Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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.
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What's the spread?
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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.
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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.
- 185 replies
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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.
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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.
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Game Mode Suggestion (Not Sure if This Has Been Suggested Before)
Thorfinn replied to mycroftcanadans's topic in Suggestions
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. -
The Beehive Kiln should be accessible earlier
Thorfinn replied to That1GameGuy's topic in Suggestions
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. -
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.
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Is there a mod to make wind speed change less frequently?
Thorfinn replied to Echo Weaver's topic in Questions
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. -
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.
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That's what I meant, though I see I revised it too much to be able to get that from what I said.
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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.
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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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I think it's safe to say they modeled each of those landforms, and decided that was what they wanted the game to be. If I were in charge of developing the landforms, I'd put only one landform into landform.json so it repeats that over the entire world. That way I can see the variations in those Perlin parameters give, without caring about seed or settings (other than uplift, obviously), simply by flying around. Look at the map to see if there's anything that stands out but otherwise, in a few minutes, you have a pretty good idea what that does. That, BTW, is what I would do if I were interested in modding the worldgen, for those interested. [EDIT] Entries like this are why I think they spent some time on these parameters "terrainOctaves": [0, 0.81, 1, 1, 1, 0.6, 0.3, 0.15, 0.1], "terrainOctaveThresholds": [0, 0, 0, 0, 0, 0, 0.5, 0, 0, 0], "terrainYKeyPositions": [0.397, 0.415, 0.438, 0.459, 0.548, 0.602, 0.684, 0.711, 0.752], "terrainYKeyThresholds": [1.000, 0.770, 0.517, 0.287, 0.197, 0.117, 0.047, 0.047, 0.000] There's no obvious patterns that I can see at a quick glance. There is a difference of 90, then 80, then 70 un the middle of the last line, but the pattern ends there. They look like they have been tuned to get a specific result.
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Yet another take on hot climates and overheating (No thirst!)
Thorfinn replied to Ben Velveeta's topic in Suggestions
It just needs to be a real drawback, not a nothingburger like creating a macro to select your waterskin, take a sip, and go back to where you were. In cold weather, you have to stop and light a fire, or go underground, or, paradoxically, chop a hole in the ice and jump in. (I think the latter is probably a result of elevation change, and only works on easier settings, but still...) -
The Beehive Kiln should be accessible earlier
Thorfinn replied to That1GameGuy's topic in Suggestions
Not sure about all of them. Straight-walled should be fine, since the metal contracts as it cools, and pulls away from mold. Ingot molds should be fine, at least if you pretend they have sloped sides like the ingots they produce. Though if shooting for realism, most fired molds should probably require some kind of release agent if you want them reusable. Otherwise, I'd give a percentage chance of having to break it. -
Right. I just don't feel really good about rewarding them for mulcting users and developers.
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Oh, that works? I wouldn't feel at all scummy about that, since Steam is strong-arming the developers into it. But it probably means I'd have to buy/return it every time some mod updates, yea? I suspect they would catch on before too long. [EDIT] Humble has a launcher, too, sort of. You need to use it to download. GOG does not. Strictly speaking, itch does not either, though, like GOG, they have something that makes it a bit easier. Those three (and probably more) are essentially locked out of modded servers, unless players scam Steam.
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Truth. I don't talk much about it except in threads like this, addressing mapgen "deficiencies", because Perlin noise, though absurdly simple, is largely misunderstood. There is a lot of bad information out there about it, but sprinkled in are some very good discussions with explanations of what the parameters mean. Someone asked me about a good one, and I'd have to go back and look, but I provided links to several YouTubes. I think you are right about the advantages of Steam, but IMO, it still doesn't compensate sufficiently for the disadvantages, one of the foremost being their rules for Mod Workshop. (Admittedly, I'm relying on comments from several developers on GOG who explained that they needed to code things so that Steam mods would not run on non-Steam installs, essentially making servers using mods choose between being open to people from all vendors or being Steam only, since only Steam users would have access to Workshop mods. If that one thing were to change, maybe it's worth it. At least on one machine.)
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Yet another take on hot climates and overheating (No thirst!)
Thorfinn replied to Ben Velveeta's topic in Suggestions
The rest, no problem. But this in particular is death to n00bs. Running away is essential when you have neither weapons, armor or health. If the debuff were something like chopping speed or time involved in collecting sticks or berries or crops, no big deal. This. (I take it you have modding in metal cooking pots?) Make it more difficult for n00bs and no practical effect on skilled players except sucking up an inventory slot? Doesn't seem like a good idea. -=-=-=- While I personally cannot stand hot weather, there needs to be some "easy mode". At present, that is what starting in May does with defaults. At least for maybe 6 months. Usually, if it's winter prep, like slow in getting a garden in, too busy crafting the "perfect" base rather than play a survival game, I just recommend to start in a warmer climate. With this change, what do I recommend? -
Another complication with compiling data on worldgen is that if you don't understand how worldgen works, you can't really add much actionable information. Ex: Is this a situation of how one region transitions into another, or is it a region's Perlin generation? If the former, which two regions are not playing together nicely, if the latter, which region is creating the problem? If you play with map, you can probably figure out if it's in inter- or intra-region issue -- the boundaries between regions are fairly obvious once you know what you are looking at. It takes a lot longer to figure out which specific regions are involved. Some are fairly easy -- if it's swampy, or a plateau or islands, you can search the landforms.json and narrow it down to a few possibilities. That would likely be useful information. If you have narrowed it down to the fact you don't like the spires of "needledflatlands", and would prefer them shorter, that would be useful, but ideally resolved by adding a "lessneedledflatlands" that has Perlin noise damped, so that people who like the spires don't lose them. If the problem is that the transition from "Realistic mountains" to "largelake" is too abrupt, that is likely actionable. I doubt anyone would mind that, other than me -- without moveable source blocks, I like building my farm into a lake, and have my mill at the top of a nearby mountain, ideally a plateau that has a lot of buildable space. Smoothing that out would just make me choose between running further between base-lets, or building a mill on the lowlands. But the cool part is that once you narrow down what bothers you, you can just tweak the parameters in landforms.json to your liking, maybe even upload a mod so that others who share your preferences can skip that process. If you don't like the spires at all, just set the weight to 0 or something sufficiently small and Bob's your uncle.
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There are a lot that are legit broken, but have you checked them to see? I still have several that have not been updated ever, from when I first started, that still work fine. And lots of others that just needed minor tweaks to take into account the change in block and item names from vanilla. [EDIT] Alchemy is probably not going to happen, as the roadmap changed it from an alchemy system to an herbalism system, but that may not be too far from what you are talking about. I would expect the herbalism to be at least quasi-realistic, though, not magical. For example, stimulants might allow one to get by on less sleep for a while, assuming they can figure out a good way to do sleep in multiplayer settings. But I wouldn't expect invisibility or levitation or climbing or anything like that. [EDIT2] I do expect full-on magical potions in things like Adventure Mode, though.
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@Krougal, I watched the trailer for 7D and decided, "Nah." Wouldn't know about the console release but for the guy who runs ProPresenter at church. Haven't played either of the others you name, but understand the point you are making.
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Experience with using AI to generate texture packs?
Thorfinn replied to Thorfinn's topic in Discussion
True. But each person in that chain made the decision to be a part of that collective. Maybe not at the conscious level, no, but all the same. There are any number of careers where one does not make himself nearly as vulnerable to the whims of foolish people, but not all that many choose them. I've always been using "AI" in a general sense, not specifically ChatGPT or anything else. Continuing your metaphor, is it that far-fetched to thing that some talented programmer will figure out how to make a screwdriver or tack-hammer AI? Sure. So what happens if you don't try to pass it off as your own? If you, from the very start, acknowledge that it was computer generated? Is that still plagiarism? That is an area of the law that is guaranteed to change. In fact, it already has with regards to "your" data. If you put it in a private venue, password protected or whatever, you are right. But data in a public space does not have the same protections. That's been the case in some contexts for decades -- you have no expectation of privacy if you walk around your home naked with the curtains open. Agree, right up until here. Society, to the extent it exists, does so to further the goals of any group, whatever those goals are. Secret societies are a good example. For virtually the whole of human history, it was NOT to benefit everyone. Most of the time, it was for the benefit of warlords, kings and aristocrats. The closest it ever got to "benefit everyone" before the last century or so were isolated circumstances of people doing what would later be called a Pareto Optimal solution. "Best" is inherently subjective. Since your (and my, TBH) standard holds that the little imperfections that make a human product human as "better", we naturally rank human productions more highly. Recording an artist's performance three or four times and blending them together gives a much more realistic song than just running a single track through a choruser. It's the imperfections that make Judy Garland a legend, while Taylor Swift's or Cher's Autotuned performances are mostly meh. What is the moral distinction? Ethical, sure, because we more or less invent ethics to encourage culture to evolve in ways we like, so ethics can be and generally is anything goes, but morality is not subjective. Why would it be immoral to sell chimera fabricated by computers, but not to sell chimera created by humans who had the same inspirational sources?