinkie about 25 degrees, etc. And that gives only bearings from wherever you are, not distance.. To get an estimate of distance, you need to triangulate from at least one set of landmarks you have measured the distance between. That doesn't have to be too much, either. Surveyors have been able to make pretty accurate maps since the 1600s using a 66' chain. As you add more complex surveying instruments to your kit, you get more accurate bearing lines. I don't think he gave a means of getting to the bird's eye view of everything, but rather a system more like orienteering, where you take your heading from shooting bearings to landmarks on the map. I don't want to draw that by hand, and I don't think that was his intent, either. Let the computer handle all the math and drawing. All you do is, say, hold some instrument and right-click on the landmarks you see to add their bearing line relative to where you are. It would also refine the distance to that landmark as you add more bearing lines from other places on the world.
  24. That's inherent in the Perlin function. All it does is define a curvy line between two points. The parameters determine how curvy the line is, and, consequently, the "traversability" of the terrain generated. A good way to think of it is a radio wave. Imagine the first octave is the base frequency, the carrier wave, and the second octave is the signal you are piggybacking on top of that, to add finer details. Now recurse that; add another octave to the signal, in essence making the signal itself a carrier wave for this third octave. The more octaves you use in your Perlin function, the finer the degree of detail the resulting wave exhibits. It seems odd to have to repeat it; obviously, they did not intend to have the "realistic" terrain some users expect, but rather something that conveys the level of catastrophe the world endured, the un-worldliness of the setting. This wasn't just some minor zombie apocalypse that affected only the people; this was truly earth-shattering, shaking the very land itself in bizarre ways. There's no other reason to have landforms like "realisticflatlands" and a plethora of other flatlands, by implication, non-realistic. If they wanted something more earthlike, they would have done so. Perlin noise parameters that give earth-like results are pretty easy to find on-line. Have been for at least the last 25 years. At one time I used one to generate D&D maps. You are right that many do not want the experience Tyron envisions, thus the plethora of more earthlike mapgen mods. For Homo Sapiens mode, it might make sense to have a different landform.json. Homo Sapiens mode did not have the same catastrophe. Going to have to call @Rudometkin in here so he can explain the intent is an uncompromising survival game. [EDIT] Unlike pretty much everything else out there, you can. Tyron has gone that extra mile and then some to be mod-friendly.
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