Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Someone in the last week posted a "fix" because something prevented (or undid) the bags files from ending up in the right place. @Brady_The, I think? Evidently a full reinstall of 1.20rc1 also fixes it.
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No, bears can't. Well, at least until there's snow on the ground. Not sure then. I was talking about putting fences every other block, leaving you just short of 2 blocks to run through. Watching shivers, I think they probably can't get through, but bears might not be a full 2 blocks wide. But getting by with half the materials would be great. Or even if it were FbTbFbTb... Where F=fence b=blank T=tree Yeah, the saplings won't fill in right away, but that should be a little less than a 1.5m gap, and, running at a slight angle, the slightly larger tree would help funnel you to the gap. What I do now when I get around to it is place a 1-high perimeter fence, then periodically a second fencepost on top and a ladder on top of that. The ladder starting 2m off the ground is tall enough that bears can't grab it and pull themselves over, but you can climb over at a dead run. Hmm. Playing at a dead run seems to be a repeating theme...
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Can they negotiate through gaps in fences? Bears can (or could) but planting trees every other space makes a bunch of 1-wide spaces bears can't get through. Would be nice to have something a little faster, particularly if it strips off the shivers. Have to play around with that at my leisure if no one knows and is willing to share. [EDIT] @Maelstrom, ultimately time is the only resource. You trade time to gather materials. You trade time for reduced hunger rate. You trade inventory for picking up crap you don't have an immediate need for, which means you trade it for time to return to base and unload.
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Should have taken your advice. I ran back to camp on an Apoc night, several shivers in hot pursuit, only to find a brown bear rummaging through my stuff. The only place I had kind of closed off was the farm, which had a double-high fence on the shoreline, thinking it might stop bowtorn missiles. (Still don't know for certain whether it does. I think I saw missiles blocked, but I was quite a ways away, and, being as it was heavy, heavy rain, could not spam torches to be sure.) Then I noticed there were not one but two rifts in the farm. I couldn't even take the time to unload my full inventory. Had to throw away some stuff I'd have rather kept to get a space to gather food on the run. Ended up being a wasted night of sprinting around. Would have been much better to have had a small place where I could either do some baking or forging or likely both. Wow @LadyWYT . November before you did the new content, so presumably January, maybe February now? You already have 70ish hours in your world? I just hit 11 hours, 0 minutes. Not from lack of time, per se, but I just need to know I've got 1.5-2 hours free before I play.
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I'm OK with the "a couple days to the northwest" version. If the game had sufficient AI to recognize what a landmark is, and give them procedurally determined names, better. I do not like the idea of traders marking up your map with approximate locations. If one uses a map, it's already pretty easy to guess where other traders are. Whither exploration? The game is more about the journey than the destination.
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Yeah, they don't fear pit kilns, but it appears they now avoid brush fires. Used to be I could count on a half day of butchering carcasses after a major burn, but now in 1.20, I found only one. I knew of at least one brown bear in the region, but never found him. I think he may have been chased over the hills and is the one now living around my camp. [EDIT] P.S. Welcome to the forums, @Kevin Eric Snell
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Two months seemed like a lot until I realized that's about 15 hours IRL. I can find an hour or two in the day, but I'm not sure I can do anything for 15 hours at a go anymore except nap. So maybe a week to do the new content? OK.
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Anybody else finding the Temporal Storms too difficult?
Thorfinn replied to Mourning Wood's topic in Discussion
Welcome to the forums, @Mourning Wood Yeah, if you are dying to missiles, try the shield. -
How are you on seraphs needing stitches? Sew-sew?
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Heavy doses of luck this time. Cracked vessels gave me a tin bronze shovel and three(!) scythes. The cattails on the north side of my lake were dense enough that I skipped any that I couldn't get at least 4 per swing. Probably averaged 5. The entire west side of the lake was very flat medium fertility soil with thick redtop grass. Dig the dirt, get the flowers for free. All I had to do was place flowers wherever they weren't in the part I left untouched for my apiary. Still have several stacks of redtop I didn't need. The farm was mostly in 1-deep water. It took less than 4 stacks of fences to hold up the dirt where it was deeper. The wild hive I stumbled across on day 5, the first day I was in this area, and there were reeds and clay within a couple dozen blocks. And while I was scouting the immediate vicinity for inspiration, noticed that several of the bands of peridotite are streaked with veins of... yeah, you guessed it. Lots of 2-high quartz veins showing in other cliff faces, too. Seriously? Everything for Tier 2 refractory bricks within about 150 blocks? That's a whole lot of things that came together. All the stars and planets were in alignment. All except Jupiter (tin). Oh, and Saturn (lead).
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Oh, the new process for fireclay. [EDIT] The process is a little bugged. Haven't figured out what the exact bug is, but sometimes after the flint is heated up to 1300, you can remove the charcoal and replace it with peat, and the rest of the stack will process, even though it says it should be too cold to continue. Other times, it will just stop, like one would expect.
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Depends on what you are trying to do. Gygax et al. went HP as an abstraction not because specific damage and illness were hard to do, but simply because in his opinion, the game was about the adventure, not trying to model "reality". Others, like Rolemaster and Harn and such did a more robust injury and illness system, because in their opinion, people preferred a more gritty "realism". Each camp has its adherents. I'm in the former. Maybe if you were playing a human, but the game has gone the extra distance to make the point that seraphs are not humans. I'm all for it as a modpack. I might even be tempted to play it, though the idea appeals about as much to me as making bodily waste elimination an explicit action. Yeah, I know it happens. It's just not something that I think I want to spend game time on.
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Yeah, noticed that. They may have bumped the damage a bit on shivers. Possibly spawn rates on wolves, too. Kind of at that awkward stage of the game. Ideally, I should be doing something, but I can't come up with anything I really want to work on ATM. I overdid the farm because I didn't have anything better to work on. It's around 1000 tiles tilled, though only a little over half that has anything planted on it. Yet. Forty-nine populated skeps (oops -- was shooting for 36, but lost count), about a day until the first honey harvest. This world has copper up the wazoo, but the best tin I've found is trace. Found borax and at least two iron deposits in a cave, so that's ready anytime. Lots of brown and black coal, plenty charcoal. A full stack of calcined flint is grinding now. Hides are soaking. Maybe 80-100 berry bushes transplanted. Two stacks of bauxite and one+ of quartz chunks laid in. Even "accidentally" trapped a family of sheep near my farm. Basically everything I care about is done except the quest for tin, but don't really want to head out too far until first harvest, which is a couple days from now. It's that stage where I think the game expects you to put up a starter home, but as nice as this place is, inspiration hasn't struck yet. Might just have to slap together some temporary cobblestone atrocity. [EDIT] Decided to go to the top of the mountain and collect all the glacier ice. I could tell from the ground that this world's mountaintop had far less glacier, but jeez, all that climbing for a piddly 29 blocks of ice? That's not even enough for an 8x8 greenhouse.
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I know, right? For example, you can pet bears Just not for very long..
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I have not seen this yet. Well, ever. Are you using mods? Did you take the default install?
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@Luke_ksmith, I think it's a fine idea, and I trust it would be implemented well in VS, as opposed to the cheesy heart emoji thing of games like Stardew and Portia. I just have an almost irrepressible habit of lapsing into inappropriate humor. Aren't you glad you don't have to come over to my place for Thanksgiving? [EDIT] Hey, great idea! Szechuan Shih Tzu. Maybe not. That's kind of a tongue twister. Maybe General Tsao's Shih Tzu?
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That's my take, too.
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Too far north for bees? Or just bad luck? The reason is that I'm personally a little hyper. No, a lot hyper. I'm not sure I could play without Sprint on almost all the time. Food is not the issue, even though this game is at 200% hunger. I've got plenty of fruit and meat and grain. It's just that those bars are already capped. Me, too. When I say "lazy", I mean dig out a one deep hole, put in storage of whatever type, even just a firepit, and place a high slab over the top. If you sit to make deposits or withdrawals, you can create up to a 6xn "cellar" and never have to open it. Not sure why I put the berries in the "cellar" -- they are all going to rot, anyway. When it's too dangerous to be out and about, that just means sprint. I generally don't get around to building enclosed spaces until I've finished the RA. Other than the fence around the farm, I mean.
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I think animal AI must wait for its prior action to complete before it chooses something new. Which means if you are sprinting, you will often be almost at them, or even beyond, before they have a chance to respond.
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Really? I'm going to have to check that out! My current world is very similar to the last. Four days and nights of running uphill and down through gravel, then late on the 4th, I see a huge plains on the horizon. Not quite as much copper (yet) and no halite, and a lake about half the size of the last. And, again, no turnips. For the first time in quite a while, I am using mushroom stew for veggie nutrition. Incidentally, slabs again work to create a cellar. Which I'm probably going to use, since they probably had a reason for reversing the previous change. So that means going back to not building anything to get out of Apoc nights. I'm too lazy for my own good.
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Usually this. But I believe the males do eventually aggro if you ignore them long enough, like the rams do. Because of the way behavior appears to work, I think it's possible that aggro might be their first action once in range, though. BTW, I have not read the code for moose yet. I'd rather learn by doing. I'm just guessing it's similar to other creatures (like rams) that I eventually did read to verify what I thought was happening.
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I don't know. The Sesame Poodle, maybe? Kung Pao Terrier?
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Happens. Heck, the way pushing voxels works may well have changed. Are you the one who made videos of some of the mechanics way back? Julian something, I just don't recall.
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No, I mean downloads of the file he thought he uploaded in the first post. Though I'm just guessing that part of the forum software is still broken.
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Not sure about pemmican, but jerky and smokehouses are in the mod Primitive Survival. There are several mods that add pemmican, but I have not tried any of them.