Thorfinn
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Everything posted by Thorfinn
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I have no personal knowledge of the mod, but I've heard great things. Configure Everything Allows to configure a lot of various things, such as tool durability, stack sizes and much more There are also mods that change various properties of the drifters themselves, like changing their aggro distance, their behaviors, HP and attack, etc.
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Saw this a week or two ago, and thought I was never going to need it. Well... And now I can't find it anywhere. Anyone know the console command?
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
True, but setting yourself on fire warms you up tout de suite... -
Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
I was just basing it on downloads of the thirst-type mods. In economics, that's called a "revealed preference". @xXx_Ape_xXx's Grapes mod is closing in fast on the more popular of the thirst mods, and it's only been up a bit over a week. -
@Echo Weaver, the shaft is only maybe 3 deep. It only goes as deep as the soil was there. I set as a design constraint that it had to be a day 1 construction, so could not dig into stone, so it had to build up. The rammed earth was because I forgot I was playing Standard, where gravity does not affect regular old dirt. While diddling around trying the water pushing critters around thing, while that still can be a day 1 in sufficiently deep water, it's non-trivial to get them forced into the pit in the middle. Water is weird. I thought it only flowed 4, but in testing, it was going 8. Are we sure about that? I had just the basic drifter-kills-drifter thing going in 1.19.?, on an Apoc night when I was busy doing a bunch of clayforming, (kind of similar to above, but by accident and without the pit kiln) and loot seemed pretty typical. No temporal gears, but plenty of fiber and two rusty gears.
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Obligatory Distant Horizons Mod Post
Thorfinn replied to Velifax's topic in [Legacy] Mods & Mod Development
Many mentions of it. Mostly in Suggestions. [EDIT] Here's an explanation: Distant Horizons Minecraft mod for Vintage Story -
The Expanded Foods mod and Potash Making etc. mod both approach salt a little differently. Definitely worth checking out to see if one or the other makes more sense to you. Might also check out From Golden Combs, as that mod makes you scrape honey out of a brood pot, something that might also be applicable. Or you may come up with something entirely different.
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Here's the first model I think I'd try. It weeds out the crawlers, so you only have to deal with the types that are 2-high. Looking back towards the entrance to the downstairs. Every space but one has something filling it. I'd put a couple ladders or something, hoping that they can't spawn into a ladder. Standing just behind that open tile that you might want to put a ladder, in the tile with the ladder to the surface. Walls are vertical slabs, sandstone fence 2 high in front. In the back is the pit kiln. View from above. Roach motel.Shaft drops onto dirt block right next to pit kiln. Ready to fry.
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Fair. The reason I asked is the text there sounded as if it got rid of those motions so you would have to use other cues. I didn't even remember there are only two options on that page. If the only thing that you can't resolve is the low-HP camera movement, there is an easy solution -- something that rhymes with "groultices."
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@Echo Weaver, sort of, but if there is still anything alive bigger than Deep (I think) they outreach your knife, so you have to let them all die before you harvest. I doubt there is time between the waves for the 2Hs to die if you get them in back-to-back waves -- fire damage is pretty slow, maybe a half point a second. I suppose you could speed things along with a spear, and it is possible for them to do serious infighting. I don't have any idea how the new missile guys work in 1.20, though. If their missiles originate in the top half of the model, it should? The problem is that making a space big enough to be able to both stay out of reach and harvest all the carcasses was not spawn-proof. I've had a half-formed idea for a while. Maybe I'll make a mockup of what I'm thinking and you can test it.
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Sure. Might not be too bad if you are limited to carrying a single three-slot quiver in your inventory, essentially converting your hand basket into a linen sack whenever you are carrying at least 3 spears. The existence of linen sacks doesn't nerf inventory management. Don't know about off-hand. During daylight on the surface, I'm starting to warm to the shield, believe it or not. Alternatively, one could let spears stack to 3 (or whatever) and give them a break percentage like arrows, rather than durability. If my math is right, about 2.8% breakage would be about right for a flint spear, though that does mean it's possible that all your spears could break on the first throw, which would not be fun in a storm...
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Did you try the options in the Accessibility tab in Settings?
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Welcome to the forums, @LordAnubis I would not want to give up a backpack slot for a dedicated spear quiver (similar to mining bag) except in special circumstances. The only time I load up on spears is when I'm hunting or clearing out the wolves and bears from my AO. And then I just unload everything but a knife and spears so I have room for everything. When I get filled up, I'm leaving spears behind, so those slots need to be usable for general inventory. Alternatively, bags in bags? Maybe. Not sure what I think of that. Mostly I'm in the camp that by design, this is an inventory management game. Spears have massive thrown damage because they take up one space in inventory. You would need to reduce spear damage to compensate for having more spears available. And I don't know about you, but I think things like double headed drifters already take enough spears to kill.
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If someone is thinking of modding this, please consider: "Pin" box for each waypoint in the filter list. "Pin All", maybe, too. Editable fields in this filter list. If I want to change the color or description or whatever... "Pin" history list. When you want to unpin all the clay, you just deselect that from history. I have other things on my wish list, but they are all "nice to have" that would probably need the above in the first place. Thanks, @Maelstrom
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Alcohol (Im)balance: One Degenerate's Heartfelt Suggestion
Thorfinn replied to Prof Neils's topic in Suggestions
Yep. Both bottles. Had a friend who immigrated from Russia shortly after the fall of the USSR. Their custom was you each bring your own bottle, and when you open it, you throw away the cap. His tolerance was such that it didn't seem to affect him much, and he would often finish most of a second bottle. He died of cirrhosis in his early 40s. That's not spelunking. That's surface travel in daylight. Don't know about full sun, but they will definitely come out to play with overcast at noon. Deep drifters, too. Don't know if that's a thing now, or if it's just for purposes of playtesting their AI more extensively. If it sticks around, it makes a lot of sense to close off all caverns in your AO, and only open them when you want to cave. Those Ugly Pluckers (have not come up with a good nickname for them yet) can take you down about half with a single volley. If I read the patch notes properly, an active shield block will completely stop it. I haven't verified that yet. -
Alcohol (Im)balance: One Degenerate's Heartfelt Suggestion
Thorfinn replied to Prof Neils's topic in Suggestions
Not really recommended in permadeath. A buzz, sure. Though with 1.20's facehuggers, you need to be a lot more alert. The second tier ones can form in caves and come pay you a visit, and they are pretty darned hard to shake unless you are in fairly thick forest. -
Looking great! Welcome to the forums, @Diamondking818
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
Welcome to the forums, @Asreal! Personally, I don't really care about the heat thing anyway. Warm weather in-game and IRL is just not interesting to me. Give me boreal forest any day of the week. @AsrealI'm guessing you must be a decided minority or a mod like that would already exist. But I would not be surprised that it finds it into the base game by release date anyway. BTW, I used to worry about the cold, too, but it turns out it's not a big deal. Make winter clothes if you absolutely swimming in fat, but it's not all that important. Spelunking is enough to warm you up anywhere but arctic regions, and sometimes even then. There's plenty to burn anywhere other than arctic -- flowers, bushes, trees, grass, etc. And in the arctic, there is plenty of aged wood in the caves. Food isn't an issue, either. So long as you are doing the nomad thing in unexplored territory (and why would you do the nomad thing in explored territory?) there's plenty of food. -
Oh, hey, when you find obsidian on the surface, there's obsidian underneath, and, often, lava at some depth. But you can't move the stuff. Yet, anyway. It's not much more than an obstacle at the moment.
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Why? Don't all stones result in the same exact path block? Stuff I don't want gets Ctrl-Q while I'm backing up. It's gone in 10 minutes, and, since I usually trash it when I pick it up, I'm probably never going past it again, let alone before it goes bye-bye. Lava is generally fairly deep. Basalt, usually, maybe always?
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Welcome to the forums, @Dimenji! I'm guessing it will be handled the same way it was with Chapter 1 -- worlds created prior to 1.20 will require you to type in a server command to enable the new content. Personally, I would start a new world now to learn the ropes, then create another game in 1.20 so the content generates seamlessly.
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Well, permadeath is a choice... "Fear is the mind-killer..." You don't really have to be all that good at combat. You have to be good at understanding their AI. Once you grok that, you no longer fear them. Just prepare a large enough flat area so you can run far enough that the ones you don't need to fight wander away, and you only have to deal with the double-headeds. Probably be a good idea to get good at it before 1.20 drops and missiles aren't just puny rocks. Grinding setups are doomed to fail, eventually, and when they do, you have no escape. You can't count on harvesting -- the higher ones outreach your knife. The best you can probably do is one of the guides that kills everything but the double-headed with fall damage, lock yourself in a 1x1x2 and pray they can't materialize with you, and kill the 2-H after the storm is over. To the best of my knowledge, this still works.
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I don't think that's your problem. That's been fixed for ages. Unless maybe you are trying to run a 4 YO version. Why not head over the the "Questions" forum and leave as much detail as you can. This sub-forum is not active.
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Simple enough. Don't set it to permadeath, but limit yourself to 1 death, then change the world's name to remind you that you have to switch to /gm 3 or whatever it is when you load that world. Maybe prepend a "Spectator" to the world name or something? We trust you. [EDIT] Oh, and welcome to the forums, @Brick!