Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Oh, and just noticed -- Welcome to the forums, @DaddyStillGaming
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Don't be offended, but you did move the data directory somewhere other than your %appsdata% directory, right? That was probably on your original hdd.
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Ok, but what really gets me frosted is there's no phased plasma rifle in the 40-watt range. Bullpup, preferably.
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Bigger ask than you might think at first blush. The way warmth works is that in order to be considered an indoor space, it has to be entirely enclosed. I'm guessing you could add a block that is considered ventilation but is also considered solid for defining a room, but at that point, why? Why not just assume that any construction technique that would be applicable to medieval times is not airtight? Cobblestone was notoriously leaky if you don't replaster often. Log construction was even worse unless you chinked the gaps between the logs.
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Oh, the tooltip. I forgot about that. I don't play with it enabled. I thought he was talking about, say, firepits or chests or handbook or that kind of thing.
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Oh, that's right. I forgot all about your clayforming mishap. Most seraphs have two arms.
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Welcome to the forums, @Bryan Burkhardt 1. Most of the settings have to do with GPU. 2. Not really, but you can throw them away (Ctrl-Q to throw the stack) and they will despawn in 10 minutes at defaults. 3. Yeah, the other clickable box at the top right of the window converts that to "Moveable."
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I have a sneaking suspicion that the rifts despawn if you are too far away from them for too long. This lets them respawn closer to you. That's how I'm rationalizing it, anyway. If I just stay clear of the rifts and, say, dig clay and clayform, I can often pass the night on Apoc unmolested. But if I go a few hundred away, I'll often hear new rifts appearing somewhere (un)reasonably close.
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I was wondering if that were a real thing, or if I was just getting better. That is one huge advantage of the rift spawn system, I guess. If you plan your nighttime activities around where the rifts are, they don't wander into you very often. That just means you have to be pretty flexible instead of formulaic.
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Isn't it one liter to one flour? Why couldn't you use bowls?
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While I used that one a few times, I was partial to the one that let you turn them into grog. Albeit a little OP.
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This. Show your kids how to make an off-the-books lower from aluminum cans. You should also show them how to anodize aluminum.
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In multiplayer, it's quickest to say, "Hey, guys, if you have any stone you don't want, can I have it?" In singleplayer, maybe stone blasting bombs? A couple rusty gears for a stack of, I think, 6? Used them once. Thought, this is nice, I guess. Easiest way to use them is to dig a few tiles into the surface you want to get rid of, and put the bomb in the back of the hole, because the explosion is spherical. Cuts tunnels fairly quickly. Other than that, yeah, go mining.
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You still need a quern and a bucket, because for some reason, you can't make dough in a bowl. And the recipe is 1:1, so it seems reasonable. A good match for a mortar/pestle or a mano/matate.
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That's vanilla.
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Diversifying drifter drops for fewer empty kills.
Thorfinn replied to WalrusJones's topic in Suggestions
Let me get you started. Take the basic drifter.json that I listed above, skip down to that section, change quantity: { avg: 0.02666, var: 0 } to quantity: { avg: 0.2666, var: 0 } Now, on average, you get one temporal gear for every 4 drifters. Or take that section and insert additional drops in whatever trips your trigger. { code: "harvestable", duration: 2, fixedweight: true, dropsByType: { "*-normal": [ { type: "item", code: "gear-temporal", quantity: { avg: 0.02666, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.2, var: 0 } }, { type: "item", code: "arrowhead-gold", quantity: { avg: 1.2, var: 0 } }, { type: "item", code: "gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.01, var: 0 } } ], Now you get 1 golden arrowhead for sure per kill, and a 20% chance of a second one. See how easy it would have been for them to do that? Make the game the one you want to play. Don't insist that they change it on everyone. [EDIT] Because of the loot popup, you are limited to only 4 drops. That can be changed, too. But making grinding profitable was obviously not the intent. -
Diversifying drifter drops for fewer empty kills.
Thorfinn replied to WalrusJones's topic in Suggestions
It would have been simplicity itself to add drops to make this a combat game. They chose not to. Here's the bit for surface drifter drops: { code: "harvestable", duration: 2, fixedweight: true, dropsByType: { "*-normal": [ { type: "item", code: "gear-temporal", quantity: { avg: 0.02666, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.2, var: 0 } }, { type: "item", code: "gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.01, var: 0 } } ], Would not have been difficult to change the item dropped, or the average quantity, or both. Obviously, the game they intended to create does not involve grinding creatures, like Terraria. Not that you can't easily mod it to become yet another Terraria, but in 3-D. But that is not the direction the game seeks to head. -
What makes you think I was offended? I'm just completely frustrated telling you the same thing again and again, slightly changing things so maybe the point will get across. It's just not fun. There are more enjoyable things to do in the game. It's not a challenge. It's distracting from more important (to me) game loops. It's just random punishment. It's a phenomenal waste of time, and virtually everyone agrees with me. How many different ways of phrasing it does it take? And the solutions make little sense, either. "Oh, just use lime." Yes, and do you have any idea how often people complain about not being able to find lime? Why not just tell them to hop on down to the grocer and trade a few blocks of dirt for pies? For the love of Pete, try the mod! Until you do, I don't care to read any more of your bloviating about this.
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That is a choice. Turnip soup, water and a single turnip, for instance, gives you an almost negligible timeout. You get your (I think) 50% bonus for satiation, and a single 30 second timeout. Same with flaxseed porridge. Yeah, there's a bug of some sort afoot, but I cannot reproduce it reliably.
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It wasn't fun. It reminded me of those learning activities my kids had back on Win95. Click on the thing that's different. Now do it again. Again. Again. Keep doing that for the next 12 hours. There was nothing challenging or interesting about it. It was just mindless clicking. Think about what you are asking for. Look for the crop that is blighted. Click on it. Look for the crop with weeds. Click on it. That can't be what you really want. That's just a preschool activity meant to train eye-hand coordination. You do realize this is not real life, don't you? This is what you do for enjoyment, during leisure hours. The goal is to have fun. That was not fun. You won't even try it to see if you actually like it, or if the anticipation far exceeds what the function can possibly deliver. Y'know what? This whole conversation is even less fun that. Consider me backing out, having thought all the correct profanity while doing so.
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Yes, but... ...In the first day or two, you don't want that pause. Eating is what fills your bonus HP. Particularly in Wilderness (or worse) you want that off-hand "penalty", the "penalty" for healing, and avoid that "pause" at all costs. Only in lean starts like Snowball do you want to reduce the burn rate.
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I don't care to be persuaded. I just want to be shown in the best possible light how it works. The closest we got absolutely sucked! It would be more exciting to require one to use the watering can, like in Stardew Valley. Yes, the watering can sucked, but it's not like the rest of the game was edge of your seat action. The map in Stardew was static. The one in VS is always something new. "Oh, I don't want to see pretty terrain if it means I can't manage crop blight." It's not so much that it is tedious, though I think it is, but rather that the game has SO MUCH ELSE that is vastly better. No matter how thrilling you make farming, I don't think it can hold a candle to the rest of the game.
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TBH, this whole business strikes me as new year's resolutions. Yeah, there are a trivial number of people who manage to keep them, but mostly it's all talk. People on my server and I constitute at least 20 out of the 300-ish downloads. We gave it a try, and the decision to get rid of it was unanimous. Are there any (other) servers out there who have ever tried it? Do they still have it? Are there any streamers using it? We tried it, and it went over like a fart in an elevator. [EDIT] Maybe we weren't doing it properly. Can any of you who believe in this make a recording of the actual gameplay? Maybe we did things the hard way, and it didn't suck nearly as badly as we thought. I'd like to echo @traugdor in a kind of related way -- the ball is in your court. Don't make the case. Show us how great it is.