Thorfinn
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Everything posted by Thorfinn
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Welcome to the forums, @Rex347 Easiest way to get there is to go into the game and type .chb Most of the things you might want to change are listed under serverconfig or worldconfig. You will likely need to refer to @Maelstroms link to know what the various worldconfig options are called.
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Welcome to the forums, @AmicaNiiya Check out the mod, Clayworks. It adds a clay barrel (and bucket) with smaller capacity than the wooden versions. Not sure about cooking a log in a cooking pot to get tannin. More realistic, maybe, but that is a pretty small vessel to hold, say, 1/6 of a fully-grown tree. Plus, it would get seriously tedious. Smaller batches of things like cheese and compost? Sure, why not? Sea salt, yeah, I guess. I think the idea there is not so much realism as to encourage you to explore the world for halite. (Turns out it's nowhere near as difficult to find as I had thought. I just wasn't very good at prospecting when I reached the conclusion it wasn't worth doing.) I'd suggest adding one of the several seawater-to-salt mods and see how that affects gameplay. My guess is it makes that part of the game way too easy to bother with exploration.
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Welcome back! Before you decide one way or the other, make a backup of your world. Source blocks is optional. It's a toggleable default on Wilderness Survival, but on Standard mode, same old. Surface mobs I'm kind of indifferent about. I usually just despawn them unless I really need a temporal gear. That bowtorn damage can get pretty significant because of concentration of fire. But they are also pretty easy to deal with in smaller numbers, say a half dozen or so. Step around the corner of your house so they see you, step back, wait till they shoot, step back around and lob a few spears.. Repeat until they are all dead. The same works for higher level guys in caves, BTW. Spelunking is now quite different. Still quite do-able, even with very little combat ability. You can even (usually) get away with improvised armor if you are sufficiently cowardly. Just spam torches until you start running into baddies you can't just run around (drifters), run away and let them despawn, go back in and push your lighted area further. If you love searching for ruins, it got more tedious is all. But if your only reason to go underground is to get ore, shafts are your friend.
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There is such a thing. Dependencies. It doesn't seem well fleshed out yet, as "soft" dependencies throw a crapton of warning messages on startup, But if you want your mod to load last, give it a dependency on some mod you use that has a dependency on another mod. Something like Expanded Foods. Then name your mod something like "ZZZerrificFunMod" Recurse the chain as long as you need to make sure everything else loads first.
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Domesticated chickens should drop feathers along with eggs.
Thorfinn replied to Broccoli Clock's topic in Suggestions
Wouldn't be too terribly hard, no. Thought about doing it several times. If you wanted to keep things easy, they could ground-stack a single feather in the middle of an otherwise empty tile to encourage the use of larger enclosures. I've considered even a small rewrite so that they go after insects with preference, as in real life, and ignore the grain, so produce something closer to free-range eggs. As a kid, we used to run them in the garden, where they would keep the potato bugs and cutworms in check. -
I don't know what the roadmap means by fleshing out systems. Yes, combat may be included, but I'd think it means more fleshed out hunting, like footprints, spoor, blood trails, that kind of thing. Even a trash panda drops meat, bones, leather, occasionally fat, but the eldritch? Most of the time you get nothing at all for your trouble. and most of the time you get something, it's one piece of belly-button lint. I don't get the feeling they are trying to incentivize hunting the eldritch. More advanced AI is also fraught with peril. Every week someone posts how unfair the wolves already are, and rage quitting the game. We know there is no AI task to circle the seraph and attack as a pack, yet many post that is how the wolves acted. At most, I'd say that should be a part of a higher difficulty level, though it's a great place for a mod. Those who want enhanced AI tasks can download others' versions of animal buffs, or can develop their own.
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What is the roadmap plan for health/infection/satiation?
Thorfinn replied to Broccoli Clock's topic in Questions
Definitely mod territory. You have a seraph who repeatedly rises from the dead, and can even change where he rises, being affected by deficiency diseases? Even if there were anything fun about that, it makes no sense. Besides, it's always better game design to reward the player for doing something "right" than to punish him for doing it "wrong". Same is true for parenting, BTW. Incidentally, dairy is not that hard to do. It's rare that I have not found an ag trader by June, but even if you tend to be unlucky that way, it's really easy to box a sheep in using fences. About a quarter stack of them keeps them safe from predators, and you can get a bucket of milk whenever you like. What is a pain is getting them domesticated. Not difficult, just massively time consuming. -
When farming pumpkins, do you remove the withered vines?
Thorfinn replied to Broccoli Clock's topic in Questions
Not following. Obviously, there is the water hole on one diagonal, so you don't need to place anything there, but are you saying to essentially grow pumpkins in a plot with the soil arranged only orthogonally? A grid? Might have to play around with that a bit. I'm getting a tad bored with my current world. Early August, currently 58 barrels of rot, but I'm only 11 days in on the oldest of it. Didn't get started as soon as I could have, I guess. And, really, I'm not going to need that TP anyway. The garden already has ~250 blocks of HFS. I'm mostly only planting stuff to keep the bees happy. -
First, has it been updated to whatever you are running? Was it working on .6 but not on .7? Second, you will likely get help faster over on the ModDB. I suspect most people here are not running that mod. You would be better off asking in the comment section of that mod's page.
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Sorry I didn't notice this earlier. Yes, there is. /wgen pregen [radius] So something like /wgen pregen 2000 or /wgen pregen 5000 are I think what you are looking for. Note, this may take a long time. You will need to stop time or you will starve to death, and may get eaten by beasties. So get somewhere safe and add the command /time stop or /time calendarspeedmul 0.0000001 depending on what you want to accomplish.
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What is the roadmap plan for health/infection/satiation?
Thorfinn replied to Broccoli Clock's topic in Questions
On the Character screen ("C") you can see your nutrition values, and as those rise, you get extra HP, up to 12.5 bonus HP if you have all 5 filled. That can make a huge difference when your damage reduction for armor gets factored in. I suspect how intoxication works is probably roughly what other status effects will be. -
If you are putting them in a barn, yes, you need artificial light. If you have them pastured, no. But you may still want artificial light to keep the wolves and bears and foxes from spawning in your pasture. Same rules, I'm pretty sure -- no tiles more than 6 from a torch, 3 from an oil lamp, 10 from a lantern.
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Fair, @Ceepert I agree it may well be just that it seems to be that way. What I'm saying is that I rarely see a 1x1 reduced to a 4-high stack. That should happen a full 25% of the time. Why doesn't it? Why is it instead skewed to 6 or 7 layers? I can't answer that, but it strains credulity that I am consistently just that lucky.
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Fooled around with commands. Unsure how to Un-fool my server.
Thorfinn replied to HelpfulBacchus's topic in Questions
Welcome to the forums, @HelpfulBacchus I do not believe there is a way in game to turn back time. You could just skip it forward to May 1 and essentially start over in year 1. I did the same thing once. The safer method of advancing to morning is /time set sunrise or /time set morning [EDIT] In case you haven't realized it yet, if you want to advance to 8AM, it's just /time set 8 What you did is advance the clock 800 hours, or about 33 days. -
It happens. Go far enough away so that the chunk unloads, return, and it should be populated.
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I don't care if they make the elk fly and create the Elytra problem. So long as they don't take the stutter from the movement of bears and shivers, I'm fine. I'm not sure the early game is possible if your foes both outrun and outperform you. I'm guessing based on your last couple sentences that you found out that tweaking the turn parameters makes it OP. Did you find any values for turning that you liked?
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When farming pumpkins, do you remove the withered vines?
Thorfinn replied to Broccoli Clock's topic in Questions
Have they changed pumpkins? Haven't grown them in quite a while, since they seem a little OP, but it used to be you wanted to grow them without fertilizer and on lousy soil so that they didn't go to withered so fast and had a chance to spread and form pumpkins. -
I lack both the patience and remaining lifespan to do that. Me, too, but because I've been burned before thinking something was safe, not because I figured out the rules. Do I really need 3 non-burnable tiles around my kilns? I have no idea, but it hasn't failed yet, and can be achieved with little effort relative to burning everything to the ground.
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Took the time to look up Tabletop Games mostly because it was updated today. I don't grok all the code (yet), but it's both easier and harder than I expected. Amazing coding. It had not occurred to me to change the behavior of ground storage, but that's because I don't have a full understanding of all the systems that would impact. And defining the chiseled block as a stack so it could be treated as an item, brilliant. Anyway, @Josiah Gibbonson, that's almost definitely what you are looking for and a whole lot more.
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I don't know. Tabletop Games is the mod you were thinking about? No offense to anyone, but I had no interest in it, so never looked at it too much. Chess? Checkers? TicTacToe? Backgammon? Monopoly? I have no idea what games it offers. The GroundStorable behavior is for what the game classes as items, not blocks. so technically, while still being defined in the blocks subdirectory, things like bowls and crucibles are properly items. But chiseled blocks remain blocks. As I use them so seldom, I do not know how those are stored. I have no idea if you could set the RightClickPickup behavior to some chiseled blocks and not others. But, yeah, that's why I suggested doing things by using ground storage of individually defined pieces. Think how detailed things like crocks and cooking pots and bows are when filled. You could use the same thing to apply "King Me!" in checkers.
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Thinking about it a bit, I don't think it would even be all that hard to do, so long as you were willing to make concessions to the way the game handles blocks and ground storage. Specifically, you would have to accept that your chessboard is 4 blocks by 4 blocks. That way, you have an 8x8 that works out of the box with ground stored things. Then you would need to create a new material and enable it to be chiseled and retrieved via r-click. At least I think you need to create a new material. I can't think of an existing one that would do that. By far, the easiest way to do it would be to not insist on being able to chisel them, but instead craft them. Make various shapes and colors of essentially copper nuggets. Maybe instead of free-form chiseling, you would be OK with clayformed or smithed or molded or even knapped pieces? [EDIT] Or as a cool twist, don't let them be crafted, but instead have pieces available via panning or loot drops or trader goods?
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I rarely chisel anything, so it's not like I care about that exact thing all that much. But wouldn't that argue that any user-placed block should be able to be moved about in similar fashion? What's special about chiseled blocks that wouldn't also apply to putting a roof tile down in the wrong direction? I get the abuse thing, but what is it that makes the roof tile abuse, but the figurine not abuse?
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I have no real strong feelings one way or the other. I'm inclined to think it would be CPU intensive to be adding updates to that many trees to the tasklist, but if not, fine. Should be relatively easy to check. Turn the forestation to 0, and the fruit trees to whatever it takes to make a forest and see.
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Depends on when. If the nutrition bar for the primary ingredient still needs to be topped up, the fewer ingredients, the better, as your timer doesn't stall out as long. Once you are mostly topped up, fill as many slots as you can.
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More Animals?