Thorfinn
Vintarian-
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Everything posted by Thorfinn
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With small enough individual pens, milking goats is not that difficult. And so long as you aren't trying to maximize their weight, it doesn't take all that much hay to keep the older generations around anyway. That said, most games where I have dairy, it's because of a nearby ag trader, and, on occasion, a nearby sheep family that I manage to get fenced off before the wolves and bears get them.
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Really? All you have to do is get it up to 200C (or whatever) and it will continue to process the stack, even if it runs out of fuel? I'm absolutely certain I've tried a single piece of peat and did not get a stack of lit torches.
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Oh, that changed? Yes, apart from doing torches onesie-twosie, all my torches are from firepit because I can't sit still long enough to light a stack. But, obviously, if I don't have the ability to sit still lighting torches, I also lack the ability to just watch the firepit. Start it going and go do something else, come back later to pick up the stack.
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This, plus a ZZ Top beard. Because ZZ Top. Welcome to the forums, @Gimlog Odim, @StrixBit
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That's certainly one possible solution. I'd prefer something more "realistic" -- seed drops greater than 1:1 when the tree grows at the midpoint of its climate and fertility and density and elevation and whatever else ranges. But the further away from ideal growing conditions, the fewer seed drops, just like IRL. North Dakota is not heavily forested because not many trees do well under those conditions. One should not expect to be able to maintain a redwood forest there.
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*Shrug*. A vanity build is supposed to be a challenge. If it weren't, it wouldn't be much of a vanity build. It would be like complaining about how hard it was to find enough suevite or kimberlite to build a Tower of Babylon.
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Yes, rifts disappear, usually pretty quickly, as in a dozen game-hours.
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IRL, your brain is used to having to focus -- things are either in-focus near or far but never both. VS and similar eliminate that by presenting everything 0-infinity in focus. Essentially, you program your brain that it does not need to focus to see details, so it starts generalizing that. VS's level of detail enables lazy brain. Alas, if you find that happening to yourself. you need to take more frequent and longer breaks. Time not staring at anything a foot away, looking at things in the distance.
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I do not believe #7 is jank. That is the intended behavior. Is it "realistic"? No, not particularly, though I'd note that neither is carrying around hundreds of tons of rock and sand. Neither does steel require most of a month of carburization. What the current firepit does do is generate resources at a more game-appropriate rate. They should have just increased the amount of time required for, say, calcination, and held the temperature constant, so from a black-box perspective, it's the same as the status quo in terms of inputs and outputs, then no one would be whining about it. Well, someone would I'm sure, but you know what I'm saying. The problem is not that the firepit cools off between items, but rather that it tells you that it's cooling off. Just don't display the temperature, and no one is the wiser.
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I cannot imagine a stretch goal build that would clear out all the redwood from a single decent-sized stand. Ebony and purpleheart, yeah, since they don't appear as forests, but redwood?
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That would be fine with me. However, I would not be a big fan of an "incontinental" setting.
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Not sure how to make the change to true Freedom units given the parts of it that are hardcoded. but tweaking the barrel to 64, bucket to 16, and all the barrel recipes to fractions of a stack gives a really close approximation to Freedom Lite VS. Four buckets (one stack) to fill a barrel, one stack of ground lime, and you have limewater. Two buckets of water and half a stack of cranberries is pink dye. These exactly conform to the default ratios, others have to be rounded some. I figure this might encourage our benighted friends to use a much more convenient system of measurement.
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I vacillate between "Delete" so I can't possibly keymash it, and "t" since I almost never have anything useful to say, since even in games where coordinates are enabled, I don't use them. If someone wants to know where the halite is, he has to either follow me, or use my orientation scheme, i.e., "NE by E to chert cliffs, due N to the lake, circle to the west edge of the lake, go NW until you can no longer see the granite mountains north of the lake, W to sandstone, follow the edge of the sandstone roughly NW until you see sandstone plateau, follow it west until it turns south, and there it is. You can't miss it."
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So don't do that? Put torch in 6 or 7, common tools on the low end of the hotbar, healing on the top end, Despite best intentions, though, I just consider torches on the hotbar as expendable. When I get to land, I'll place a torch from inventory, relght the extinguished torch, recover the placed torch, and hit the road. An extinguished torch is just not enough of a penalty to make me remember to scroll the right way. I get that it's a UI thing, but so is so much else. My typical -- intending to creep up to the edge of a hole in the ground, and instead fatfinger Q, throwing my lantern to the bottom of the chasm.
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Huh. As someone who plays without a map, landmarks are essential, and I've had no problems finding them pretty much everywhere. Granted, there are not a lot of "OMG, I've got to get a screenshot of this," but "OK, snowcapped mountains off at about max view distance to the east, chert mountains in the mid range to the north, there should be a swale over... there it is, then follow the valley west to the forest." are all over the place. Welcome to the forums, @Emeal There is a lot you can do with playing around with mapgen parameters, but, ultimately, the problem is the landforms are just too small in scale to be realistic. The Great Plains are 1000 miles across. Much further north to south. That's 1600 km, or 16,000 1,600,000 (see? another problem with janky units!) blocks -- half again the current default world size. And people are already complaining about things being more than 1000 blocks away. Balancing the ones who want realistic terrain against those who want everything within a day's walk is not possible.
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Interestingly, most of the things you mention already have mods to do that. If it's reasonable to require someone to use a mod to remove functionality, why isn't it as reasonable to require people to add a mod if they want increased functionality? But, again, I'm quite happy to wait for the Status Effects update. I'll play vanilla a while to appreciate the vision, but I'm absolutely certain that when it says, "Comprehensive", it means I'll soon be modding out the fluff I don't like.
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Make it so. Use your favorite text editor to open bowtorn.json in .\assets\survival\entities\land, scroll through for something that looks like it might be damage related, until you get to (currently) line 264: Change those values to whatever you think appropriate, save, test. If you feel obligated to increase the tier, the very next block lets you do that,. Change their seeking range, their health, their cooldowns, their drops, pretty much everything. I don't believe it would tinker with animations or priorities, not until you understand the implications of how that will affect the AI, but by all means, make the game yours. There wouldn't have been a JSON front end if that were not the intent.
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Personally, I wouldn't mind if the storms ramped up a little more gradually. There's no reason you can't have your old temporal storms back. Some time ago I explained to someone on these forums how to do so, changing only about a half-dozen numbers. Someone even published such a mod, IIRC.
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Bears are not that big of a threat as long as you don't trip over them right behind a tree or something. They are pretty hard to evade on large stretches of flat ground, but fortunately there are not a lot of those in the game. But if one is unafraid of the bears, I guess I don't understand complaining about wolves. Pretty sure browns outclass wolves in every respect. One upside of the (presumably) bugged wolf respawns is how soon you replace linen sacks with leather backpacks. -- With the new, improved sailboat and a 70%-ish landcover, you can watch spawning on long stretches of coastline with no risk. I think there are a whole lot more spawns than there used to be, but I do not see anything close to 80% bowtorns. I'm almost certain that the bowtorn hordes are for one reason -- while drifters will wander (usually away) if you are only 20 blocks away, boworn seek you out up to 30. That's a huge difference. If you aren't actively killing/despawning them, they will build up to the point you may well not be able to survive. At least without some protected means of getting out of their range like a tunnel or a bridge or a lane or something. But you can use their orders to stay in range against them with some creative fencing and a somewhat largish base.
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Macs don't accept command line switches?
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My big complaint about wolves is their respawn rate. They kill all the herbivores before I can off them all. If the herbivores respawned at the same rate as the wolves, I wouldn't care. Wolves are otherwise a nothingburger. Not sure why people think the only way to deal with storms is to cheese them. True, you can't use the same old small, flat arena you used in 1.19. You kind of need elevation changes so the terrain eats all the bowtorn missiles. Which means you need to learn how to time your jumps on upslopes. You also have to leave some of the bushes to slow down the shivers. Or add some trees or something to your arena. And rather than just letting them wander away like used to be enough, you now have to despawn the ones you don't want to deal with. Movement is still the key, like @cjc813 says. It's just you need to practice a few new skills. It's true that combat is different in rogue-likes and ARPGs. In VS, combat is not the key to progression until the very late game, when you start considering Jonas tech. Until then, combat is best avoided.
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Oh, hey, just occurred to me that you might want to check the license on AoG.. It might allow you to just adapt their mod rather than just mod their mod. While no one but you would know if you just adapted it, it is considered inappropriate.
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Sure. At the very least, the mod changes when (as in what stage) the drops happen, so you would need to mod the mod. It's a little different process. You make a patch mod for the mod, and declare a dependency on the mod you are patching. I'm thinking Diamond Crates(?) is a great example of how to do it. If that's not the mod that does it, post back and I'll think/search a bit.