Thorfinn
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Everything posted by Thorfinn
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Welcome to the forums, @sjbest123! I must not be understanding. Why can't you do that? I usually do it. Set one hotbar spot to 1x1, another 2x2, another 3x3 and the rest to copy. Then I place 4 storage vessels and go from one to the next without changing tools until I get the last of the 4 done with the current tool. Or are you asking for something more like Knapster, that lets you automagically place clay in the right spots, or, now, complete the whole thing instantly?
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Yeah, I know it's a little clunky. I requested the same exact thing several years ago. I looked into it briefly back then and decided it wasn't worth the effort. Maybe I'll take another look. It's possible the coding changed enough to make it reasonable. Though I kind of doubt it. Lots of other people requested the same feature, too, and there's no such mod yet. That I'm aware of.
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I don't think some of those kinds of things are going to be in vanilla. Very little would be easier than adding a "drop" to farmland, for example, and, yet, hasn't happened. But there are several mods that have differing visions of how that should work. I'd expect none of them to become vanilla, but all of which you could choose to add for any particular playthrough. Same with metal bits, or pretty much any of the other smithing mods. On the other hand, a more robust plant system is obviously in the works. Glancing through, a good share of Wildcraft plants are in the works, as well as a few others. Oh, is that what happened? I wondered. Going back through my old installs, I was seeing the same color names, so could not for the life of me figure out what anyone was talking about. So what happened is that what used to be called Queen Blue (or whatever) is no longer the same color? I don't know why they got rid of the old colors instead of just adding new ones. It should have been fairly easy to just add colors to the list. My quick stab at it shows the character screen handles 35 colors, no problem. At a guess, it's the dev's vision of what a seraph / angel should be. I'm pretty sure the vision is more than just a game. It's a game engine. It's way more flexible than would be necessary for the VS experience. The game itself is probably a proof of concept. Someone sufficiently motivated could make a megamod that uses the game engine, but is distinct from VS game. Disable the VS "mod", enable the SpaceTales mod, or the Escape From New York mod, or the Into the Abyss mod and you have a very different experience.
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Truth, at least in a long-running MP. Personally, it doesn't bother me much one way or the other. Spear aside, so far as I know, most tools made of other knappables differ only in durability. And, yeah, arrowheads are flint-only. (Or maybe also chert and obsidian, dunno.) Pretty sure it's the same as any other quartz material, though, so maybe expanding the possible materials to calcined quartz and calcined chert would fix it. In any event, a world a million by a million has a lot of flint.
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Welcome to the forums, @Pear120 I think what you are suggesting might be covered in the roadmap under More complex animal behaviors and Comprehensive Status Effects System Polishing and Reworking of existing assets and mechanics Wouldn't swear to it, though, as I think they had something about reworking combat that no longer appears on the roadmap. Wouldn't expect a TLD system, though. If it did, it would be TLD, not VS. Meanwhile, there are many mods that tweak animals and combat. The Wiki has some easy-to-understand modding directions if you want to tweak something there's not an existing mod for. Worst case, you can always fire up any text editor and delete any behaviors you don't want animals to have.
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You can. It's just not obvious. Click on the Edit button of the world whose settings you like, then click on the lower Clipboard. Something like Copy playstyle and world settings
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Out of curiosity, why not? There's a reason they made the game so easily moddable -- that was the vision. The fact that the game itself is structured as a mod underscores that vision. It would have been simplicity itself to simply not list the core 3 in the Mod Manager. Yet the decision was made to allow you to disable them if you chose. Why? What would fill that role in its absence?
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I don't get a lot. Maybe a couple three on a high activity night. But then again, I always find something to do that's not near any rifts. You only have to be about 50 away from any rift to only have the ones that happen to aimlessly wander in your direction. If you go with the flow, encounters are infrequent enough even on Apoc. If you set your mind to doing a particular task that night, come hell or high water, hell it often is.
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I'm always in favor of the defaults, both for getting the experience the devs wanted to create, and because those got the most playtesting. Many of those settings have all kinds of "unintentional" consequences, scare quotes because while they are intentional, unless you have a lot of experience, you won't know the interactions.
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There are several, though you sacrifice crop yield for seeds. I don't know of any that just increase the basic 20% chance. If that's not what you want, it would be pretty easy to make your own patch mod. Just go to .\assets\survival\blocktypes\plant\crop and open every crop you want modified, search for seeds- and figure out what you want that to be. 1.20 means 1 seed with a 20% chance of a second seed. 0.99 means a 99% chance of getting just one seed. Then use the "replace" form of the patch for each drop you want changed. I'd leave it as a mod, though. Before long, you will realize you are being overrun by seeds, even at defaults.
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Welcome to the forums, @Robinzon It seems to, but since you can't change elevation, up or down, without letting go of Crouch, it's rarely useful.
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Welcome to the forums, @ch75pr Don't hold your breath. They just patched out an exploit that let you break the mold to get a hot ingot. But I expect a mod for it.
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Thought that's probably what the code meant. The seed stage and the mature stage do not count. So you probably want to harvest and replant as it comes ripe, rather than waiting for the whole crop to get ripe. Interestingly, if you put top slabs over your water spots in the standard farm layout, placing skeps on those slabs also makes the standard apiary layout. That could save a lot of time in early game. No mucking around gathering flowers. And it's the case for all temperate crops, including pumpkins, but that seems to be a little difficult to use. About half the southern crops have more exclusions, and in the case of cassava, not at all.
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NP, mate. Happens to me way more often than I'd care to admit. I've also got a clipboard history that does weird things after exiting some programs, and I have no idea where the current pointer is. I was just giving you a hard time.
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Oh, right. You made a sorter, didn't you @Vratislav I kind of forgot about that. Most of the chute stuff I just don't find enough use for. Sure, a hopper on top of the pulverizer, but I don't need the ones at the bottom. I just run the thing while I'm doing something else, and running around picking up stuff 3-4 times per game day is just not that big of a deal. There's only so much pulverizing that needs to be done. After which, it's mostly pulverizing for the sake of pulverizing. That's not to say there won't be a need for it as new Chapters get added, but as it stands now, I much more enjoy the early game rather than to continue in what I think has mostly become just an activity.
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Prospecting pick not working v1.20.1 anyone else??
Thorfinn replied to gty82394's topic in Discussion
My guess is that it's tuned for people using the map, and just opening the Prospecting overlay. It's not great for Wilderness settings, to be sure. -
do oceans generate on standard world gen settings?
Thorfinn replied to GoldenHermit's topic in Questions
Oceans are not really ready for prime time yet, but if you must, yes, start a new world with a smaller Landcover to get more oceans. By default, there are none. -
Lovely, interesting or just plain bizarre landscapes
Thorfinn replied to Maelstrom's topic in Videos, Art or Screenshots
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Welcome to the forums, @MrObscure. You will be delighted to know it's on the roadmap.
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Lovely, interesting or just plain bizarre landscapes
Thorfinn replied to Maelstrom's topic in Videos, Art or Screenshots
Awesome, @7embre! I no longer like to build ladders up to a floating mill. I'd much rather have a cliff face I can build a path to run up, and still have my fields at sea level. (Not really a choice anymore in Wilderness.) That's exactly the kind of thing I look for. And most amazingly, craptons of glacier ice to make greenhouses. I play without map, so count on recognizable landmarks. Here's what I "settled" for in this game. The only direction I can't see this from a long ways away is NE-E, but the cliff on the right side (E) has an obvious marker right on top. I think the top my my selected spot is about 160, plus or minus. A ladder at the very top to where the top of my mill will be has a glorious 360 degree view, i.e., a lantern on top will be visible from a long, long way. And that ridge on the right side (E) is only about 15 tiles wide at the base, so it will be easy to tunnel through. What is that thing anyway? Some kind of a microscope? A laser? That thing from the original Tron that digitized Jeff Bridges? Oh, wait. Maybe that's the thing from Innerspace. Or maybe Honey, I Shrunk the Kids. -
Think I'm seeing a pattern here...
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What I find amazing is that it still runs smoothly on a 10-YO i5 running Windows7. Yeah, it can't swing the 1024 view distance anymore, but 832 is fine. Maybe, Depends on the code itself. So far, I've not seen anything be worse on my i9, but I've seen a lot of software in the 0-5% improvement range. Welcome to the forums, BTW.
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It's not humorous or tragic or anything remotely like that. Just scary, because I don't know how it happened. My seraph was chopping trees for a charcoal pit. Cutting into the edge of the forest, almost perfectly flat plains behind me. I had run my usual circuit -- sprint through all the terrain remotely close to attract all the baddies so I can deal with them before I have to go mostly immobile to chop. Late afternoon, and I'm admiring my shadow on the trunk of a birch tree when my shadow vanishes. Or more correctly, becomes eclipsed. Immediately go into evasive maneuvers, and spin around expecting to see some glitch, but am treated to the sight of a brown bear slamming into the tree I had just been chopping. The bear was not the scary part. Rather, where the heck did he come from? I looked around after running him off (sigh) and there was absolutely no place for him to be hiding. No gullies in which he might have been napping. All I can come up with was he was chasing a rabbit when he saw a tasty seraph. But do they shift targets like that? And I didn't find any dead critters in the vicinity. Further, I had looked in the direction he came from probably 10 seconds earlier, just before commencing chopping. I've seen them pop suddenly into existence, sometimes at disturbingly close range, 30-ish or so, but it's always been outside aggro range. And in any case, I should have heard him aggro. I am at a loss. Do bears teleport or something? Stealth mode? The sound engine change so when chopping the roar does not sound? To the best of my knowledge, I've never had a bear spawn in range, but is that just dumb luck? Or have spawn rules changed in 1.20.1, and I have to figure out what changed?
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You had me going there, @Dilan Rona. I read the specs on that watch a couple times. Couldn't figure out what you were getting at.
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36 ingot molds = 18 pit kilns = 72 firewood, and more importantly, peat. Yes, it's also 180 grass and 144 sticks, though those are pretty easy to come by once you have scythe and shears. Apart from lanterns, what else does onw pour ingots for after iron age?