Thorfinn
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
With a sufficiently broad definition, sure, everything is a sim. Kind of like the RPG question of last week. There is overlap between the genres, but I'd put VS much more in the adventure or strategy than the simulation camp. It also has strong ties to Open World and Sandbox. Sim is already broad enough, covering stuff like Leisure Suit Larry to flight sims to combat sims to tycoon sims to factory sims to city builders to colony builders. Incidentally, I play a lot of sims, particularly city builders, colony builders, terraformers, and tank or aircraft battle sims. Occasionally, grand strategy wargames. I've even been known to waste hours on Factorio and Autonauts. When I want to get my sim fix, I never pull up VS. I find myself flipping a coin between clicking on No Man's Sky and VS when I'm in the mood for that kind of game. I view it like getting struck by lightning. It was just my time. I will note that I have very rarely die to a glitch in an unmodded game. There have been glitches, true, especially in prereleases, but I remain far enough inside my margin of safety that they are rarely lethal. When I die, it was my mistake. I either broke one of my rules or I got my fingers on the wrong keys.- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Yes, and I still have not seen anyone make the case for why it is fun. I think permadeath adds to the challenge, yes, but it's biggest effect it is makes you play more intelligently. You manage risks based on an honest evaluation of your skill level. Or you start over. But I don't go from that to suggesting that people should be forced to play permadeath, because realism. I accept that to many people, that would not be fun.- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
I could adapt to it pretty easily, but I doubt that is true in general. I can quickly parkour my way through caves, so leave it mostly clean, without a lot of blocks or ladders or a string of torches which limit spawns, but also get rid of breathable air. This would be the replacement for the "Wolves are unfair!" threads. It also ends up with the game trying to figure out how large the cavern is so it can decide how many torches is too many for the time you've been in there. "So use it only for rooms!" Sure, and the workaround would be making your room more than 14 in any one direction, maybe by the non-obvious expedient of a sleek door. It just strikes me as another thing that sounds OK until you start thinking through the implementation details. [EDIT] Great fodder for a mod, BTW. Hammer out the deets using people who most want it to make it work.- 74 replies
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Suggestion: Fishing and Necromancy Mechanics
Thorfinn replied to Fistandantilus's topic in Suggestions
The biggest indicator in my opinion is that the roadmap changed from 'alchemy" to "herbalism". There had to be a reason for the change; distancing the game from magic is a pretty good hypothesis. Particularly when we have Jonas tech. I can see the base game reaching a steampunk vibe, where everything has at least a somewhat plausible natural explanation, but not a Merlin or Gandalf- 23 replies
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Oh, agreed, @Echo Weaver. I'm rather surprised that user-created modlists are not already a thing. It should be rather easy to do from the Mod Manager page. But I think that's a different thing than playstyle, which at present, is just a list of setting changes. Ideally, modlists would be at the top of the Mod Manager, and each modlist you enable checks the box beside each mod in that list.
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
I'd agree with the leather. I can't think of an example, anyway. "Nutrition" is not a nutrition sim at all, but merely a HP buff, a common mechanic in the TTRPG scene. Samwise was a gardener, and talked often (in the books, anyway) about getting back to the shire and his real calling. And there are lots of stories that at length discuss training of mounts, though not sheep. At least that I know of. Also, domestication does not work that way. Natural aggression can take a while to breed out, but comfort level around humans? Single generation at most. Usually if you treat animals well, it's first generation. In other words, it's not simulating reality, but has created a mechanic that will take most of the game to complete, at least when the game is complete. There are lots of other things equally for game reasons instead of modeling reality reasons, Among the top would have to be trees growing to maturity in a month and water source blocks being transportable by a bucket.- 74 replies
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I'd add that Adventure Mode and (probably) Secret Project are games in their own right. In the current launcher, playstyle is the only place that makes any sense to put them, but I think that's going to have to change. From the Anego Engine launcher, you select the game you want to play. If you only have one Anego Engine game, maybe it skips that step, or maybe there's a button to explore other Anego Engine games. Dunno. But then it takes you to playstyle, where you select for the specific game, then each game has it's own mod section. (And I hope that becomes more properly instanced. Maybe that is not important in a completed game, but mods are aiming at a moving target, and probably have to be forked for application to specific playstyles.) Upshot is that with the current VS launcher, it might be a bit hard to see how something with a radically divergent art style could work, and that's probably why they have resisted all suggestions of player-added playstyles. That's intended to be the game selection screen. One not need fear being forced to download a new playstyle. It would hardly surprise me if Adventure Mode gets its own website, though they may share the same forum space. ModDB would take surprisingly little work to support multiple games. Re: hierarchy, not necessarily a problem. Tyron could have easily tasked someone with coming up with each new critters, with a lot of creative license within broad boundaries. We know he hired the guy who did the new models for wolves from the mod community. Give someone with good skills and self-motivation a goal and set him loose is an excellent management style for high-caliber talent.
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
I don't see it that way at all. There are no deficiency diseases, for example. No poop or pee. No need to drink water. Heck, not even sleep is required. Very similar to heroic epics. It's simulating only those aspects typical in heroic fantasy.- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
I think maybe this highlights the difference. You are looking for a simulation, I am looking for a game. I don't need gritty realism catering to every seraph's actions. Heroic fantasy literature doesn't go into details about bodily elimination, I don't want a poop option in the game. Asphyxiation and having a good wank are another couple things that maybe some people want, but I don't want in the game. They similarly do not appear in most heroic literature. And because of the story, a heroic epic is exactly what this game aspires to be. I have nothing against adding those things as mods. I just won't use them. I'm not doing simulation. If that's what I wanted, there are a crapton of simulation games. I don't want a Valheim crossover. (No, I have not played it, and from the descriptions, I have no interest in it.)- 74 replies
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The RA? My best on hardcore wilderness is day 5, IIRC. Spawned near a treasure hunter, and popped enough tin ore in a cracked vessel. Not on 1.21, but I suspect it can probably be done. I have the 1.21 dance of death more or less figured out. Unless I mess up, he doesn't tag me. The bell is still a PITA.
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Maybe take it easy on the tequila, @PaleSoul. That was a joke, BTW. In case I have to say it.
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You can catch one. Doesn't look like it can be domesticated in any reasonable amount of time, though I'm a bad judge of that. I'm still thinking he's not that expensive, and choose to skip that whole training rigamarole.
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That's one option, @Murklak. Another is just to choose a different route. If you are paying attention, it's not that hard to maintain a constant sprint, though it does mean you go around badlands rather than through them. In 1.21, it seems even easier. The terrain is quite a bit more forgiving. Even if you have gravity on dirt.
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Why? [EDIT] So this isn't just taken as some glib retort, a real torch gives about an hour of really good light and a crapton of smoke. Do you oppose the extended life of torches, as well as the very real risk of asphyxiation from the use of torches in, for example, caves or mines, let alone in cellars? [EDIT2] Real story. Several of my friends and I were exploring an abandoned mine not too far from home, using mostly candles and tea lights. After a while, we could not figure out why the candles were dimming. In a (probably) divine burst of inspiration, it hit me that not only would they rapidly consume the oxygen, but the lack of oxygen would impair the ability to think clearly, and make it hard for us to figure out what was going on. We all ended up with some serious CO poisoning, and two of us ended up being admitted to the hospital for a couple days after being released from ER. Sorry. Not a huge fan of realism. Not when talking CO poisoning. I really, really don't want to have to deal with that every time I'm mining.- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
But it wouldn't bug you to have the smoke effect occur inside your base? Even with big honkin' holes in the thatch roof, which is not remotely airtight, the room got smoky enough to drive bugs out, and, I'm sure, contributed to the shorter lifespan of the people. I don't see how it could avoid doing so. And, again, thatched roof, not the much more draft-resistant wood and stone and glass roofs I see all the time in-game.- 74 replies
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It used to be good to plant on low fertility, because vine wilting was tied to fertility of the mother block, and once it wilts, that block is no longer a possible growth location. I never did try it with barren soil, because I couldn't find any, but low was definitely better yield than potash-fortified terra preta. Is that still the case? No idea. I rarely bother with pumpkins anymore, because I was being overrun by vastly easier to grow crops.
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Welcome to the forums, @Rähell. Yes, exactly this. Even to the point of retaining the version number of the mod you were using, because quite often, the new version will break something the old version did to your world and you will have Unknown blocks littering the landscape. You should opt into changing the modlist for any existing world. [EDIT] Depending on how the Secret Project and Adventure Mode are implemented, this might become absolutely necessary, not just a good idea.
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I'm exactly 100% not immediately using it. First thing I'll do with it is examine the code, and then sandbox it on a virtual machine. Usually, I'm loading one or more other games before that mod gets my approval, and I do not intend to add that mod to that save now, and usually not ever. I'll start a new world with a selection of mods that change the gameplay in some uniform way, rather than muck up this run.
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Get a little more time on the clock, and you will likely decide all these things are too easy, even on the hardest settings the game has. You will be seeking out mods not for QoL reasons, but rather to give the experience of a greater challenge. I think smoke and gas physics is a perfectly fine idea. Would make a great mod. For those who want smoke. Incidentally, at the moment, Primitive Survival is the go-to mod for those who want smoked meat. There used to be a really good mod that did just meat curing. You built a regular room and, I think, just "placed" meat on the ceiling. I don't remember specifics, but seems to me you had to soak the firewood. One of those that fell by the wayside when finding enough food to thrive dropped to trivial. You crazy kids and your smoking "herbs". Didn't know smoking meat was a thing. How do you get it lit?- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
Why build with anything other than packed earth? Do you really need the game to punish you into using better materials? Installing windows? Chiseling stuff? Cooking with a wide variety of vegetables, fruits, meats and grains? Eventually maybe even dairy? Wow. A very common complaint is that it is too grindy. Too much effort to make charcoal is very common. Steel being more trouble than it's worth. (True, IMO.) Having to burn flint for fire clay. Collecting sticks and grass for pit kilns. Heck, even having to wait until full Copper Age to build a quern. You and me both. But I'm not understanding how asphyxiating yourself because you forgot to put out the torches in your home way back in the Stone Age is going to help there.- 74 replies
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Smoke from fire pits and forges, pipes and ventalation
Thorfinn replied to argeshnex456's topic in Suggestions
IMO, this is another suggestion that fails the, "Yes, it would be cool, but would it be fun?" test.- 74 replies
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That is a real headscratcher. Seems to me that had Tyron gone with the naming schema he had in place, you would not have *-tinbronze, *-bismuthbronze and *-blackbronze, but rather *-bronze with -tin, -bismuth, and -black variants. Similar with iron and meteoric.
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@Echo Weaver, something similar came up a while back and one of the OGs said it was populated at runtime after all the code, including mods, had been loaded. This makes it possible to include modded recipes in the handbook. Honestly, I never looked to confirm, but it makes sense. If so, that means it does not populate the handbook from the JSONs, where you could make an intelligent generalization from wildcards like "knife-*" or from "allowedVariant"s. I believe at present, the rule for bowstaves and querns, hardwood and hard stone, could not be divined, because those key/values are not a part of the blocktype. Would not be hard at all to add, though it means that every time you load the game it would have to play, "Three of these things are like the others," yadda yadda. Getting a full list would be pretty quick, but Knife (any) considerably more involved, particularly if you are committed to supporting mods, and anything with "allowedVariant"s difficult without a serious rewrite. [EDIT] What I'm saying is @hstone32 suggests is reasonably easy to do, though in some cases it might be quite a long list. [EDIT2] It also occurs to me that would be a change from typical hover behavior, which is, "Tell me what this thing is." Depending on where that is coded, it might not be as easy as it seems at first blush. It would be a special hover that applies only(?) in the handbook.