Thorfinn
Vintarian-
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Everything posted by Thorfinn
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As one of those who likes the spreading fires, I'm fine with it. Spreading fire is not that many resources anyway, unless it is turned on and active. How much RAM does it take to say fire has a spread radius of 2, vs. 1? Not much. But if there's a fire? 24 blocks of potential fire danger vs. 8. Triple. Considering how huge fires can get? That cost is mostly paid by those who want that. But that does not mean I think it's a good idea to continue adding fluff people don't use. That's Windows. Core function should be what the majority, say, 1 standard deviation plays with, beyond that, only if it is next to zero performance cost. [EDIT] Oh, and, of course, core functionality should be whatever Tyron's vision for the game is. His game, his decision. Want to see what happens when you start paying too much attention to the user-base? Look at any of hundreds of abandoned EA games on Steam. You get so far into the weeds you never finish the game you intended to make. [/EDIT] Far and away, my preference would be to have the team work on things already on the roadmap, or those things that are sufficiently popular to merit being added to the roadmap. Let everything else wait until the core is in the bag. [EDIT2] And this is precisely why they should not be in the business of mods right now. Every hour of coding it takes to make them and keep them updated is an hour that the full release gets delayed. Give it time. Have a little patience.
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Extending water mechanics - Wiers & Irrigation furrows/ditches
Thorfinn replied to Crylum's topic in Suggestions
Ah, I had imagined that one could tap off the ditch anywhere. Tapping only at weirs is a good limit. Either works fine. The second is particularly appealing from a realism standpoint, though it does mean from your initial puddle, if you turn it into a "+", each leg is only a 1. A 2 if you bump the base extensibility to 8. Unless S is just treated as infinite, like it is in DF. Great idea. I might have to code up a weir block so we can try it out. -
Yes, because at present, the launcher does not place that if before runtime and link in a module. It simply sets a value that is checked inside the code. Disabling a feature does not prevent the code from being loaded, just whether it is executed. You need to get back one level to link in at runtime to prevent it from being loaded. You know. Make it a mod. [EDIT] That's why I'm so on about mods. If you don't want the feature, you don't have to pay the performance cost.
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Do you simply not understand how computers work? If you don't want "source-code bleed" whatever that means, you link in a .dll at runtime. You know, add a mod. [EDIT] Wait a minute. Is that what you have been on about this whole time? Your objection is not to mods, but to user-supplied mods? At the moment, there are no Anego-supplied mods that I know of, so that would need to change, but is that all that has you so fired up?
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@Omega Haxors How do you make it work with the existing story? Why do tools suddenly need sharpening? What changed? How does it work in multiplayer? Crops on one side of the fence die, those on the other side do not? @Zane Mordien Storms start a little butch, true. But the story says it's getting better? 0.7 of sea level means all ores and caverns in uplifted mesas are pest-free? Or only infested by drifters? @traugdor I agree chiseled blocks is a huge deal. And making them immune just means you go around hammer and chisel and tap each block on the bottom row or two. You might be able to just let them slowly phase through the wall, but are they vulnerable and held in that state? Just throw rocks until they die? How did they gain that ability when the situation is getting better? Makes no sense. I agree that a gradual ramp up in difficulty is absurd from a story standpoint. It's fine for a game, but does not belong in this game, with this story.
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I have not actually looked to see what changed in the API. And I have not tried any mods yet. So it's possible that all you have to do to get 1.21 to not complain is tell modinfo.json that it's compatible with 1.21. Which may not be worth doing on git. [EDIT] I actually did try one mod -- my own server mod, so I could get cracking on it if I needed to. That worked fine.
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Let's just leave it as I did not perceive it as you did. From my point of view, quite the opposite is true. Look at the mod page. There are a couple hundred that have been updated to 1.20.12 alone, and that's not counting the fact that there are mods that have not been updated since they written for 1.13, and they still work. Yes, they are mostly rebalancing or tweak mods, but each of those represents not just considering new ideas, but more importantly, implementing them. [EDIT] Rather than just jawbone an idea, it's almost always better to go see the actual thing, and see if your idea works as well in practice as it did in theory. A lot of stuff sounds great on paper, but turns out not so much. In less time and a whole lot less acrimony, those with strong opinions could have tried out the existing implementations and said, "Hey, this would be a great addition to the game as is" or "This is close, but it needs this thing different." Prevents a lot of misunderstandings if the idea is clearly defined and doesn't morph like molasses all the time.
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Give it time, @Enjen. Stick with the game and you will eventually decide default Standard is just the setting you play when you don't want to have to pay attention to what you are doing. At the moment, I don't know. I'm vastly more interested in getting the basic functionality up to snuff, including the dejank. If the Madleners decide to take the money and retire to a private island in the South Pacific, core development may or may not continue, but basic JSON editing can create much of what people are suggesting. So simple even a caveman could do it. I was going to say something like a more easily configurable user setting for spawns, but then I remembered DanaCraluminum already released such a mod.
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Oh, default, yes. I misunderstood. I thought you were talking defaults. As in 15 HP, 125% creature strength, whatever standard defaults are. But some of it can't be done like that. If your big objection is the bowtorn, and the only thing that will keep you from rage-quits is getting rid of them, then you have to seek out one of the mods that removes them. Maybe later once you have the core game figured out, you can decide to add in a nerfed version.
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Like you just finished saying, it's already plenty hard for many new players. Unlike @Maelstrom, I usually suggest that people select easier settings or mods if they are getting close to rage quitting. I have no idea how many people harping about wolves that I've told to turn up their HP and turn down creature strength and work your way up. Same as if you went to the gym or decided to run a marathon. You have to work your way up or you are going to the hospital. Or morgue. Standard survival is just that -- standard. Tuned for the middle-of-the-road player. Not the n00b, not the733t. This is a good setting for a bunch of friends getting together to chill. Wilderness Survival is more for experienced players, and you can significantly increase the difficulty from there from within the game. If that's not enough, there's mods. Sorry you think it's dismissive, but it's the truth.
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For me, it's just a challenge thing. Not speed related, at least that's not the intent, but challenges tend to require efficiency. Take doubling rustie HP or setting minimum storm spawns to tainted. When the first storm is 3-5 days, you do not have much time to prepare, and it's going to kick like a mule. Or reduce crop yields to something interesting, like turnips from 7 to 1.5. Yes, it's going to look like a speed run, but in reality, it's essential to survive what's coming. No time for wasted effort. It's that cursed Type A.
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Or get mods. The extremes on both sides of this should probably be using mods. If you can keep the middle 2/3 happy, that's about as good as you can do.
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The game starts May 1, year 0. You were right the first time.\ Your first game? Ten days is not too shabby. Congratulations.
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I'm surprised as many are updating as there are. I'd expect they are mostly all working on it, looking for issues, but I'm surprised more don't hold off on releases until stable drops. There are a whole lot that are already listed as compatible. Better Ruins and Tailor's Delight, to name two, have downloads specifically for 1.21. It looks like 1.21 is deprecating quite a bit of stuff, so there was a scramble over the last couple weeks to get things switched over. At least that appears to be the reason so many mod authors released new versions over that time.
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Fair. I doubt even someone with mad skilz can go into a storm cold and live. The spawn mechanic alone (tier 4 enemies pop in as few as 1.5 blocks behind you) gives you little time to respond. Damage occurs within tenths of a second, inside almost everyone's OODA. Like so much else, this comes down to training and practice. Until then, there are bunkers.
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A quick digression, as is my wont: time is not just the most important resource, it's the only resource that matters. Everything else in life, career, hobbies, leisure, even working on your relationship, you trade some amount of your irreplaceable and limited time on this planet for. Today I got about 2 cord stacked and seasoning, probably for late winter. I traded most of my day, but with frequent breaks because, of course, it's one of the hottest days of the year. When one wastes another's time, he's really wasting a fraction of his life. Back to your regularly scheduled program.
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I don't even mind if it wanders all over the place, though that does make it a bit hard to follow. But facts are categorically different than opinions, and, you know you have your hot-button issues, @Rudometkin? That mine.
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Likely only if you make the place tiny. Climate is a strong function of latitude and elevation. Maybe a max E-W world, min N-S. Leave the polar-equator distance alone. If you intend to do the quests, you probably need N-S at least 10k, I'm thinking. Anyone have a different number in mind? I've never wanted to do this before. You might see what happens if you go with a shorter worldheight. If the world is only 128, the mountains can't be as tall. The sea level would change to around 55, if I'm remembering the mapgen properly, so mountains to worldheight could only be 70-ish tall, rather than about 140 in default. And if you kick the scale up, it should flatten it even more. [EDIT] There will still be escarpments and mesas. Maybe your barrier mountains. You could get rid of them by editing worldgen, but unless you know what you are doing, I don't advise it. Some of those features might be explicitly named in story elements.
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Friend no longer owns the game I gifted to him?
Thorfinn replied to IndyBender's topic in Discussion
That's not a problem (most likely) unless he's also changed emails. They will transfer it for you, but if your friend no longer uses that old email, and has forgotten his PW? Above my pay grade, for sure. Or possibly he never got it properly registered in the first place. Then it probably doesn't matter. I still have unused keys I give away from time to time, and they still work fine last I tried. But if it says it's an invalid key or something, it's definitely support ticket time. I've never seen a message like that. -
Friend no longer owns the game I gifted to him?
Thorfinn replied to IndyBender's topic in Discussion
Unless maybe his key was found on the dark web or something, your buddy still owns it. Probably even then, assuming he can explain it. Most likely, though, you guys tried one evening when the authentication servers were having troubles, and he interpreted being unable to log is as he no longer owned a copy. Make sure he's installing properly. You have to have .NET7 in the stable release (1.20) , and .NET8 if you want to try the pre-release (1.21). Use the links from VS downloads page. Some people end up on the wrong landing page at MS now that it's been officially retired. -
If it doesn't have locusts swarming out of that overhang and falling in the water, it's a deal breaker. Seriously, I'm not getting why I run into SO many of those. At least one or two a game. "Hey, that's a cool overha... Oh, locusts. Never mind."
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Whatevs, dude. You should actually try out some of those mods that incorporate those things you want, rather than thinking in your mind how great they are. The crop diseases does not make it "uncompromising". It's actually rather tame. What it is, though, is boring. It takes way too much of your day doing nothing but weeding. Seriously, try it, instead of just imagining it.