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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Personally, if it were worth the effort, I'd just mod it to be able to run them back through the kiln and burn the residue out of them.
  2. Not that I'm aware of, but I'm getting really good at typing my PW. Maybe 2 seconds. If only I hadn't done the secure PW thing, but instead went with something simple like "fred" or "asdfjkl;"
  3. Not understanding the question. What is this "labeled" thing of which you speak? I, too, organize by function, toss excess that won't fit, and try to remember not to collect any more.
  4. Nah. Count Vlad is an excellent example of how little one might have to do to make their decrees stick. Assyrians knew how to impale people such that they could live for several days. Same with crucifixion. You do not need a compliant people if you kill off all the troublemakers in public in a grisly enough fashion. Not even remotely true. People are compliant out of fear. People pay taxes out of fear of having their stuff taken from them, plus the fear of "the process is the punishment", plus the threat of taking away years of your life in prison for non-compliance. Fear. It's why this whole scam works. But as applies to the game, there are vastly easier methods. Don't log in for a month? Your claim gets the "Traversable" priv, another month, "Lootable", another month, "Unclaimed". Should be easy enough for an admin to take care of. If you want to turn the game into some economic sim, mod away. Scaling the traders' goods for number of players does not do what you think it does anyway. It just makes more reason to farm gears to buy up everyone else's share of the stuff that's worth having. It may not have been worth it to take the chance to travel to see if you can buy a lantern, but if it's a dozen or more? Off to do more mob farming.
  5. This might be partly true under modern sensibilities, but historically, no. If the king says use pancakes for currency or be put to death on the rack, you will use pancakes for currency. Whatever he says goes, because his torturers are fine with exacting a pound of your flesh. Inflation is nonexistent in the game, at least at present, precisely because the traders have what they have and nothing more. Their prices have nothing to do with how many gears exist. They don't buy whatever you bring them, so mob faming can be a source of gears, but so what? Most stuff can be purchased for a dozen gears or less, and it doesn't matter how many thousand gears you farmed, they still have not one more item. And it's not like you need Acorns or Maple Seeds or Cranberries or yet another Shepherd's Pants or your 12th linen sack. Mob farming soon becomes a colossal waste of time. That is, UNLESS you start incorporating ideas like they will buy what you bring them, and they will take orders. At that point, Katie bar the door. The game morphs into another one-trick pony, where there is an optimal method for "success".
  6. You can definitely ask in the mods and mod development forum, as @Michaloid suggests. I wouldn't condemn my worst enemy to Discord, so I'll have to take him at his word that is an effective means, too. Depending on what it is you want to do, you might be amazed how easy some mods are to do, even with no coding ability. There's a lot you can do with nothing more than a little common sense and a 5th grade reading skill.
  7. I agree its a part of the game, but if you really must, I'd look at the file .\assets\survival\blocktypes\soil\farmland.json Right near the top is the block weedBlockCodes: [ { code: "tallgrass-veryshort-free", chance: 1 }, { code: "tallgrass-short-free", chance: 1 }, { code: "tallgrass-mediumshort-free", chance: 1 }, { code: "tallgrass-medium-free", chance: 1 }, { code: "flower-horsetail-free", chance: 0.2 }, Change the chance to 0, and they might go bye-bye. If you, like me, are a little leery of divide by zeros, just change it to 0.000001, close enough to zero for all practical purposes. But it may not work that way. It might be the best you can do is choose what the weed will be, by changing horsetail to 1 and the others to 0.01. Play around with it a bit and see. Once you are happy, bundle it up with ModMaker, or when you update, it will be overwritten.
  8. Oh, hey, thinking about it, what happens with Xandu's mod if you yeet 4 daub before applying? Does it refill the hotbar slot?
  9. Oh, I get that. Let's say you have a 10x10 house you are applying daub to. Not subtracting for windows and doors, that's a 36 block perimeter. You have 10 hotbar spaces, which is enough for 60 blocks, not stacking the dregs up. That's most of 2 courses before you have to refill the hotbar. Yeah, I agree that instead of 10/11/12, it might have been better to do 8/10/12. That would have given you 80 blocks, 2.5 courses, and completely emptied the hotbar. But this is all beside the point. Conceptually, does it make sense that you have instant access to whatever is on the bottom of your backpack? That's why I dropped Xandu's mod -- it broke immersion too much.
  10. Should leave a note on his ModDB. I don't use it anymore because I thought it was not a good idea. It should take a little effort to get things out of your backpack. Building farms is my biggie, so I fill every slot with either m. fert. or packed/rammed earth. Still feels almost cheaty being able to have access to 640 blocks just by scrolling. In the case of daub, I'd be tempted to increase the stack size to 128. Maybe 256, but I don't go through that much at a time anyway. One block on everything to get the room, then go back and add as needed for appearance.
  11. Why was I absolutely certain from the first couple paragraphs this was leading up to MMT? No, taxation is not a necessary element to a currency. Currencies pre-exist anything we would recognize as states by at least thousands of years. At least Neolithic. Pretty good argument for Paleolithic.
  12. Xandu's Inventory Tweaks does this for (I think) all things when you use up the stack.
  13. Another good "explainer" is Kurazarrh. I think he has two Guide playlists.
  14. Don't be silly. Start dropping 500 and 1000 line snippets into your code and you can get there before noon. There's a reason to bash the heck out of your code, and make it generalized, precisely so you can do this with code you are confident has already been debugged. But really, I was speaking a bit hyperbolically. Making something from scratch is a different critter. And that's what's happening here. Take a look at the code sometime. It's on git.
  15. Wattle and daub is another good one. I've started using a lot more. I like the looks and the massive variety.
  16. Depending on the language you are programming in, if that's per day, that's pretty good! If you've amassed a good selection of snippets over the years and are using an editor that manages them well, that might be a little on the weak side. If you are talking code maintenance, that really is pretty impressive. Figuring out what someone else did in the code can be tough.
  17. Oh, yes, dopey me. "Target" is the correct box. I've been playing around with various distributions of Linux too much lately, and misremembered what the boxes in "Properties" was called. "Target" is for command line, including switches, "Start in" is where game assets are located.
  18. Amen, bro! Prior to shivers, I used to think this. While I'm improving, I'm still not good enough to take on a combined forces heavy temporal storm on cleared land. It's either leave the brachy leaves intact, removing only the leafy ones, or litter the arena with blocks to jump over and take cover behind.
  19. From a realism standpoint, it doesn't take all that much limestone to make enough limewater for tanning. When we did that with my kids, it took less than a spoonful in a gallon of water. So, I don't know, maybe a pound in a barrel? But building a castle? That's quite a different thing. Terrain seems more traversable, or maybe it's just that the traversable parts are more common. I'm loathe to compare code quite yet. I never had trouble with the terrain, though, because I travel where the terrain is good, rather than going in a direction of my own choosing, regardless of what terrain is in the way. Kind of the way they used to build roads, minimal "terraforming", lots of curves, but now they just fill valleys and level mountains to put freeways through. Travel lost a lot of charm, unless you were Charles Kuralt. Or Bobby Unser.
  20. Yeah. 1.18, maybe? Get a little older and you see those white specs on mushroom spaces if you harvest with knife. But they wanted to get away from the idea of fixed spawn locations more generally. My understanding is that the zone is still a fixed location, but it's kind of like respawning after death -- somewhere within a radius of the "spawn" location. So it's no longer the exact same tile.
  21. That is no longer the case. They regrow regardless of how you harvest them. The only concern is you don't want to terraform the area very much. If you add or take away a dirt block, they can still spawn there, in the region. Maybe 20m diameter? But if you change the ground too much (no, I'm not sure exactly what that means, but it does include adding paths or cobble or fence) it will stop spawning on those tiles, but will still spawn in nearby dirt-ish tiles. I think you have a few tiles vertically of slop that it can still spawn but I would not swear to it. Best to just leave the area alone. Welcome to the forums, @Solaire0v0
  22. They do. No stat variations, but each has its own look. As when used as bear skin rugs. With or without the head. You can mix-match hide and head, and even give him two heads.
  23. I have a love/hate relationship with StepUp. While it's arguably nice to have while exploring, it's a pain any time I'm building, using the previous row to guide me in a straight line. I really only want to have to lay out the first row manually. The rest of the time, straight lines should not be on me. This is a computer and it's 2025, for Pete's sake! Zoom is unbalancing. At least with game assets as they exist now. It's fairly easy to spot stuff from 25+ blocks up, and if you have Zoom to confirm, boy, howdy, I've seen in my own games how much of a difference it makes. Without Zoom, I sometimes misidentify copper nuggets 50 nodes away or more, and I'm sure I miss seeing quite a few, but with Zoom, I quite often had my 40 nuggets by 2pm or so May 1st. And, obviously, that includes all the time collecting sticks for the ladders.
  24. The "target" field in the Windows properties box? Hmm. I'll check later, but that should be pointing to the directory where the game assets are kept. If so, seems that would tell the game to put player mods in the main mods directory, which, as of this version, there's now a nastygram telling you not to do that. Post a reply to the forum post I linked to above. Maybe someone like @Streetwind knows.
  25. Sorry. Yeah, don't do the %appdata%. There's a post in the guides that's a lot more involved than you want, and a page on the Wiki that's probably up to date, since nothing in the command line has changed that I know of, despite having hinted to @Tyron that an --addMacroPath switch would be SO nice. The Cliff's notes version is that you add a switch to the command line in the shortcut that tells VS where to store the player data. It's --dataPath E:\Wherever\the\heck\you\want\files\saved
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