Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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.
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A lot of valid points, @Kaldo. It's hard to get too excited about raising swine when it gives pretty much no advantage over just hunting. The only reason to make juice is to make wine so you can make brandy so you can make aqua vitae so you can make alcohol bandages, which are only useful in some situations anyway. But I strongly suspect the Status Effects System in the roadmap is the plan to address things like this. Well rested could give a productivity bonus or something. In any event, based on the moddability of the game so far, it should be easy to add new effects, and tie them to the coziness of your home, so you construct and decorate it so as to obtain those buffs. Like @LadyWYT says, for now that's mostly only of value to those who like to roleplay, but I can easily see it becoming quite a little more worthwhile.
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Not even that it gives you a hankering to do some gardening or beekeeping?
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I have not checked AoG in probably 6 months, but when I did, I didn't think it was harder, as in reduced yields, but rather more detailed or "immersive", and added variety to the "always harvest when ripe". routine. I wanted to make the biennials true biennials -- their seed stage is in the second year, so farming is both more realistic and a long-term commitment. but I didn't want to put too much work into it before farming was more or less in a finished state.
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You need to run it before you update. Either that or copy your changes back after updating. But ModMaker is even easier than tweaking the values. Start it, select (I think) "1", create a mod from changed assets, or something like that, follow the prompts, and it bundles up your mod in the default mods directory. Run ModMaker again with (I think) option 3, to restore your vanilla assets. Start the game, make sure your mod is enabled, and that's it. Uploading it to ModDB is almost as easy, though there are some things you will want to do first, and there are a couple quirks, but, still, pretty darned easy.
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Obviously, you've probably already tried cranking the spoilage rate and the hunger rate? That still doesn't help the fact that you will have way more than you can eat. Particularly with wolf spawn rates. The problem with longer months is it makes farming even easier. Or did when I last checked. The nutrient depletion rate is based on crop growth, so with long enough months, you don't have to worry about crop rotation. Used to be a mod that tweaked the grow rates and such. Fields of Gold, I think it was called. Might have been ababdoned. I don't think it's been updated since 1.18 first came out. But never fear. Much of what you seek is well within your ability. All the crops in the game are detailed in .\assets\survival\blocktypes\plant\crop Open one of the primary offenders, turnips.json in your favorite text editor. (FWIW, I use Notepad++.) Scroll down a bit and you will find the magic numbers. Currently it starts at line 58. dropsByType: { "*-4": [ { type: "item", code: "seeds-turnip", quantity: { avg: 0.99 } }, { type: "item", code: "vegetable-turnip", quantity: { avg: 3, var: 1 } }, ], "*-5": [ { type: "item", code: "seeds-turnip", quantity: { avg: 1.2 } }, { type: "item", code: "vegetable-turnip", quantity: { avg: 7, var: 1 } }, ], "*": [ { type: "item", code: "seeds-turnip", quantity: { avg: 0.7 } }, ] }, cropProps: { "__comment": "Use 1/3 cup of a nitrogen-based fertilizer, such as 34-0-0 or 21-0-0 - http://homeguides.sfgate.com/fertilize-turnips-24795.html", requiredNutrient: "N", nutrientConsumption: 30, growthStages: 5, totalGrowthMonths: 1.0, heatDamageAbove: 27 Most of this is pretty easy to figure out. Want to reduce the number of turnips from a stage 4 growth from 3 to 0.5 (a 50% chance of a single turnip), and the mature crop from 7 to 1? Like you might expect of a root crop like a turnip? Change avg for those lines to those values. I'd probably drop the var to 0, as well. Reduce seed drops if you want to have to explore constantly to get new seeds. If you set the avg seed drop to 0.9 (from the current values of 0.99 and1.2), and the drop for the * stage growth to, say, 0.2, you will have to explore just to have seeds to replant your existing fields Want them to take lo take longer to grow? Change the totalGrowthMonths to something more to your liking, or, increase the nutrientConsumption, so that growth slows down dramatically as the soil depletes, and it gives meaning to fertilizing and composting and improving your soil. Save, repeat for all the rest of the crops that need to be nerfed, make a copy of that folder somewhere else (it will load twice if you put it any deeper than your game directory, so I'd just put it somewhere like Documents), and give it a whirl. When you get something you like, bundle it up into a mod using ModMaker. Congratulations! Welcome to the modding community. Expect your membership pin to arrive via passenger pigeon in 5-7 business days. [EDIT] Oh, and don't worry too much about screwing up your game's data files. If you run ModMaker (in the game directory) there's an option to put all your files back to their defaults, so you don't even have to reinstall.
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You are right. I forgot about onions. But I don't think bell peppers do. Not ATM. Maybe you can get them in creative, but I don't think they are a game thing.
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I think the only way to spice it up in vanilla is to fill it with salt.
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About the books from the Resonance Archives... (spoiler-ish)
Thorfinn replied to Krähenwolf's topic in Discussion
One of my first times through, I was doing lots of creeping about the edges to see if there was a way across/around and got hunger-knockbacked across. -
Solid answers from @Vykintas. Expanding a bit: 1. Yeah, looks like you have mostly pines. That suggests maybe you are somewhere north of central temperate. If the ground was snow-free when you started, it should be gone by sometime in April, latest. though you may not be able to plant quite yet. 2. Spawning will probably be fixed soon, but I don't think you are lit up well enough anyway. Torches only protect a 7-block radius, oil lamps are 4, IIRC. (I don't use them, as they are basically worthless.) 4. I mostly skip caves. I'll take a peek inside, maybe a bit more, but only really go into those near very-high and greater ores that I want. The way caves cut through almost guarantees that the ore body will be mostly gone. That's fine for tin, where you don't really need very much, and for the coals, and iron, because they are massive, but at default settings, I don't find it worthwhile to chase all but the very best readings. Caves are also a good place to be using headphones.
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When I play with map, I find it fairly easy to see the borders between the regions. Even without a map, when you know what to look for, you can usually see the transition from tall ladders, and sometimes from the ground. I find it a little unnatural at how abrupt many of these transitions are. Gives it more of a fantasy vibe than I like. FWIW, I believe that's what the roadmap is talking about with regions of distinct flora/fauna. Because of the huge range of climate most life can inhabit, it's probably going to take something more like the other game's biomes to define a particular set of life for that region. I just don't see that as what is "holding back" the game. I know there are improvements on the roadmap, and looking forward to them, but until then, a somewhat unrealistic terrain generation requires less suspension of disbelief than Dave or any of the other lore.
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You are most certainly welcome. And thanks for the kind words. FWIW, a few days before, what should have been a 20 minute drive turned into a 7 hour ordeal because of nutters staging a sit-in on the freeway. I toned it way back. My first thought was how they cleared the protesters in Soylent Green. Welcome to the forums, @Temporal Christ
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This game does not use biomes per se, like the other game does, though the roadmap has something that if you squint just right, can be interpreted as if there may be some biomes in the sense you are thinking.. The closest to what you are talking about in the current world gen is "landforms". There are currently 48 such landforms. The problem is likely not too few, but rather too many. Depending on the RNG, "very flat lands with occasional bumps" may look much like "Very flat lands near sea level" which looks much like "flat with small and big bumps" which looks much like "Flat lands with very thin small hills", etc. It can take a lot of practice tinkering with terrain generation to know how to distinguish betwixt them, and not just think it's repeating. Check out the wiki page on how this game does world generation for a good overview. Do note that most of this is on the roadmap. I think that's why Tyron asked a couple months back what we would like them to be working on. I never did tally up the answers or anything, but my impression was that the general feeling was dejank, mechanical power, animals, and cooking, more or less in that order. In the meantime, Better Ruins does a great job of adding landmarks and decorations and there are several mods for terrain. Which parts of those are closer to what you like?
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Primitive Survival Mod Expand the Even More Crap section.