Thorfinn
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Everything posted by Thorfinn
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The most common mistakes I see after chiseling is slabs set backwards, having shingles/roof but no ceiling, being more than 14 in one dimension, and using the wrong kind of door. I don't know anything about the OneRoof mod, but I'd be surprised if it removed the roof and ceiling requirement.
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That's it in a nutshell. What would be the point? Gather more resources to replace tools you wouldn't have used otherwise? Like Helga out it in Erik the Viking,
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Oh, that was easy. Click on your username on the top right corner of your screen, select "My Attachments".
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It's the total amount of your uploads. I forget how to get to upload management, but someone will explain it shortly, I'm sure.
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Automatic Item Reloading: Enhancing Combat and Crafting Flow
Thorfinn replied to RobinHood's topic in Suggestions
Copper spears don't do that at present? Huh. Flint and basic stone ones do. But the rest, I agree. Nice QoL. Might be worth running Xandu's Inventory Tweaks just for that feature. -
Got 3 in this world already, and it's still May. Granted one of them is probably 5k or more from home, but one is maybe 50. Most games I find none. Though I don't really look, either. The trader is usually a better use of my time.
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How Do You Stop Your Animals from Dying by Lightning?
Thorfinn replied to Jessie Poulton's topic in Questions
You can forge copper rods, but you need to make sure they never appear in your hand. At least in 1.20.5rc-3. -
Welcome to the forums, @mmogaddict! I, too, like to play unmodded the first time each new release comes out. I get others prefer a different take. What kinds of gameplay do you like? Are you looking for lightly modded, mostly QoL stuff? Or mods that expand greatly on game capabilities? For the latter, I can't recommend Primitive Survival highly enough. But there's a lot of meat to it. Most find the base game itself to be a little overwhelming at first. Expanded Foods is the same way. There are so many options it can be daunting. Wildcraft, too, though it makes the game significantly easier. For the former, one of the versions of StepUp, CarryOn, one of the map markers, (egocarib's or Apache's -- most people I know use the former), one of the HUDs (Rhonen's is probably the easiest to use, though you have to use the "unauthorized" patch version at the moment), Zoom Button Reborn or something like that, latest version is from Spear and Fang (and while you have his name in the search bar, you might as well snag Buzzwords and Sortable Storage.) I'm sure there are a lot of others; those are just off the top of my head, and are pretty minimal in terms of changed game play.
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Since I knew what it was, I just took the pick head json (I think) and copied over whatever I thought had anything to do with stuff in hand into rod json. I know I copied extra just to be on the safe side. The lines I replaced from behaviors: "shape": { "base": "item/rod" }, "textures": { "metal": { "base": "block/metal/ingot/{metal}" }, From attributes: onTongTransform: { translation: { x: -0.9, y: -1, z: -1.019 }, scale: 0.8 } and then clear down at the bottom: guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: -48, y: 134, z: 171 }, origin: { x: 0.53, y: 0.2, z: 0.4 }, scale: 2.8 }, fpHandTransform: { translation: { x: 0.28, y: 0.2, z: 0 }, rotation: { x: 86, y: 180, z: -88 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.15 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: -0, z: 0.5 }, scale: 4 }, tpHandTransform: { translation: { x: -0.9, y: -0.05, z: -0.78 }, rotation: { x: 85, y: 0, z: 2 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.68 } Just a brute force script kiddie approach. Someone familiar with how those functions work can probably just fix it right. Assuming the engine code is working as intended. [EDIT] Once it was out of my hand, I rolled it back, because it only applies to in-hand. I could craft with it just fine.
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No arrastra or stampmill (pulverizer) to crush ore?
Thorfinn replied to Cattastrafy's topic in Discussion
Talents of Barry Gibbs? Townhomes of Beechnut Grove? Tons of Barley Grain? Take Off, Billy Goat!? A grove is a capital idea. Downside is you never find new resources in your grove. You never say, "Oh, look, borax." Kind of a two-fer. -
I don't know that it was necessarily a metal rod. It could really be any block that uses the same rendering scheme. That's what the RenderHeldItem( error is telling you. That's probably why 1.20.5 is a release candidate -- there must have been a lot of background engine code rewritten, and it broke some renders, same as it broke shadows in the presence of a helve hammer. Rolling back is easy. I'd make a backup of all your saves, then do an uninstall of 1.20.5rc-3. Then do a full install of 1.20.4. When you get whatever it was that was crashing put somewhere safe, where it will never again end up in your hand, you can go back to 1.20.5. Maybe the stable will be out by then, but I doubt it -- I suspect there's going to be a few more RCs patching whatever other crashes are showing up. Not that I know of any others, just sayin'.
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Looks like you probably picked up a metal rod of some sort. That's a base game problem. Been reported. Ashantin rolled back to 1.20.4 and then everything was fine. I edited the rod and replaced its graphics with a pick head. Rolling back is probably vastly easier.
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I never actually tried that. I saw that starting to dig a dirt block, then switch to a different tool restarted the breakage percent. Chopping trees, too. Did not realize anything else worked differently.
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No arrastra or stampmill (pulverizer) to crush ore?
Thorfinn replied to Cattastrafy's topic in Discussion
I think I would probably build the splitter for about a 50% bonus. 6 firewood instead of 4. At least then there's a reason one might want to lug wood home rather than build your pit in the woods and get the compression you get from hauling charcoal instead of wood. (One stack of wood become 2 stacks of firewood which become about 1/3 of a stack of charcoal.) But I would hate to make the initial charcoal pit even worse. -
No arrastra or stampmill (pulverizer) to crush ore?
Thorfinn replied to Cattastrafy's topic in Discussion
Until the pulverizer leakage bug gets fixed, I sure as heck wouldn't touch it for a measly 10%. If I happen to be in the area, so thechunk does not unload and the bug does not manifest, why not? But me being me, I'll get distracted by something shiny and run off into the hinterlands, and lose any benefit I might have accrued this entire playthrough. -
True, but jumping up at a tad under 45 degrees is even faster.
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Does this give you a good variety of salt and fresh water? Largish (100x100, at least) inland lakes in particular? Continental or large island masses separated by oceans? I'll have to look at what I used this time, but it's close. Lakes are usually 100% fresh, oceans are mostly salty, though they have these bizarre patches of fresh that can extend quite far out to sea.
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Probably StepUp. For a long time, that made every modlist I played, until I learned that jumping is faster than stepping up, and lets you evade even faster creatures that instead step up.
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You get to cache up to 8 spears for free. Which is probably sufficient for restocking. But, sure, if you are absolutely rolling in sticks, why not?
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I suspect it's from a mod. That text does not appear in any of the language files or other assets. If you want more information on it, you need to go to Setting, Interface then enable Developer Tools, then switch to the Dev tab and enable Extended Debug Info. Then you can see what the block is and where it comes from. At a guess, it's an index block for generation of some type of ruins that didn't get deleted because the ruins itself did not generate.
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You are something of a special case, @Maethius, as most of us have only had a few game minutes elapse as we were phasing into the world. While there is (or at least was) a minimum spawn distance that is beyond detection range, nothing stops the animals from wandering around and entering detection range. According to patch notes and others' comments, they fixed the issue where you could be mauled while in the character generation screen. Don't know whether or not that's true, because I never define character appearance or class. I just hit escape whenever I'm ready to strike the earth. I've never been killed wile awaiting that.. [EDIT] Don't get me wrong. I don't think the server should be ticking until you are past the chargen screen. But I think that's probably the case for what you want changed, so long as you escape out of that screen. It may not be in terms of burning daylight, reducing what you can get done that first day..
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Animal aggression level varying by season and individual animal
Thorfinn replied to eMander's topic in Suggestions
Cool idea. Definitely should be a mod, not base game. The lore itself talks about animals becoming more aggressive as history unfolded, though I have not seen anything that reaches the level of causality. It was not to make the coding easier -- they already have those various behaviors coded. Rabbits, foxes, sheep sun/panda bears, wolves and other bears already form largely your continuum of aggressive behavior. They could have "randomly" assigned behavior tendencies mapped to those those characteristics as easily as they did fur color. Yet they did not. Whether it's true or not Ockham argues that was just not the game experience Tyron wanted to create. But, again, fairly easily moddable. Just as a rabbit's fur color is stored in the data structure and does not change, so could his behavior.- 1 reply
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Now I'm in a dilemma. I can play my old game, or I could continue the one I had started. "Nice landmark, kind of a pillow butte, shale, slate, granite, limestone, claystone, I think." "What are those pink spots doing in my limestone?" "Wait, is that sylvite in halite? And there's limestone right next to it?" Followed up in the first couple days with 4 deposits of HFS, just over 2 stacks of flax seeds, just over a stack of copper nuggets, just under a stack of parsnip seeds... Plus black coal, brown coal, lead and borax. I even found bees early on day 2.
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Turns out it's easier to do than I thought it was. Since sand slides sideways, you can build a "hopper" that delivers to a space 1 above and one to the side of the solid block you target. Though it is not unusual that the sand block does not slide sideways, with enough of them lined up in your crosshairs, one of them will. And that's all it takes to create another avalanche. Not that it is a serious AFK exploit -- you will starve long before you run out of sand in a reasonably-sized "hopper".