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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Depends on what you are trying to accomplish. Changing the mechanics of the storm itself,, yeah, that's more tricky. At a guess, performance at a time when performance is at a premium. No one would tolerate a lot of lag in a storm. Other than masochists, I guess. But change it from spawning drifters to spawning baby bunnies and maybe even fish out of water? Pretty easy.
  2. Has that been changed? Can they walk through storages now? Obviously, I have not done so lately.
  3. I don't see either of these making much difference to my play. I stopped moving bushes a couple versions ago. There are more than enough to harvest as you go about your collecting of other stuff. And I didn't care that much about torch holders anyway. Replacing torches takes maybe 10, 15 seconds every day, day and a half. Not really worth the inventory spot to bring back unless you find a half dozen or so. You will have to replace all the rest of your torches anyway, so you only save a few seconds per loop. Also, I am very seldom home, and there's no point in lighting up the place when I am not there.
  4. I suspect it exists mostly for those who were expecting deadly combat to be part of an "uncompromising wilderness survival sandbox game inspired by eldritch horror themes." If it says "unnerving temporal disturbances" right on the tin, why would one expect to not have disturbances? For every temporal storm thread, there's another that thinks combat should be an even bigger part of the game. Temporal storms are not an awful compromise. Particularly with as easy as it is to change settings or even use/make mods. [EDIT] I don't really object to any of @LadyWYT's suggestions, but I wouldn't have stuck around as long as I have if the challenge were nerfed too much. What kept me here was that I was only one bear hit or high end rustie hit from dead, so had to develop the skills to prevent that from happening.
  5. You don't even have to do that. Just use a stack of storage (chests or whatever) as the wall between your "regular room" and your dedicated storm room.
  6. This one. If we were talking a full-on RPG either classes or skills would be appropriate, but this is more of an exploration/builder. The classes seem tacked on, and while not the intent, is at the root of a lot of the balancing discussions.
  7. 1.14 this account. 1.12(?) on my machine that died and I couldn't remember the PW for the gmail account I bought the game with. I found this while looking for something different than my normal fare of mostly FPS, RTS, city builder and TBS. What sold me on the game was the first day. Had no idea what I was doing, so night came and I still hadn't figured out how to make a torch. Ended up building a telephone booth to spend the night, then terrified because I was absolutely sure the drifters would break through my dirt walls any time now, and finally starving to death before dawn. In short, it kicked my butt, and I couldn't let that stand. In the first version(s?) I played, there was no pit kiln, you just placed the pottery in the firepit. Huge improvement. Fire damage significantly nerfed -- it used to be you could go spank the rusties in temporal storms with nothing but a torch. 1.15, IIRC. There may have been cooking prior to 1.16, I don't know. I never realized having a cookpot was a good thing until then. The world was a lot less alive. No butterflies, no deer or goats, no bears, no shells, or at least I don't remember shells, Mushrooms grew only on specific blocks, and you had to harvest them with a knife or it destroyed the block.
  8. Generally, you can't place any aquatic plant in the wrong kind of water. Which means if you carry a lily pad, you immediately know which kind of water you are looking at, even if it happens to be too shallow to have plants or fish of its own. Coral is (or was) an exception in that it drops a block which can be placed anywhere, but is no longer coral. Dunno about now. Have not yet found the ocean using default Wilderness settings.
  9. I agree it doesn't take long to get to fresh ground (though certainly not a few minutes -- that's all thoroughly explored) but misses the point, that is, to start over, and use what you know now to make a better start.
  10. I was just thinking that if there were a dozen status effects, carrying the appropriate herbs or whatever is half your backpack space.
  11. High elevation only. And not always. Mostly white currants ime.
  12. But will that affect much of the core gameplay, @LadyWYT? Is your arm injury is going to make it so you can't hold a hammer in your injured hand and pound out a new sword? Or use a scythe? Crafting? Build your house? If it did, that would make hunting an even worse option, yes, but would be a "fair" trade for insta-kills. Yes, I'm excited to see the status effects. But only if it makes your choices have consequences, and isn't just an excuse to suggest adding a medicine belt pouch..
  13. Could be, so long as the effects are not quickly remedied. You can stanch the bleeding, yes, but you will not have use of that arm for at least a few days. But if it's just apply a strip of willow bark or chew on a bit of Black Eyed Susan root and you are right as rain, the only way the experience has been changed IMO is that inventory management gets more tricky. More realistic? Sure. More enjoyable...?
  14. Oh, OK. Another suggestion that won't have any effect on one after a couple-three starts and has learned how to look for food? Guess I'm indifferent, though with my ever-present opportunity cost reminder.
  15. Welcome to the forums, @Bardheart Not 100% sure I understood the suggestion. I thought I had it, until he said it would make starving at the beginning of the game less likely. But if your nutrition bars start out at zeros, how would it make any difference?
  16. The other thing that is being not sufficiently considered is the effect on seraphs. Boars, wolves, bears, etc. have to become substantially more dangerous if they are also one- or two-tap. I do not see that as being overwhelming popular. But if you don't make them more deadly, VS becomes even more of a cozy. It needs to retain some element of danger to keep it interesting.
  17. I'm keen on status effect and herbalism, too. The question is going to come down to implementation. Many ideas being tossed around I fear would turn the game into yet another me, too with tedious status meters. I hope they keep that fairly limited.
  18. Used to be 70% chance of getting the seed back. Have not looked at 1.22 yet. Don't plan to, at least until I think I understand how the world works by experimenting. [EDIT] This means you don't have to decide right now. You can wait to see if your winter will come late enough. Or just harvest the ones you need to in order to put a greenhouse over the rest.
  19. Very interesting. So if they use the same criteria for loading external mods, they must do an initial pass to find all those with TerraGen characteristics, load those, then the JSON patch loaders, repeat until you get to mods which have only recipes? That could well be. Pretty sure that for testing purposes, I was using no mods at all that affected worldgen. Thinking about it, I think they all were JSON patches. Even my own personal mod that had a few extra blocks also had JSON patches, so everything would have been the same priority. One quick way to test, I suppose, would be to create a mod pair, one that creates a new block, one that adds a recipe for that block. Maybe that's why Expanded Foods was split up the way it was?
  20. I'm just going by what the log files say the load order is. It's reporting alphabetical order of things that have no dependencies, etc. Who knows, it may well be lying to us. Probably it's plotting with the communists to overthrow everything good and wholesome in the world. The link to all the source code is in the modding section on the official wiki. You have a heck of a way to say, "Hi!"
  21. You don't need to get so defensive. Personally, I think it's a terrible idea for the base game, but it would be a fun change of pace as a mod. This is the kind of idea which legitimately is what (I understand) @CastIronFabric wants to avoid -- changing from a mostly freeform sandbox to a progression game where the devs gatekeep how you play the game. If you could keep the tech tree sufficiently flat, and minimize the effects of RNG and gameplay style, it could be fun. But if it requires exploration from someone who is primarily interested in building, or vice versa, where in order to progress, an explorer must chisel 1,000 blocks? Or has to kill 500 levels of rusties?
  22. 36-24-... never mind.
  23. Yeah, I used to get a chuckle out of it, too, @LadyWYT. Considered adding flaming arrows. Says something about my personality, maybe. Have not tried it in the last several versions, and never was very interested in cheesing it, so other than noting it is a thing, I spent no time on it.
  24. Thorfinn

    Bauxite

    What I'd add to @CastIronFabric's suggestion is to turn your view distance up as high as you and your hardware can tolerate. It's not that unusual IME to be able to see an outcrop with view distance of 1536 from atop a ladder wherever you build your base. [EDIT] I've never tried it, but from the description, the Farseer mod will let you see at distances your hardware cannot render.
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