Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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?
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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.