Thorfinn
Vintarian-
Posts
4023 -
Joined
-
Last visited
-
Days Won
96
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Thorfinn
-
Last half of my post from October 26 here Yes, it's a little clunky, but this is alpha, after all...
-
Most just build near an agricultural trader.
- 18 replies
-
- salt water
- water
-
(and 2 more)
Tagged with:
-
In part, I suspect the reason is that in a reasonably realistic growth rate, a handful of walnut or chestnut or pecan trees would supply all your food needs, unless a nut were so low in nutrition that it wasn't worth bothering with. The point is not so much realism as exploring other game options.
-
It's really hard to know. I don't think the supernatural foes spawn except in sufficiently dark locations. In order to remain active during daylight hours they have to be spawned in the first place. And I've never bothered to figure out how things work if you sleep through the night. My guess is they would not even exist in the first place in your game. [EDIT] In case you are wondering, I think this is probably to your advantage. If you sleep through the night, it's likely you do not have to worry about them overmuch. If a hypothetical multiplayer game chose not to sleep, you would have to deal with face-huggers at the rate we do. [/EDIT] I think at this point, the most important thing is figuring out how difficult they are relative to other creatures. My guess is that face-huggers will replace some fraction of bears (they are much less damaging than bears, but similar in other respects) and that Pluckers will replace some drifters. And, further, I'd guess the damage of their missiles will decrease. Quite a few WS players think that is just too much damage.
-
It is a big step up. Though Tryon said this was temporary, that the beasties (including drifters -- "It's a bright sunshiny day at noon. Go home, dude!") would not be roaming the countryside at the levels they currently are. My guess is, again, getting feedback from people who can deal with them about flaws in their AI. Though if they are not toned down, you will probably want to seal off all the caves around you, at the very least. And maybe do stuff inside or even (*shudder*) sleep.
-
Right. If you have something like 2TB of RAM you don't know what to do with, I suppose you could expand the atlas enough, but, holy cow. And think the kinds of video cards each client would need to render a landscape with that large of an atlas. It's an interesting idea, though not one I'd play. It would just take a whole lot more machine than most people can bring to the table. Oops. My bad. That's only 1 month. But still. All your berries, likely your juice would be gone. Hides you had not converted to pelts or put in barrels, toast. And if mud huts last "several in-game weeks", and taking a day off is 12 weeks, not only are they gone, but so are any veggies in your cellar, and if a mud hut, even the cellar itself. that's got to be a dedicated cadre. Pies and bread would be at the end of their lives, or maybe a bit beyond. If you come back and there's no good food left, probably best to just exit and wait another day for it to be spring.
-
Near as I can tell, so do the new Face-huggers.
-
Sigh. It apparently does not repair if you make it bigger than 2x2.
-
I guess. If the watering rate matched the movement rate, I might be tempted. But as it is, I've got to go back and water stuff that got skipped the first time around. Takes at least twice as long all told. I'm better off scrounging up more seeds and getting more planted at 75% than trying to top them up when it's not raining. Like @Krougal, I try to find an "almost always" rainfall region. I'd much rather low visibility than have to water.
-
Oh, the lake was repairing itself, even 2x2s, in Wilderness. Still don't have any way of making an upland farm, but that's probably why I thought source blocks healed nearby blocks.
-
No, you are right. I just couldn't see it with the dim light from the stars. Didn't it used to repair? Then again, I haven't disassembled my lake farms in the last several versions. That could definitely be a problem for farms if you make a mistake and put a block where you wanted a water. It cannot be recovered. Short of creative, probably. I've fiddled around a lot with Wilderness Survival, and I'm just not figuring out a way to make farms other than filling in lakes and ponds. You can't even make a cistern so far as I can tell, as the water drains as fast through solid rock as it does through gravel. Maybe that's the point, though. If you want an upland farm, and there's no water nearby, you have to water it with a watering can. I'll confess I never saw much point to a watering can before, but now? Adapt, I guess. If you won't fill in a lake, you will have to spend time watering. And maybe in the future there will be Archimedes Screw based sprinkler systems?
-
Suggestion: Louder audio setting to be audible against youtube music
Thorfinn replied to Flexbyte's topic in Suggestions
Pretty sure you can set it to do that, it's just disabled by default. I think a good limit would be chests and trunks have to be carried with both hands, storage vessels can be converted to backpack use with rope(s). -
Like @Maelstrom said, if the ore is based on sea level, it's absolute, if surface, it's relative. Look at the ore page on the wiki for details.
-
Suggestion: Louder audio setting to be audible against youtube music
Thorfinn replied to Flexbyte's topic in Suggestions
Yeah, what I always do for replacing baskets is to empty the third basket (the first three items in the last row of inventory) and replace it with my new backpack. Then I replace the second basket (the last three of the first row). After that, it's easy to figure out which spaces to empty, first three or last three, depending. But I think that was probably intended for your other thread. -
Should be, Or, rather, you should be able to make a series of blocks in various states of decay, and replace them as they "rot" similar to food. Don't know why one would want to, though. That would be an insane overload on the atlas, since you need, say, 10x the number of models for each of the blocks in the game. The only upside would be chiseled blocks, even those given a tiny one pixel love tap, should be immune, unless you can dynamically create deteriorated blocks of all chiseled blocks. Again, insane resource hog. Would be a niche player, I'd think. Taking just 8 hours off for sleep would be more than 2 months of thatch deterioration. If you skip a day or two, you will have to spend your entire playtime replacing thatch, if you were foolish enough to use it.
-
OK, but did you make it just 1 wide? It needs 3 orthogonal source blocks to refill, and the third source block can be a newly-filled source block. If you EVER placed at least a 2x2, it will be unable to refill any of that. Now I haven't checked building clear into the shoreline. I'll have to try that when it gets daylight. It just nudged up to Apoc, and I'm a bit too busy to test stuff until after daylight.
-
Fun, amirite? It can still be done, but you are probably going to need healing along on anything more than about Medium Rift Activity. With Low, you can usually avoid enough that you can heal up through food, Medium, depends on whether you try to do things near caves or rifts. I've been able to do an Apocalyptic with only a few poultices when I was sticking somewhere far from sources of baddies.
-
Weird. I placed about 8 or so dirt in a line in 1.20-p7, and they all refilled. It's only a problem if you displace at least 2 rows wide, which, admittedly, most farms are. Because then there are none that have 3 adjacent source blocks. I'm guessing the reason to go with 3 rather than 2 was there was some kind of a MC exploit they were trying to avoid, but since I've never played MC, I have no idea what exploits there were. OK, maybe. Instead of creating a source block, though, I think it would be better if ponds above the water table were filled via pumps, like the Archimedes screw attached to a windmill. With source blocks being able to be moved, you can make all kinds of absurd things like 1-block millponds hovering in mid-air. Dwarf Fortress has no need of player-created source blocks. Nor do Timberborn or Going Medieval, the former being a great water simulator.
-
In that state it will despawn. Ctrl-4 will select your last basket and you can place it, like you would a skep, with everything that is currently in it. Or remove one of your empty baskets to the crafting grid, place a knife in the grid, get back some reeds, and it will automatically pick that basket up.
-
If you don't have the patience to carefully scout out the area, sprinting everywhere like you just left a party at Hunter's works quite well. You can usually run right past wolves as close as 3 or 4 blocks away, often without aggroing them. About half the time you can even jump right over them without getting bitten. Bears are just as clueless. The new Face-huggers seem a little more aware and corner a lot better than anything else, but you can still easily strip them off in bushes or uneven terrain or tree trunks every 4 blocks or so. The Ugly Pluckers seem about the same as wolves, but unlike wolves, if you get too close they might get a couple volleys before you get out of range. They are the biggest threat to someone with the sprint key duct-taped down. And even that is fixed by 3 poultices or so.
-
Suggestion: Louder audio setting to be audible against youtube music
Thorfinn replied to Flexbyte's topic in Suggestions
You mean the effects volume, not the game's music right? Yeah, those sounds are pretty quiet, while the game's music is so loud it's hard to hear anything else. The music here, like everywhere else, is participating in the "loudness wars" My music setting is 5% or 10% or so while effects are 100%. That's where I would balance it, so, yeah, I'd like to see those boosted a bunch. I don't know whether it's a setting on my machine or it's the default, but when I open the Mixer (right click on the speaker icon in the tray) and pull down the volume of Brave (my browser of choice), when I close then reopen Brave, it's right back up at 100%. As a workaround, @Apache has a mod called Accessibility Tweaks that lets you add 6dB to the sound effects, roughly doubling them. Also, there are any number of programs that do batch operations so you could just add however many dB you want to everything in the Sounds directory. -
Just checked, since I had 1.20 pre7 running. It took a bit because I happened to be paused on High rift night, and had to evade some face-suckers and twangers to get a spare moment. I remembered it right. It fixes the water if there are 3 orthogonal source blocks, but not if there are only 2. It's not that you have to be able to create a water source block to farm, but rather that you have to create a water block. Those can be different things. They are not at the moment, I don't think, but they could be.
-
I think that's how it does work. Or did you mean 2 total source blocks touching the air block? So the lake could reclaim the corner of a field if you remove it? I'm not sure what the downside of 2 total would be. Must have been a downside, or I'd have thought that's how it would work. Do you think player-placed source blocks are necessary, or even a good idea? Presumably you could still do it in creative, but in survival, you would have to adapt to what the world gives you.
-
Well, this is a first, at least for me. Welcome to the forums, @FicusWatkinsiana and @M1zrakh Ultimately, you will probably be able to use TAB to close it as well, instead of having to use ESC. The plan is to get rid of the crafting grid and move everything to immersive mode. Not sure how that's going to work, but looking forward to it. Upshot is the way inventory is done is a temporary measure, and TAB is too standard in the various libraries as a means of navigating fields. Once they write whatever is is they have in mind, there will be no need of fields. My only concern is that immersive might become quite boring. Imagine having to lay down seven sticks on the ground in the right pattern to make a ladder. Several hundred times. I hope you can at least set down stacks of sticks and pick up stacks of ladders.
-
Why pan it? It's one thing to do that early game if you have not found enough copper for a hammer and pickaxe, but it is a horrible way to get resources. If you have absolutely nothing else to do, fine, but obviously you must have something else you would prefer to do.