Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Welcome to the forums, @Kevin Jongerden and @Jex27K That's kind of weird. Had something similar happen when I was chopping trees, and bunch of log sections were bouncing around. No idea if it was necessary or not, but what worked for me was Ctrl-Q all my hotbar, then set down all my backpacks with everything in them, go back and deal with the bouncers as best I could, then pick everything back up and go home. By the time I got back, everything had despawned. Not sure if what I did had any effect or not.
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Welcome to the forums, @Moltrey! Me, too. I am so far behind on just my early access games I have not had time to get around to anything else.
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I think we are in agreement, or at least closer than you think. It's not that I have a better understanding of EoC that makes it significantly easier, it's that the loot drop from EoC made killing him again trivial, in this case by giving you the ability to not only negate his dash attack (at least until he goes hyper) but do significant damage to him to boot. Such significant damage that once you get him to the second phase, you can kill him using only the shield, a basic hook, and a handful of potions. SoC alone also makes it so that almost all surface critters with the possible exception of jungle bats (because of their numbers) are in the camp of, "Go, I say, go away, son, ya bother me." Which is exactly what you are saying of surface drifters. Think of whatever you consider your first decent armor as the SoC and you have that same situation. VS does this better, IMO, in that the "loot drop" from finishing RA doesn't do much to make a hypothetical second run through the RA a cakewalk. If anything, I'd argue the loot drop is somewhat underwhelming, though it's possible that there are future blueprints to improve it to something useful. Not quite sure I'm following you here. The chests count as walls now? Or don't you care about room status? Are those stairs around the trunks in the x3 side? Presumably so you can replace the chests with trunks and still be able to access the lower trunk?
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Of course it doesn't. For every boss except daytime Empress (and maybe even her -- Terraprisma is definitely not OP ), once you kill the boss, you have the power to farm him. Often without even needing an arena. Queen Bee can be a bit of a challenge if you don't open up some space in the jungle, but kill her once and then you can safely farm her on any open ground outside the jungle, even though that makes her enraged. EoC isn't that tough to do as fast as you can find the hearts, but from then on, you can take him out using nothing more than the Shield you got from him the first time. The only real exception is Skeletron, if you don't get the Bone Glove and spend a little time in the Dungeon. That's what you are complaining about with surface drifters -- you get decent armor and then they are reduced to an annoyance. A gimmee. So add in an occasional deep drifter or beyond to keep it interesting.
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Agreed. I don't want things worse for new players. Is "made a bronze anvil" enough of an indicator that surface spawns could now include an occasional deep drifter, if for no other reason than to gradually ease new players into what is in store for them in caverns or even story locations? Lore-wise, it 's plausible that higher powered seraphs attract more attention from the rust. You could add new monsters, sure, but I'd not want to throw them on new players. Just phase them in (see what I did there?) as the game perceives the seraph to be capable of handling them.
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Oh, missed your reply, @LadyWYT This is true, Lots of games do not scale well. (Terraria, I'm looking at you.) I think the surface drifters should remain just surface drifters, hot knife through butter, but in a world where I cared enough to harvest temporal gears, I can see myself on the lookout for nighttime spawns of nightmares, or, dare I dream, double-headeds. I'd be OK with deeps able to break through a crude door, but not anything better. Get your flippin' saw already, for pete's sake, and the better door will keep them out. You can augment doors with metal plates or temporal gears to make your home more secure.
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I'd like that too. Not by getting rid of them, but by making them scary. Right now all you get are surface spawns that are a yawn, I get it, but get a few corrupts or nightmares spawning in your smithy or bedroom as you progress through the ages and they are no longer just annoying. It gives a reason to slow down and fortify rather than rush through, knowing you will have copper or maybe bronze by the first temporal storm and have to face something more serious than some weenie rock throwers. Maybe when you enter the pottery age, a small fraction, maybe 20% of the spawns are deeps?
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I think they are just this game's answer to the supernatural, as opposed to the natural, which obey your preferred spawning rules. It's not much of a horror game if you take away the "things that go bump in the night." Please don't take this the wrong way, but how would that improve things? Make them different, yes, it does that. I don't see ambient lighting as an aesthetic choice, but more as a refusal to accept the game world on its own terms. Rather than adapting to the game world as it is, you want the world to adapt to your preferences. BTW, you are not alone; there are several people who have modded alternative visions of the nature of the VS world. I don't hate the idea. It's more that if those spawn rules were the game's intent, I'd think it would have been coded that way. I accept that maybe there's a reason for it, even if I don't know what that reason is. Yet.
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Welcome to the forums, @Miles Upshur You should be OK with a torch every 14 tiles in a 1-wide corridor, every 12 in a 3-wide. Yeah, you probably don't like that solution, but what you are suggesting would be really exploitable in caves. If replacing the torches every couple days is too much bother, you can make brass torch holders. There are also mods that let you make torch holders out of any metal, and mods which give torches a longer burn time, or even infinite burn time.
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Are there going to be populated towns and villages in future updates?
Thorfinn replied to Dirty_Wizard's topic in Discussion
I didn't think 1.20 should have broken anything. From the comments, it looks like it still works. Did you read the description? It's not just a 1-click thing. -
Look at the description of the mod. In the field, "Side", it will say, "Server", "Client" or "Both". If it is "Client" it only affects rules on the player side of the game. Things like tweaking step height and the like that does not involve any action from the server. If it says, "Server", it only has to be installed on the Server. If it says, "Both", it has to be installed on both the server and the client. And, in general, will be downloaded if needed, unless you have that disabled on the server for some reason. Sorry, but the answer is, "It depends." Maybe we can try this the other way around if you don't understand what is required of a server. What mod(s) were you looking at?
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1.20? Yes, sort of. It's directional. It is loudest when you are facing 90 degrees (1/2 pi radians) away. Makes finding bees a bit more of a challenge. Or at least different. You are less likely to run right past them because you were facing the "wrong" direction, but it does take some getting used to.
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Welcome to the forums, @bittyb0t! The answer is, "It depends." If it is listed as a server-side mod, no. If it is client-side, also no. If it is both, then yes. Though it does not do so on our LAN because of the configuration, I believe joining a multi-player game will download the required mods if they are not already installed.
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That one would have taken me a while to get around to. "Is your monitor plugged into the correct port?" Must be a new machine? Or haven't you been playing any games that tax the integrated GPU? If the latter, what motherboard are you using? That might be worth me looking into for another machine.
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Are they coming through the walls? Their attacks, or themselves? That I have not yet seen. Their animations, yes, particularly if you are not putting the corner pieces in, or slabs. Yeah, someone who was part of the team said that was intentional a couple versions ago. There are mods that work the way you want, though. You can. You just explore with a stack of torches in primary hand. Probably doing that anyway to light the place up.
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Oh, another possibility. You have map distance at something over 512, right? Some video cards have trouble with that. Try turning that down for a bit and see what happens. Try that first. It's the easiest.
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Huh. 1.19.8, presumably. That should be very stable. I'm not familiar with what I'm seeing in the upper left corner. The coordinates. Must be where you are looking? Because it may well be about that based on the coordinates on the left showing where you are standing. I usually don't play with map, but don't think I've seen it on other's screenshots. Hard to tell with the map in the way. It looks like the world just ceases to exist on the right? How about the flowers or whatever those red dots are? Do they just hover is space, or don't they exist? I think first I'd try exiting, rebooting, and reloading. You don't have a full disk, or a disk that's failing, do you? How is the RAM? Running low? Before writing everything off and starting a new world, I think I'd give a shot at using Repair. Go to Single Player, click on the pencil icon to the right of the world, and down near the bottom (I think) should be something like "Make Backup" and "Run in Repair Mode." Do both in that order. If all else fails, you can uninstall (though I would not delete the save files, yet) and do a full reinstall, and see if it will open then.
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Welcome to the forums, @Grimm_Spector Doubt that's it. Usually when you outrun mapgen, you can run right up to the ungenerated chunk. It becomes not a gradual circle, but stark horizontal lines marking the chunk boundaries. What version? Are you modded? Other than color map, what else did you select non-defaults? [EDIT] Reason I'm asking is it looks like the flowers or similar generated, but the landforms did not.
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Don't know. I just created a new world with the zero spawn radius and died 3 different times, drowning, falling and poison mushroom. (I looked for bears and wolves for probably 10 minutes and found none.) But every time, I respawned in the same location. Moving 100 blocks is weird. I thought the default was 50 or 5000, depending on what mode you were playing. Are you running mods? What version of the game engine are you using?
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So you are saying it's the other side of Tipperary?
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I made some in 1.19, I think, to see if I could smelt some special metals. Might have been titanium or nickel, I don't remember. Turns out, yes, you can smelt them, but you can't do anything with those ingots. Yet. I think it's way too tedious to make them 8 at a time, particularly now that fireclay is that much harder to come by. In the time you could mine all that coal and empty and refill a dozen coke ovens, you could have made a pit full of charcoal. I'm not sure it would be worth it if the coke oven held nine stacks of coal at a time instead of just the one.
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Welcome to the forums, @Zamfir. Yes, many of the options are only guidelines if the game thinks the player is a pan flute musician. Didn't know that happened. Not that I don't die, I just play permadeath. There's probably a command to tell your world how to treat it, but until then you can probably just teleport the few times you need to. Something like /tp 0 0 0
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No, blue clay is quite rare now, and fireclay is special -- it can forms underneath black coal, and, reportedly, at the bottom of the sea. I have to make most of my fireclay now. Everything for the first tranche anyway. Sometimes by the time I'm building the second run of bloomeries I'm using mined fireclay, but quite often, it's not until I'm producing steel, if then.
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That could be it. Obviously you have to jump to go uphill. But on level ground, I'm also jumping every few steps to get that extra visibility over bushes and flowers and tall grass.