Thorfinn
Vintarian-
Posts
4212 -
Joined
-
Last visited
-
Days Won
96
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Thorfinn
-
Welcome to the forums, @Bertazz0! Have you tried https://mods.vintagestory.at/smithingplus? If so, how would you like to see it changed? Agreed, though tool efficiency is problem in the game, because completion of the action to that block is timed to coincide with the final strike from the tool that caused the block to be harvested. This caused problems a while back when they rebalanced tool speeds. Turns out you kind of need very specific tool speeds to correlate with the animations.
- 17 replies
-
- tools
- durability
-
(and 2 more)
Tagged with:
-
possible filtration system without magic and red signal minecraft.
Thorfinn replied to Medved7's topic in Suggestions
- 1 reply
-
- 2
-
-
Peat bogs tend to be quite high in iron. It's that iron sulfide that gives burning peat its offensive odor. Like the guy who installed a permanganate filter on the water supply in one of my former homes put it, you turn on the water and it's like someone farted in your face. I wouldn't know, but I suspect it's not too far from the truth. That said, so what? A game can be too faithful to reality. Enjoy the mod, @Echo Weaver.
-
Can't you disable canes and leaves via mod config? Admittedly, it's been a while since I looked at it, but everything was set up to do that. There's a single file which toggles (true/false) which trees drop leaf blocks and canes, and I thought you could tweak the modconfig to your liking. Yeah, the canes were way overboard. Maybe not for the wattle daub. I don't remember exactly. But definitely for fences and baskets. At least 50x too much, imo. I don't remember whether they also worked for skeps, but that would have made them insane. [EDIT] FWIW, back when the rewrite came out, the weight of most of the trees was dropped to miniscule numbers, like 0.1 when base game stuff was often 10 to 100, meaning the world should have been heavily skewed with vanilla trees. (Sum up all the weights, generate a random number between 0 and sum, and select the tree based on the weight. Obviously, the 0.1 tree would be less than a 10th of a percent of trees in the area on average if the only other tree that could spawn there were weight 100.) I have no idea if that weighting was retained, but I'm not sure why it wouldn't have been. Anyway, the upshot is that if there is a vanilla species that can spawn under those conditions, usually it will be a vanilla tree. There were exceptions. I do remember a few species that had weight 100, so may have been more common than vanilla. And some of the species had very broad conditions, like forestMaximum between 70 and 255, meaning those would spawn anywhere from basically parkland conditions clear up to impassable tangle.
-
Area temporal instabilities are killing my creativity...
Thorfinn replied to Squishy_Oni's topic in Discussion
Good guess, but no. A stack of logs creates roughly 10 charcoal. Charcoal stacks to 64, so a pit in the woods means you can potentially bring back 6x as much charcoal. And in the woods, you get the mega-huge trees rather than the piddly 6 logs per tree or whatever you can get in your grove. The log-to-leaf- ratio on the big trees is better, too. And you don't have to waste time planting the seeds. Wins all the way around. I did the same thing a couple games ago, @Echo Weaver I was waiting for a wild hive to swarm, so was digging out a nearby clay pit, converting clay to the more than twice as dense form of storage vessels. I thought I was getting lag spikes or something until the sepia showed up. Fortunately, I had an axe, so I was able to kill a few to get enough stability back. I have no idea if a torch or a raw storage vessel does enough damage to take out a drifter, but I was one axe from having to find out.- 12 replies
-
- frustration
- temporal instabilities
-
(and 1 more)
Tagged with:
-
1.19.8? That might have been one of those you have to "break" to pick it up.
-
Almost certainly this. Among other spawning conditions,
-
Area temporal instabilities are killing my creativity...
Thorfinn replied to Squishy_Oni's topic in Discussion
Welcome to the forums, @Squishy_Oni! Just imagine how great it's going to make you feel when you find that perfect spot that has good stability. I've come to realize that I don't spend enough time at home to care what the stability is. "Huh, my stability is getting pretty low. Guess I should go make some more charcoal anyway."- 12 replies
-
- 3
-
-
- frustration
- temporal instabilities
-
(and 1 more)
Tagged with:
-
Pretty sure it's 3. I don't chance it anymore. A couple versions ago, I had the brilliant idea that hay blocks three spaces above my pit kilns was a great way to keep rain off the kilns. It's pretty easy to check. Put a tool rack filled with all your copper tools 3 above a pit kiln. Which I've also done.
-
Because none of those items are essential. They are all perquisites of accepting the package of advantages and disadvantages of a given class. Not much point of even having a class system if you "cheat" around it anyway. Yes, yes, I know you can't really cheat in a single player game. Which is why I don't feel at all bad about setting my max HP to maxint-12.5. (Any higher and as you gain nutrition HP, it wraps around to -maxint.)
-
Not exactly sure what you mean. Multiple instances of the handbook? Kind of like an expansion of your suggestion to drag a page out of the handbook?
-
I can see the bit about path blocks. It's not unreasonable to think paths are a good idea. I think I did exactly the same thing early on. I have no idea why they are not full height. Knowing the full price up front? Dunno. You didn't know how much clay it would take to make a bowl or how much wood it would take to cook bushmeat.
-
In my experience, if the crosshairs do not change to red, you have to move closer. You may also have to first clear things that are in the way, usually grass, or in the water, seaweed, cattails, lilypads, etc. You can try walking into the carcass and making it move some -- all you need is enough so you can get red crosshairs on some part of it.
-
Weaver's Weed 0.4.17 - New source for Reeds and Fibers
Thorfinn replied to Jobediah Timberman's topic in Mod Releases
That was quick. What did you have to change? -
Or maybe pet salmon.
-
Me, too. The difference is most notable when using translocators. Without coordinates, you have to more or less make every translocator its own origin, as you are probably not going to even be able to recognize massive landmarks like oceans or mountain ranges. The only way of kind of putting them in order relative to each other would be with, for example, the map to the RA. With coordinates it's trivial. With absolute coordinates, you have your exact location pegged. You can still play as it if were, right? Once you get to permanent ice, just call that the pole. Or that the pole is a day or two further. Whatever you like. The world won't generate that next "band" unless you decide to explore there.
-
So, what do you guys do during temporal storms?
Thorfinn replied to Briskethead's topic in Discussion
I could, but I think I'd rather just add a few fence sections to my farm next time and wait for one to show up. That way I can figure out what the rules are while doing something useful. Honestly, I'm a bit surprised I haven't died in my 1.20.p13 world yet. I've been paying absolutely no attention to the rift activity, even while running around commando in caverns trying out the directional sound thing. Pluckers' aiming has apparently been seriously nerfed. Unless I'm ambling along, they mostly miss. [EDIT] Incidentally, unless I have something messed up on my system, directional audio is not as great as I had hoped. For example, finding bees, it's loudest when you have your ear turned directly towards it, looking 90 to the side. But it's not that if you hear it in the left side, it's on the left. It's either to the left or the right. It still helps, as you can move along that axis and see whether it's getting louder or softer as you rotate, but I did kind of expect to be able to narrow it down more than that. -
It's kind of a sop for those who insist on having coordinates.. Relative coordinates do not give away the game like absolute coordinates would. And before you say, "Yes, but there's no reason one pole couldn't be -30k, the other +20k on a 25k pole to equator," no, all you need do is travel to the pole to figure out your absolute latitude. Making you traverse at least 2 full worlds means it's unlikely that anyone who is not "cheating" is ever going to know his absolute latitude. Personally, I don't see the big deal. Is it that hard to just roleplay it, if it's that important to you? "Any place north of here is the north pole"?
-
With low rift, I'll try to explore without lighting it up any more than breadcrumbs until it becomes obvious that it's just too big. At which point, I'll place them more closely, and close off useless dead ends, retrieving my torches en route. A dead end with useful ore? Close it off and mine it out, then decide whether to run back through the gauntlet or tunnel straight to the surface. If I'm trying a high rift day, yeah, make it glow.
-
Re: torches vs. lamps, as of this moment, lamps are light level 11, torches light level 14. At light level 6, drifters can spawn. Torches on a grid must be placed about 11 apart to make an area drifter-proof, lamps about 8. This is why a 7x7 room is not drifter-proof with just one torch -- the corners opposite the torch in the center of the far wall are light level 5, and the three tiles adjacent to them are light level 6. You either need to drifter-proof those spaces (chests, barrels, something) or figure out a way to hang the torch from the ceiling so it is closer to the corner. An area you want drifter-proof is easier to just place something obvious (different colored block or something) where you need torches, then replace them every day or so. For a reasonable-sized workspace, it will take less than 30 seconds to replace all the torches. [EDIT] Loke @Maelstrom says, lamps just are not going to cut it. Fat is way too valuable early game, and by the time you finish up all your automation, lanterns are your go to.
-
The handbook can be a little confusing at start. That's one of the variant recipes. If you wait, it will cycle through the rest. All you need is linen, any type, to make windmills.
-
Welcome to the forums, @LaleneMan! I'd think a bit before enabling class-exclusive recipes. Many of those are compensations for other limitations in the class. Tailor, for example, gets access to a superior linen armor because he has little else to recommend choosing the class. Giving a Hunter access to a superior light armor cheapens the experience. You can't "cheat" in a single-player game, no, but you can lessen the experience intended by the class design. Similar to the tabletop of "My Barbarian has access to all Magic-User spells at Archmage proficiency." If you decide to enable class recipes, bear in mind that next time you can choose that at world creation and not have to find the command.
-
Not that it's unquestioned, just largely we're indifferent. So what if this "world" continues beyond what a sphere would? This world is self-evidently not a sphere, so why would one expect it to have the characteristics of one? Most games play out within 10k or 20k of spawn. Extra-polar regions may as well not exist, and from a mapgen POV, they don't. "But this world is not earth!" Yes, and? [EDIT] "Most games..." that do not involve teleporting or creative mode, anyway.
-
Check to see if 2-high fences work. They can (or at least could) jump over a single-high fence if one was jumping while standing on the back of another. I have also seen a running jump onto a trough and over a single fence 2 away from the trough. And there are circumstances I have not bothered to track down where solid blocks above the fence apparently become climbable because they got onto my walkway.
-
Have you checked the mods that ignore grass while butchering to give you insight? [EDIT] I'n mot saying that's the answer. It's just the first thing I'd look at.