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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I was way more wrong than right. Never have played with small view distances. Anyway, it starts out with just 1 chunk revealed. 64 view distance reveals the 8 around that, for a total of 9. 96, the 16 around that, for a total of 25. Continue up to the 5th concentric ring, 160 view distance, the last that your map remains a square, 9x9 or 81 chunks. The next, 192, adds 9 more on each side, for a total of 81+36=117. A more useful way to look at it is that it creates an 11x11 square missing one chunk from each corner, or 121-4=117. The next is 13^2 but missing the outer 3 chunks on each corner, 169-3*4=157, the next 15^2 less 6 chunks per corner, 225-6*4=201, etc. Note the number of chunks missing from each corner are the triangular numbers, 1,3,6,10,15, etc., that is, the nth triangular number is the sum of the the natural numbers 1 to n. The last view distance is 1536, or 97 chunks per side, less 4x the 43rd triangular number, which if I didn't blow something along the way, is 946. So, again, assuming I didn't make a rookie mistake somewhere along the line, there are 97^2-946*4=5625 chunks in a full view distance. Well, 2d chunks. Multiply that by however many chunks to the top of the landform, or possibly all the way up to worldheight, 9 chunks high by default. Should be able to tell pretty quickly if it stores air blocks in the database. [EDIT] Oops. Speaking of rookie mistakes, the side of the full square is viewDistance/16-1. So the largest viewDistance would have a side of 95, meaning 95^2-946*4=5241 2d chunks. Again, with the proviso of no more rookie mistakes.
  2. Sorry. I didn't take it out of context. I was making a joke. You weren't here, but as recently as yesterday, people were mad at me for having the opinion that one day's travel isn't all that far. I've had a similar discussion about sticks, BTW. About how important it is in early game to use the layer of sticks so that you don't end up with 9 full stacks of sticks in inventory. Yes, it's a pain to have to break them as opposed to decrafting them like hay, but it beats the heck out of running out of sticks. But going to disagree about adding it to the base game. That was a design choice, and, while I don't want to head off into the weeds again, at least so soon, a choice that was not too bad in terms of game balance. For example, any ratio of planks to sticks in excess of unity is going to mess up the recipe for ladders, though I wouldn't expect one relatively new to the game to know that. The same is true for firewood to sticks -- anything greater than 2:3 is going to be a problem. I'd advise one use those mods until you, too, realize that sticks are not as badly balanced as you once thought. What might be a better answer is changing the pit kiln to only require 4 kindling. I'm guessing there was a reason 8 was selected, but I haven't given it much thought. Whatever one finds annoying about the game at any moment, with a little more playtime, you will probably see there's a reason for the choice made. I'm hard pressed to think of more than a handful of things that I've not come to that conclusion. (Mushroom harvest speed, I'm looking at you.)
  3. Welcome to the forums, @Kyzer! Oh, no, you are not going to drag me into a discussion about whether it's "ridiculously hard" to collect enough sticks. Not this soon. [EDIT] BTW, there are several mods that do that, and at least a couple that give you all the drops from lumberjacking as if you had used the shears first. Talk your group into adding either or both.
  4. I play permadeath, so have no saved worlds. And I've never made a smaller than default world. Probably played in them, but never cared to ask. I think by far the easiest way to investigate is to set your view distance to minimum and start a new game and don't move from spawn. It won't take long to generate. Figure out how many chunks are revealed. If it's like the larger view distances, the map will be a diamond with chopped off vertices in cardinal directions, that you can resolve into 2 squares with s of viewdistance, plus 4 rectangles of viewdistance x (?). It would not surprise me if the width is twice the step+1, so at viewdistance=512 it's 9 chunks wide (or whatever), at the next, its 11. So for your first mapsize, I'd expect something like 2 * viewdistance ^ 2 + viewdistance * 3 * 4. (The last multipliers are 3 is rectangle width, 4 is number of rectangles.) The width of the rectangles are by far the things I'm least confident about. It may turn out the smallest viewdistance is actually a true diamond, and if so, the squares will actually be (viewdistance-1) on a side. Then bump it to the next view distance and record its size, and repeat. Once you are satisfied you know the model for the number of chunks, predict what you will get next, because I suspect counting blocks at 1532 view distance is going to be a bit tedious. Like @Streetwind says, I think the size on the drive is volume based, and is going to depend on how many mountains there are. It looks to me as if air blocks are free. There are nearly 3x as many blocks in a column that goes to worldheight than there are of a column that goes only to sea level. It's going to end up being approximate, so the greater the viewdistance, the better the full world size estimate will be. Ah. So that's why worldheight of 320.
  5. Dana Tweaks does/did that. According to the author, the stove's graphics are hardcoded, so no matter what fuel you use, it looks like firewood. If that doesn't bother you, that's an option.
  6. One of the positive aspects of the design here is that the chapter content is 100% locked behind a person's interest in role-playing and exploring options. It's not forced on you. It's there if you want it. I know people who just look at things like trader dialog and lore as pointless EULAs to click through, then wonder why they can't find anything interesting to do. I also know many who could not care less about the lore and story -- they are looking the game as a builder, and having a blast. The game caters to almost any type of player.
  7. Yes, @Adnyeus it's more or less the same as Step 3. Use mapgen 6 if you want less hilly, 7 if you want rugged. There is also a command to replace a larger area. Be aware that while the landform may well be regenerated if you are using the right mapgen, the rock layers and mineral resources will be different. Or at least they useta was. Please do a backup first, though. Regenerate until you get something that fits.
  8. Mods hook into the engine at load. This makes it possible for different modlists to reuse hotkeys, For example you can use "Z" for zoom if you are using the Zoom mod, or for stack to container if you are using Xandu's Inventory Tweaks So long as you don't play a game with both mods, neither has to be fiddled with.
  9. If money were what the devs were looking for, they'd just release it on Steam. So far, Tyron has just left it at, "Thanks, but no thanks." For now, anyway. In part, that might be what they want to avoid -- the demographic you see posting on pretty much every game on Steam. You know the kind, "I know you don't think it's broken, but fix it now!"
  10. Satiety or nutrition? I'd think I'd have noticed the satiety since pie has become my standard food starting in late May to early June, but evidently not. You aren't triggering the bug from taking hunger damage? Don't know that affects food, but it wouldn't surprise me, either. I have run into the case that if my food level is very low, pie (and porridge) doesn't seem to be as filling as it should be, but, of course, I forget to look at the numbers next time it comes up.
  11. That's a good idea, and another possible solution the current unpleasantness. If Mohammed won't go to the mountain, then the mountain must come to Mohammed. Now all that's necessary is guessing the names of the next story locations.
  12. The silly dance. That's what prevents the farm bug. Or maybe it's what keeps people from stopping by without calling first. I don't recall. But one of those, I think.
  13. Did you remember to do the midnight campfire thing first?
  14. That should all be fine, then. Only thing I can think of is that there does indeed appear to be a bug of some sort that has to do with crops planted while it's still freezing at night. Sometimes they just get stuck for a long time, then one day in June or July start growing normally. The bug is pretty easy to avoid -- just do a silly dance in your underwear around a campfire at midnight on the day you planted. Yes, the rate used to be 0.7, that is you get back 70% of the seeds you planted. I know the fraction is still above 0%, because I accidentally hacked one of my plants out in 1.20rc6 and got a seed back.
  15. Guess that's all true. It would be more interesting if there were a difference in booze types, or if booze served any useful purpose but bandages, but jeepers, grain is so plentiful that I just can't get excited about squeezing honeycomb for a half hour when I could just grab flour from a mechanized quern, pop it in a barrel, and go do something useful. At least on a sailboat the scenery changes, and you mostly only need one hand. None, if you wedge the key down with a toothpick or something. Squeezing honey is a whole different level, requiring both hands and frequent changes to empty the bucket and get a new, tiny stack (why?) out of inventory/storage.
  16. I love straw as a replacement for dry grass and thatch. Rope? Maybe in a multi-step recipe like flax to linen -- straw -> thread -> twine -> rope. Rope ladders are already simple to make from vines (which seem to be a lot more common -- I'm making rope ladders just to get rid of all the flippin' vines), and, being recoverable, unlike fixed ladders, you only ever need so many. Skeps? Not a fan, unless there's a significant beekeeping nerf. Cattails are plenty fast to harvest with a scythe. There's only so many candles and barrels of honey one can find a use for.
  17. Usually that's a symptom of it being salt water. I don't know that you can determine that until you have a bucket, tho. Need more deets. Version? Standard? What tweaks from defaults? Anything other than 12-day months? Mods? Don't know what 20 around one means, either, unless maybe there were 4 blocks you could not replace with med fertility soil?
  18. Right. Might be able to skip straight from hand baskets to leather backpacks. Save enough linen for over half a set of windmill sails. Never have accomplished that, myself.
  19. Three strategically placed upper horizontal slabs will convert that to cellar, and still allow you to access them all, @MassiveHobo
  20. Thorfinn

    Winters..

    Oh, one other thing, @N0ma13, is that you do not have to build a firepit to warm up. Just start a bush or a tree or a flower or one of those stupid useless ferns on fire and stand nearby. If it's snowing, you might need to place some packed earth or something above it. If you are walking around in your winter underwear, you clothes don't take fire damage if you are standing too close, either.
  21. I believe the pickaxe has to be at full durability, too. Several games ago, I accidentally had my pickaxe selected and didn't notice it, and harvested a leaf or something, and he wouldn't take it.
  22. Thorfinn

    Winters..

    Depends on what you mean by spring, too. Snow mostly stops falling, or reasonable to plant crops outside a greenhouse, or local ice is melted, or when you can switch to cooler (or no) clothes, berries/cattails start growing, etc. My winters are generally a little shorter, because without movable water source blocks, you have little choice but to build your farm into a large lake, which is at sea level and it's quite a bit warmer at that altitude. The number I heard is 0.6C per m, but I think it's usually closer to 0.4. I'm not sure what all factors into it, but I generally build my mill at the top of a tall cliff, and my farm at sea level, and there's usually 8-10C difference between the two.
  23. Yeah, in one of the early 1.20 pre versions, I had to keep spears on me while I was planting, and keep checking to see where they were. There were 3 distinct groups moving around, at least one of them just barely out of range to notice me. I don't remember them being quite so common or close. But I don't usually settle quite that close to a forest, either. BTW, welcome to the forums, @fluffydragon!
  24. I've seen similar on and off over the last few releases. But it may also have to do with the distance from the forest I've settled in, essentially the fraction of time the woods are loaded. I've found I need a substantially lower view distance on most of my machines, so it may also have something to do with the algorithm to catch an unloaded chunk up to current.
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