Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Turnips, carrots, parsnips and onions all winter-kill. And maybe those could stay in the ground, too. At least at present. If you didn't want them to winter-kill, my guess is all you would need to change to at least make potatoes winter-hardy is frostable: true } Come up with the artwork for the various growth stages, and it's pretty easy to add. [EDIT] Though I think crops are still undergoing engine development. They are not nearly as parameterized as the newer coding, like goats, butterflies, mushrooms, flowers, fruit and several others. [EDIT2] They are probably going to be harvestable with hoes, or maybe shovels, too. Rather than the knives and scythes we use now. Another reason I think it's still under development.
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I do not mind suggestions. Not in the slightest. I just expect at least a modicum of familiarity with the existing systems before being dismissive of others' concerns. Which he definitely did. He said @LadyWYT's concern was, um, I believe "irrelevant". How is that not dismissive? How is that respecting her opinion? The game demands a lot of exploration. A lot of tedious fluff simply does not fit in with a game with a lot of exploration.
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Wait a sec! There is NO DIFFERENCE AT ALL! He said he apologized for making me feel "threatened", I apologized for making him feel "offended". IN THE VERY SAME QUOTES YOU CITED! Learn to read for comprehension.
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Simple. If he doesn't know the current system, how would he have any idea what it contains? Isn't an informed opinion supposed to be a good thing? No one, and I mean, NO ONE has, to the best of my knowledge, in the entire time I've been here, asserted he had a keen developer mind, yet absolutely refused to make even a feeble attempt to understand what the current system was.
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Absolutely! Finish the graphics, add them to the variant group, and you don't have to do much more than add a line to "*-acmonbluefemale": { minTemp: 25.8, maxTemp: 35.8, minRain: 0.2, maxRain: 0.4, minForest: 0, maxForest: 0.5, minY: 1.6, maxY: 1.9 }, "*-acmonbluemale": { minTemp: 25.8, maxTemp: 35.8, minRain: 0.2, maxRain: 0.4, minForest: 0, maxForest: 0.5, minY: 1.6, maxY: 1.9 }, "*-aegamorphobluefemale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, "*-aegamorphobrownfemale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, "*-aegamorphomale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, ... to tell them where to spawn. Salmon (and bass) have a lot of work. Once they get fleshed out as well as butterflies (or mushrooms: check this out) ... "*-devilstooth-*": { saturation: 80, health: -2, foodcategory: "Vegetable" }, "*-golddropmilkcap-*": { saturation: 80, health: -2.5, foodcategory: "Vegetable" }, "*": { saturation: 80, health: 0, foodcategory: "Vegetable" }, the only thing that will take more than a few seconds is the artwork. Once you know which files to edit, anyway. [EDIT] Several people talk about wanting mushrooms to fill some other nutrition category. Got a guess what you would have to change?
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Look, I'll just drop it, @Rudometkin. I'm sorry you took offense. But let me ask you: How do you know whether your idea is better than the current system if you don't even understand the current system?
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Please don't be that way. If you learned farming techniques in your first death, you sure didn't apply them here. You still don't appear to understand how trees and seeds work in this game. You are storing up acorns and even birch and maple seeds rather than planting, burning or throwing them away. You are using storage vessels for general storage, but a wicker basket for food. It's not a bad thing. It's just a steep learning curve that you are obviously not very far along on. There's no need to be defensive. You may have a good game-design mind, but you do not understand the design of the existing game yet.
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VS Prev 1, the 1.21 preview version, the mod folder, I am confused.
Thorfinn replied to FlareUKCS's topic in Discussion
You have to do it the same way it was in the past. Since at least 1.14, there were two Mods directories -- one in the game install, which is only for the VS mods, and the one in your data directory, where your save games are. It's just so many people put things in the game install directory, and then things get confusing when other mods get installed in your data directory, and you have to track down where the mods are that are causing problems. I'm curious to see how they plan to support multiple games. I think I would have nested things one directory deeper, so that the VS launcher in in the base, the VS game, with all its assets, is one level deeper, in parallel with, say, the Hytale game. Only core, cross-game engine functionality would be in what is currently the game directory. -
The other thing is that I don't know how much effort most put into understanding the systems in the engine, but things are getting set up so you can crank out hundreds of different fish, and pretty much any other life, as fast as you can generate models. Look at goats that were all in one release, for instance. Make a model, tweak a couple numbers that say what elevation, temperature and rainfall they exist at, tweak a few numbers to change their temperament, and you have a dozen "new" creatures. Which is why complaints like fish or whatnot is counterproductive, even foolish. To add a lot of fluff that's either going to have to change when they decide there's a better way to implement a feature, or simply not incorporate that better implementation? Even Hytale. Replace textures, including the sky, with cartoony art and you already have the visual effect Hytale was going for. True, the gameplay and storyline will take a lot of work, but the hard work of the database structures and world is already done. [EDIT] So why not just add some new creatures? Because someone will make a pen of those creatures, and, when the game gets updated and something changes, people will complain. But, yeah, when it gets closer, you will probably just choose how many varieties of grass, trees, flowers, mushrooms, animals, fish, etc., your computer can handle.
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@Rudometkin, I remembered you started a YouTube series some time ago, and announced it here, and, while I only watched the first couple, because it was plain you were a novice, I could tell you were quite good at gameplay mechanics, even though you understood almost nothing of the game itself. My guess is you've played that other game quite a little. But I saw you have kept it going, like as recently as yesterday. I skipped to the last few episodes to see your current gameplay. I wanted to know what it was that has you so fired up about farming. It is August, I think it's still year 1, or at least you don't appear to have copper yet, you have a small farm, maybe 15 plots on top of a hill, in low fertility soil, with no irrigation, and, unless I'm mistaken, you aren't even fertilizing. I'm not saying you can't have ideas, but how about trying out how the game actually works before proposing radical changes? Tyron is not a crappy game designer, and you are selling him way short by not even giving his game a fair evaluation before crapping on it.
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The windmill does not take very long. May, typically. If I've found sources of lime, it's usually before populating all the linen sacks so I can automate the quern.
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Windows can be such a pill sometimes. Ran into something the other day where I was downloading the Hiren's Boot CD ISO, and Windows insisted on deleting it. I couldn't move or rename it fast enough, and ended up having to disable Defender. I then switched to a Linux boot and everything worked fine. Yes, it asked me if it wanted to delete it, but it gave me the choice, and didn't overrule me.
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I'd think a wheel would be best implemented in a manner similar to what @Rudometkin is saying. Don't know if separate shapes for finished goods using the wheel make sense. From a realism POV, it you are rounding a storage vessel, for example, it should only hold about 3/4 of the one that's square. Same with bowls -- they are now 3/4 of a liter. And from a gameplay POV, it's ok making it easier, but I'm not convinced it should also be faster, particularly with such an easy recipe for the wheel, which is available within minutes of having a saw. Seconds if you were planning ahead. Maybe if you made it using a brass plate or something. Worth doing, sure, but not overbalanced, similar to the effect of the helve hammer. An example of what I think makes sense is Knapster with the setting: /cf v 1 You just hold down the buttton (Right? Left? I don't remember) and it applies one voxel per half second or so. The same rate as the game itself does. You could watch the pottery take shape as the wheel rotates the new voxel to face you, not to mention that it gets rid of the carpal tunnel issues. That would be pretty cute, IMO.
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Nothing yet. While the farming routines may well be complete now, they may not be, and changes will entail reworking more than the existing half-dozen crops.
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By late summer, it is not that hard to end up with well over 500 tiles under cultivation. Twice that with some practice. If you have a random weed sprouting, say, 10%, not only do you have maybe a hundred tiles to hoe every day on average, but unless the weeds are really, really obvious, there is the issue of spotting which tiles need weeding. I mean, if you are a novice, maybe you only have a couple dozen tiles under cultivation, and this suggestion is a trivial "ask". But if you want a definition of tedious, it seems to me it would be a gameplay loop that takes more effort to weed than it does to plant the field in the first place. And, yes, I'm sure the answer will be, "Then only plant as much as you can care for." In essence, you should be punished for game mastery. That was the main reason I was asking about level of experience in the game. It is completely understandable that one might have absolutely no idea how involved a suggestion is if he's relatively new to the game.
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Multiplayer Game not Worth Playing with new Mobs now
Thorfinn replied to shnabbles's topic in Discussion
Truth, @LadyWYT, but if you are the official servers, you don't get to use mods. I have no idea what @shnabbles' experience is with creating MP servers. -
All due respect, that is NOT what he's doing. He long ago left off from Suggesting, to the point he became aggressively dismissive of others. "It's supposed to be uncompromising!" repeated ad infinitum. He already said he will use a mod, but he wants it in vanilla. Others who disagree can go screw. I even made the effort to recommend a mod that, I think, did more or less everything he was asking for, and he's asserted his own game design bona fides, as in, "I thought about farming mechanics, and the occasional need to leave the main base for long periods of time, and determined with my game-design oriented mind that these farming mechanics can be implemented for the betterment of the game." Implying that his "game-design oriented mind" is superior to others', and has been dismissive of anyone who disagrees. [EDIT] I should say, it may not be intentional. Some people are just unknowingly abrasive.
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Multiplayer Game not Worth Playing with new Mobs now
Thorfinn replied to shnabbles's topic in Discussion
You can change them to "passive" in settings, or even play a HS server. It's just that it seems the majority of people prefer otherwise. I'm guessing you have looked into the various open servers, and they do not use the settings you prefer? You can do that in a single player world while you learn the game systems well enough to play on a vanilla server on defaults. Or you could start your own server with your own settings. There probably are people who would play under those settings. -
It's not for the fainthearted, but you can do your own fixmapping. You have to figure out exactly what blocks are missing textures, then remap them to something different. Dirt, air, whatever makes sense. Unless you are comfortable doing that, it's a whole lot better to follow @Maelstrom's advice and just break the block and replace it with something that looks good.
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I hadn't planned on ever opening this thread again, @Rudometkin, but I hadn't noticed that this was the thread I got a notification on before I clicked on it. I don't care one whit what post you were replying to. I was commenting on the content. You asserted that there is no way to determine what people want, and I said that's not exactly true. Unless one is omniscient, there is no better guide than revealed preference. Ciao.
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I took a sec to look it up. You are right, @Steel General The recipe is 6 plates -- 3 wide, 2 high, just like packed earth. Pretty darned expensive, but that's what it is.
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Why are you talking to @LadyWYT and I about that? I don't believe either of us said anything remotely like that. Though, to be honest, I'm getting a little tired of having you argue past me.
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So you propose, what, exactly? Mind reading? Assuming everyone likes the same things you do?
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True, but it's the best yardstick we have. Kind of like Nielson ratings. What better guide do we have of how popular a given show is than how many people watch it?
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Why should lightning death be a rare thing? What is "uncompromising" about that? But seriously, give Crops V2 a whirl. See if it adds to your fun.