Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Yes. Not the first (seed) stage, nor the mature stage. And some of the warmer crops are more limited or not at all. All that means is that it's probably a good idea to harvest stuff as it ripens and put in new crops ASAP. Which I do anyway. Not that it's a huge problem. The row of crops on both the right and left of the crop that is maturing is something with a different number of stages, and, at least for me, usually a different growing time owing to some of the rows being HFS, others MFS. You are still harvesting half your skeps every second or third day. If you are the kind who likes to wait until everything is ripe, then harvest with scythe, maybe not as great an idea, unless you go gangbusters on skeps. Or not. How much honey and wax does one really need? And wouldn't you know it, they patched out the ability to stack barrels. Which I didn't realize until I was well into trying out @Maelstrom's idea of turning grain into dough into compost. For the record, you will rapidly need to build a granary if you don't use at least 2 querns with full sails. Think 3 might be the magic number.
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Why would a fish react the same as a seraph? In real life, just because birds eat berries does not mean they are safe for you. Dogs are unaffected by poison ivy. At some point, you are making an assumption about what is safe for a seraph. Either the game knowledge that a given plant or animal is safe to eat, or that a given animal has a similar enough physiology to use as a test dummy. Or you are just taking a blind chance, hoping you don't draw the short straw. I would just try a few things around spawn that very first morning until I find one of every nutrition bar, and monoculture those handful of things, never trying anything else unless things got dire. Dairy would be sheer madness -- you have so much time invested in the game at that point that the extra 2.5 HP are not worth taking the chance of dying because the kind of goats you captured have toxic milk. People are already rage-quitting after 10 minutes for getting taken down by hostiles or falling in holes. Add "death by turnip" to the mix and see what happens. BTW, welcome to the forums, @Sceeth. It's not that I think it's a bad idea. Just that it's not the right kind of game for that idea. Not when speedruns are probably 50 real-life hours, even with only Chapter 2 in place. I'm pretty sure Chapter 1 can be done in the first 3-4 days if you are lucky, but Chapter 2, I have not spent enough time and tried enough things to know how much that can be streamlined. But as an idea for a mod? Hey, sounds good! Chaos isn't exactly my kind of game, but I know people would would love it.
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Makes the first day virtually impossible to survive if you aren't fiendishly lucky. Which makes permadeath unplayable.,
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But the "block stutter" is the same reason you can get away from brown bears. They "stutter step" their way up slopes and over branchy leaves, while you avoid the issue by timing your jumps right. I get you want better control over your mount's ability to jump, but I hope they don't "fix" it by removing one of the few early game survival advantages you have against bears and shivers. Try those out. Change the values in elk-tamable.json (IIRC) and see if any issues arise. Turning speed may not cause any other than it removes pretty much any downside to the elk, but increasing the speed is going to require a better machine than the minimum. Heck, I've seen some pretty beefy i7s not be able to handle a 2x fly speed.
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Yes I usually find bees near home, well within the normal 768. I have a current game on one machine where I decided I would start within ~400 of spawn.(Essentially, the distance at which you can resolve a single block.) Quite a little brush, but no honest-to-God forests for over 1500 blocks. (Max view distance.) I did find bees at somewhere around 2000, so with that understanding, it was unloaded the whole time I was back home. When I came back they were "less than 24 hours" when that should have been way more than enough time to have swarmed. Makes me wonder if view distance can be used to force the wild hive to recalculate. Put in a stack of flowers, turn your view distance down to minimum, go outside that range for 30 seconds (a common timer value; 6 seconds is another) then go back in range.
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IMO, it would be better to give every tool an "F" mode, even if it has just the one use currently.. PS is a little irritating in that if I start trying to prepare fields too fast, I'll end up with a lot of irrigation that I don't want.. I'd vastly prefer to be able to switch to irrigate mode as desired and retain my vanilla hoe technique.
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I've heard some of the OG say that once you have visited a place, it remains "loaded" so long as it remains in your view distance. I am not certain enough of it to verify the code myself yet, but I've noticed nothing that makes me doubt it. So I'll live with lag spikes at 1024 or higher if the hive is that far away, but I'll switch back to 768 as soon as I can. BTW, it is quite possible to sprint past a hive without hearing it. By the time it gets mixed into the sound, you are again out of range unless you ran right underneath it. But if you walk a dozen blocks, stop and listen, and repeat, you can generally hear them 30 away as long as you don't have rain or heavy wind..
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You use StepUp, right? I'm not nearly that smooth, because I have to keep jumping all the time. But it's the same thing. I usually have to finish them off with a thrown spear when they run away, but maybe that's because the bronze spear takes them from choosing attack to dead without hitting the "ow, I'm nearly dead, run away!" stage? [EDIT] Love that you managed to show just how easy it is to avoid the lunge attack! So long as you don't turn your back, they are not all that tough.
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Forest dangers in place of constant wolf presence
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
That's an excellent point! I'd love to have the smoker broken out. Primitive Survival - Fishing would also be a great sub-mod, as would Primitive Survival - Farming, with irrigation and earthworms. In a similar vein, I'd like Expanded Foods - The Basics, which I would probably put in Vanilla Plus, But Expanded Foods - 87 Variants on Poached Eggs Au Gratin, I'd use only on some specialty server. -
Forest dangers in place of constant wolf presence
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
Fair enough. I try to avoid "code" mods by any but people with a proven track record of keeping them updated with API changes. But if you carefully chose amongst mostly "content" mods, there are a lot that don' t ever need updating. Step Up worked for, I don't know, 3,4 years, before it needed an update. Some of the mods on my internal server haven't been updated since 1.14. It's also true that a lot of people overwrote files rather than patching them, causing tons of conflicts. But if you look at a mod that is patches, it's probably going to be compatible, though some of the results might be weird. You have one proper patch mod that enhances drifters and another that nerfs them, it's going to depend which loads first. Believe me, I get the frustration. I'm just not sure what to do about it other than education of the user base or making mods much more difficult, c.f., Dwarf Fortress. -
Disappointed with current end game story content (mild spoilers)
Thorfinn replied to Julie Brown's topic in Discussion
Could be. I have no idea if, for instance, the crop model is going to change. Will bienniels become true to nature, and produce only crop the first year and only seeds the second? Dunno. That would make farming turnips and carrots and parsnips and cabbages something quite different. Soybeans and grains directly plant-able? Again, game changing. That would be a good reason to leave crops as is, so they are not having to keep updating things to work with the new engine. But does the same apply to turkeys and ducks? Is the animal husbandry model changing? Again, I'm the wrong one to ask. And rye, for that matter. I was just mentioning ideas I've seen floated in the suggestions. -
Forest dangers in place of constant wolf presence
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
Oh, don't get me wrong. The suggestion forum is for that, indeed. Suggestions that mesh well into the vision get added to the roadmap. Some get fast-tracked, like those who thought the travel involved for story content was excessive. (To be fair, maybe it was. If you are not the sandbox type, or don't enjoy exploration, it's pretty hard to figure out much of anything to do in a couple days of overland movement.) Bears have not been around all that long. 1.17, maybe? I think if you played cold start game, polar bears existed in 1.16. So, what, two whole versions without a new foe? And when those dropped, the new models were stunning? Thing is, for everyone who thinks we need badgers and mountain lions and killer rabbits, there are several who would like fewer monsters. Who think it's absurd that all the wildlife is hyper-aggressive. It's always easier to add a "Fauna of the ..." mod than it is to edit monsters out of the base game. You can much more easily tune the game to your preferences. -
Disappointed with current end game story content (mild spoilers)
Thorfinn replied to Julie Brown's topic in Discussion
Welcome to the forums, @jhonspelltrong! I think VS is probably mostly engine. As easy as it would be to add wheat or horses or cougars or sandwiches to augment content with little effort, the decision has always been to focus on adding new functionality. IMO, the VS game is, at present, mostly a showcase of the kinds of things you can do. Chapter 1 story line reinforced that, with the addition of new ways of looking at the challenges possible in a voxel game, basically becoming an adventure-type game, and Chapter 2 content has turned that up to 11. You can easily produce a 3-D platformer using the engine. You can also add skills or abilities, like time switch. The early parts of Chapter 2 made plain the RPG possibilities. I'm not an employee, nor paid to hype the game. I'm just saying out loud that the development cycle does not comport with most games. I think there is a bigger picture here. -
Forest dangers in place of constant wolf presence
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
They don't have to be locked away. Though that was kind of the point of making modding an integral part of the game. Those who like those kinds of things can easily add them without affecting others' gameplay. Personally, I don't find forests dangerous, other than the holes going to the center of the earth. Wolves are easy to kill or run away from, and bears are essentially zero risk in a forest because there are so many places they cannot go. -
Stored Foods randomly spoiling way before the estimated dates
Thorfinn replied to Locklear's topic in Discussion
Welcome to the forums, @Lava Lamp! I'd repeat @JAGIELSKI's question. Are you absolutely certain it is registered as a cellar? -
When is this space not your aisle? I don't actually use anything. I just place chests near workstations.
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Forest dangers in place of constant wolf presence
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
About half of those are covered between Primitive Survival and Wildcraft. Have you tried them yet? -
Dunno. Simple Footsteps Redux might be current. It was through early versions of 1.20.
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I wasn't questioning your math. I was astonished at the amount of time that is factored in. I have no idea what people find to do in those ~1500 hours of screen time. Heck, a full-time job is only a bit over 2,000 hours.
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Exactly? minTemp: 5, maxTemp: 35, minRain: 0.35, maxRain: 0.95, minForest: 0.25, I believe that means not all "Uncommon" or "Almost All the Time" rain locations can have bees. If you are looking for some game element, if you see wild pigs, you are almost certainly in the right place.
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We should have asked right off the bat, but what mods are you running? We have a server with a lot of mods (for us, anyway), around a dozen, and one or more of them are interfering with a similar mechanic, sealing crocks. Pretty sure the combination worked in 1.20.4, but not in 1.20.5. [EDIT] BTW, I don't think you can interact with it like that when it's sitting in the "to be cooked" slot. It has to be in the "finished cooking" slot. You could try setting it on the floor or a table.
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*Blink* More than 14 years?!?
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I think it's more than one thing. I think the overall brightness might be nudged down a bit, but I'm pretty sure the outdoor brightness (cloud cover, precipitation and fog) reduce the light levels, even if your light source is not from windows or skylights. Cellars with no outside light at all seem brighter on nights with a full moon than a new moon.
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Lovely, interesting or just plain bizarre landscapes
Thorfinn replied to Maelstrom's topic in Videos, Art or Screenshots
Reminded me of this: