Jump to content

Thorfinn

Vintarian
  • Posts

    4023
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. I'll have to give it a shot. At least in places where I want to make test shafts where there happens to be water nearby. BTW, 2 stacks of ladders is enough for pretty much everywhere. Which, once you get the saw and shears, is no big deal. Three, maybe four trees. But used like that, they are consumables. If you are enterprising, you can make it so you never need more than about a dozen ladders and a couple dozen rope ladders and some time, but it costs you nothing more to have a stack of each.
  2. Welcome to the forums, @Krzysztof Żukrowski Check the comment section on the MorePiles ModDB page. I think I saw something a while back about this.
  3. Welcome to the forums, @pixeledom Until this is addressed, just skip the transmission and use an axle block. When you don't want that piece of equipment running, remove it and place it somewhere handy so you can put it back when you do need it.
  4. Bowtorn: Shivers: And for comparison and completeness, drifters: [EDIT] Do remember to adjust the above damage for the monster strength multiplier -- even on Wilderness defaults, tainteds also one-shot until you get your nutrition built up. Corrupts one-shot without Tier 3 armor.
  5. IRL, I do that by putting the cutting in moist paper towels for a week or so, or, if I have a lot of cuttings, like elderberry, loosely bundled standing up in a shallow dish of water. There was a mod that allowed you to do that with cattail roots -- put them in a bucket and after a while, you have two roots. Way too tedious when you could just go somewhere new and harvest roots in much less time.
  6. How do you avoid drowning? Dig air spaces to the side every once in a while, like you do in Terraria? Is that really better than ladders?
  7. What the game needs for this is potting soil. Several M Fert, a couple sand, a peat, maybe a dry grass. I for one would never bother with bushes if I had to use terra preta or fertilizer. Not when they are still available in the wild.
  8. They do respond to being on fire... I think what needs to be done here is just treat it as if it were taking place in a crucible or cooking pot -- the whole thing finishes at once, but the time is dependent on how large a batch you are cooking. Tossing flint into a campfire doesn't really work, as you need to keep oxygen away from it. Turn it into a crucible task and the process for lime and calcined flint are fairly easy to tweak. [EDIT] This strikes me as completely reasonable, now that we have the concept of contaminated cooking pots. And speaking of which, maybe soaking them in a barrel for 8 hours then refiring them could restore them to food quality? [/EDIT] That should be an absurdly easy mod. I would add to it that throughout the summertime, they get a chance of finding bugs or insects and don't need to have food provided at all. I would proposethe percentage insect particles currently form in that biome multiplied by the number of tiles in the pen, multiplied by a constant, or that's always going to resolve to zero in a reasonably sized pen. Again, pretty easy, but you either need to change "use" to something other than R-Click or change "place" those particular scrolls to something like Shift-R-Click. Any solution is going to have the uniformity purists howling, "Why do I R-Click to use/place X, but not Y?"
  9. What does this mean?
  10. Storms are weird in that while normal spawn rules apply, it does add exceptions to the rules, but there are new rules, too, including spawning within (IIRC) 1.5 blocks from you. Upshot is that I don't think its possible anymore to build a spawn-proof bunker that still lets you knap or clayform.
  11. I'd like to see story locations that are less combat oriented. The platformer challenge in Chapter 2 was different (even though I don't like platformers). Crafting isn't a very good challenge, but maybe something that capitalizes on the skills developed in the minigames? I don't know what exactly, but the more immersive elements of VS are what raw a lot of people away from the game's competition. Surely someone more creative than I can come up with something other than some Whack-A-Mole. I don't mind McGuffin quests, but, obviously, there are a lot who disagree.
  12. "Hitboxes are weird" is not very helpful, unfortunately. What would be helpful is suggestions of what one thinks are good hitboxes. It's easy to play around with them. The JSONs are in .\assets\survival\entities The specific line you need to edit is (e.g., from bowtorn.json) hitboxSize: { x: 0.7, y: 2.3 }, where x is horizontal bound, y is vertical bound. Even if they are not officially accepted as canon, it would be easy to package up a DejankHitbox mod. [EDIT] Be aware that this value also defines the collision box. As you approach x=1.0, it becomes more difficult path through a standard doorway.
  13. Not sure DPS is the ideal stat to use because a massive damage with a long cooldown will give a deceptively low number. Plus, it would be a wide range, is incredibly dependent on your armor, and, really, the important part is when exactly in the attack routine the damage is assessed. It's not hard to calculate. DPS(max) = (mincooldown+attackDurationMs) / 1000 * damageByType Min is the same, but using maxcooldown.
  14. WC's limit was once every time it went "bushy", which was twice per fruiting cycle. One could always have it so you could only get clippings when ripe, or when flowering. But the ability to propagate via clippings means it's possible (and a good idea) to do so as you explore, establishing small berry patches everywhere. Then you are back to the same issue, where you can travel anywhere in your AO, subsisting off berries. If you set your mind to it, by July of year 0, you could travel anywhere in about a 5k radius and have fresh berries wherever you go.
  15. Sure. The easiest solution to the dye problem seems to me to be to drastically reduce the number of berries needed per unit dye. The reason no one cares at the moment about the tailor is that the 1 cranberry to 1 dye ratio means you are using up the cranberries that were just going to rot anyway. (Though the farmer in the group might have preferred them for compost, or the brewer for wine.) But make 1 unit of cranberries produce 5 or 8 or 10 or 16 units of dye, and you can make that less of an issue. Same is true for compost and wine, of course. Reduce their inputs required and the problem largely goes away. It's really just a bunch of fine-tuning tweaks.
  16. A game whose name I cannot bring to mind did this by looking at the first word in the chat text. The default was "say", which was extremely local, like a room or sitting around a campfire. "Shout" or "yell" got a larger distance, and "broadcast" was global, though was extremely limited in terms of permissions. Most players were not allowed that. But you could work around that if you knew the character name. "Brother_Maynard, I need help at the cave of Caerbannog!" [EDIT] Still can't remember the name of the game, but I just remembered it was a multiplayer D&D-ish game on a CDC Cyber 170 Model 720 mainframe back in the '70s. Used what were called "common decks" to share data, which fortunately, was no longer a stack of punched cards.
  17. Sure. Then how do you keep the fruit bar from dropping? Does the fruit nutrition bar work differently than the others? How it currently works is that the bar moves up with the satiety of the food consumed, and decreases with time. So reducing satiety by 50% would mean you need to consume 100% more berries to stay where you are. Seems weird to solve the problem of berries being too nutritious by making you eat two crocks of jam at a sitting to keep your nutrition levels up. The problem is not the berry satiety, but rather with the availability of berries. The simplest solution appears to me to be either to reduce the yield per bush in *berrybush.json harvestedStack: { type: "item", code: "fruit-{type}", quantity: { avg: 4.4 } }, and { type: "item", code: "fruit-{type}", quantity: { avg: 4.4 } }, or reduce the number of bushes in worldgen for the common berries from, e.g. chance: 0.12, to somewhere closer to that of white currants value of chance: 0.03, or even just change the number of bushes spawned in a location, e.g., quantity: { dist: "invexp", avg: 2, var: 4 }, Of course, most people have memories of their first game or six starving to death. I had several such deaths not too long ago trying to find settings that gave the kind of water distribution I wanted. [EDIT] Keep in mind that changing this might require other changes. For example, cranberries and black currants and blueberries are all dye components. At the moment, you have them to spare, so dying cloth is not a massive investment of time and resources. But change the abundance of berries and dying cloth becomes more of a luxury. Which, it is, but if the Tailor player is going through all the available berries making clothes, it's going to cause issues with the cook.
  18. The Wildcraft mod does this. Used to be you could get max 2 cuttings per fruiting cycle or something like that. Plus, cuttings had a very short freshness timer. And it is still way overpowered. Nerfing the satiety would help in that respect but would then require you to eat EVEN MOWR berries to keep your nutrition bar filled, kind of the opposite of what @-Glue- is suggesting, that we come up with a way to reduce berry consumption.
  19. CarryOn lets you move them, but they remain upright. Also pretty sure there's something else (other than Food Shelves, as I' know I have not used that one) that gives horizontal barrels, you just have to bucket it over.
  20. Since this just came up in-game... again... in permadeath... Tip for Windows users: If you are prone to fat-fingering and can't pop the keytop off the stupid Windows key, remember to run a program like WinKill to disable the stupid thing, so if you get in trouble and have to sprint, you don't return to the stupid desktop and listen to the bad guys finish you off before you can return to the game.
  21. So much this. There's even lore about it. Book or scroll or something, I don't recall.
  22. If one is talking realistically, novice joggers should be able to do a 5k in around a half hour. In VS, it takes all of 8 hours. So concessions were made in the interests of having a good game instead of a reality sim.
  23. Just to make sure no one misunderstands, I'm not the guy throwing baby chicks in the air. I'm the guy standing off to the side yelling, "Pull!"
  24. Thorfinn

    About Peat

    Yeah, peat is a quite common deposit. Turn on the option to let lightning start fires, and you would be amazed at all the peat you used to have.
  25. There's a big, big difference between 6 IRL seconds waiting for things to despawn and 11 IRL hours, doncha think? [EDIT] That was one of the big complaints about the bowtorn. They didn't leave after sunrise. People had to figure out some way to deal with them, which was often no more than an enclosed ladder to get to despawn range.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.