Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I rarely turn them into pelts. Only if I have no other source of warm clothes. Fat is too valuable to use that way. They get turned into leather. At least until I start throwing them away and letting them despawn.
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My guess is that you either did not install .NET7, or it didn't install properly. That's how OpenTK talks to OpenGL Did you follow the instructions on the download page?
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Why Monster spawns drive me nuts, and how to fix the problem
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
One of my favorite features of Dana Tweaks. I don't know about drastic changes to AI -- making them more challenging that way will overwhelm most new players, and a not insignificant fraction of the player base in general. That's one reason that I think the new guys are a huge improvement -- combined arms, each of which is not too much on its own, but in concert can be quite dangerous. [EDIT] How about setting the rifts to invisible? Popping in from some other dimension is only a problem if its in some way tied to the physical presence of a rift, right? So not being able to see it...? -
Very cool idea. How would you work localizations?
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Why Monster spawns drive me nuts, and how to fix the problem
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
Not even sure that's the reason. But if you could just go out and slap down a 5x5 fence around the rift and pick the buggers off as they emerge through the rift, that's a whole 'nother level of cheese. I get that you want something that seems more realistic, @Josiah Gibbonson. I agree to some extent. I just think that making spawning more controllable is going the wrong direction if one wants to retain any of the horror. As jaded as I am over them now, I remember huddling in the dark after I ran out of firewood, in a tiny mud hut that first night, absolutely convinced that they were going to break through the walls at any moment. While slowly starving to death. Changing things to take that experience away from new players is nothing I support. -
Why Monster spawns drive me nuts, and how to fix the problem
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
Because things that go bump in the night go bump in the... night? -
Why Monster spawns drive me nuts, and how to fix the problem
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
Wouldn't spawning mechanics that you could exploit to make yourself more or less immune to the eldritch reduce the horror? Like you said, how are they spawning in my basement!?!?!?! The fact you can't secure your homestead until you construct the rift ward is a feature, not a bug. -
When farming pumpkins, do you remove the withered vines?
Thorfinn replied to Broccoli Clock's topic in Questions
Right. I was speaking of a single plant. I can figure out tiling on my own. You are saying to make a square grid of dirt, kind of like a screen? They will send shoots only to blocks in cardinal directions? Have you noticed if it makes any difference if you don't have all 3 exits from a given block available? Could you just run a single row of dirt to make it spread in a line, instead of snaking around back on itself? Or is this an "adapt the environment as it grows" kind of strategy? [EDIT] Oh, wait. Rereading that again, I think I maybe misunderstood. You are saying that you should essentially have a flat field of dirt, with only the one water tile and the one farmland tile? -
Doesn't hurt to top them up as they go, too. Well, it's a waste of potash, so don't do that, but it's easy to end up with stacks and stacks of bones and saltpetre. Might as well improve the growth speed of your onions and parsnips, at the very least..
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ingots from vanilla mold not stacking with ingots made with mods
Thorfinn replied to Dilan Rona's topic in Questions
Ran into something similar with vanilla buckets. Even though they had the same idem code, and were all empty, some just would not stack with others. If I had to guess, it was some of them were 1.20.4, some 1.20.6, some 1.20.7. -
There is a quicker way to do what @Brady_The is saying. Just search your mod folder for "potingredients.json". Since you are using Windows, when you look for it, make sure that the "Zipped Files" is checked in Advanced Options.
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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.