Thorfinn
Vintarian-
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Everything posted by Thorfinn
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I wondered if that wasn't the case. In previous versions I was pretty sure cooking them over a campfire was worse, but in a cooking pot much better. But I didn't care enough to bother reloading an older version of the game.
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Pretty much the same way as everything else spawned, but I think there might have been a minimum range. Not a big range or anything, but something like they wouldn't appear any closer than 5 or 10 blocks from you, and possibly not in your FOV, even beyond that range. Rifts are much easier to deal with, even though you can see foes popping into existence. And maybe that's why they went with rifts -- appearing out of "nowhere" was a feature of rifts. Probably true. The facehuggers are much faster than drifters, and missiles from the ugly pluckers do a lot more damage. (Not in the interests of spoilers or anything -- I just don't know what they are actually called. I just go with what they remind me of.) Nice! And it's even updated to 1.20.
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Maybe. Fish don't bite back, and you don't even have to cook them. If you are not very good at hunting, they are also a safe way of preparing meat stew, where you can improve its satiety by 70% over cooked fish, 375% over raw fish, something you cannot do with wolf-flesh. But like @LadyWYT says, you have to know its an option. No, I don't go after fish except in oddball circumstances, but then again, I'm pretty good at hunting, and I definitely do not want the satiety bar to stop any more than absolutely necessary in the early game.
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It also does it with smithing, knapping, etc. Like I said, it's probably something that can be done with a macro. You just have to go through the command handbook (.chb) to figure out what the command is. If there were a lot of people who wanted that feature, it would probably already be a mod.
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I'm not following. Why would you open inventory if you didn't want to be able to use it? The only thing I can think of right off-hand is if you wanted to use the 9 spaces in the crafting grid as inventory spaces. Maybe it's just that I'm not following what's immersive about having to look around an inventory screen while walking around. That it's just a bad name for what it does. [EDIT] Oh, sorry, just noticed. Welcome to the forums, @Xiarno
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I'm trying to understand what exactly is being asked for here. Does it boil down to, "I want to use immersive mouse except when I'm doing voxel stuff"? (Presumably to include chiseling?) I wouldn't swear to it, but it's probably something that can be done with a macro. The setting, "immersiveMouseMode": true, is in the clientsettings.json, and updates when you change it in settings in game, so there pretty much has to be some command that does it that can be mapped. [EDIT] Maybe I'm just not understanding what immersive mouse is supposed to do. I thought the point was to make mlook work even with other windows open. In other words, disable the lock that normal mode does. Is it something more than that? What features of "immersiveMouseMode" do you want to have in normal mode, or vice versa?
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Yes, but that doesn't disable drifters. It just makes them spawn the old way. At least with rifts, you know where it's not safe to work tonight. At least that's the way the option used to work.
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Welcome to the forums, @EG AS! There is an option to disable temporal storms in the base game. Can't say removing drifters entirely is a popular request, as a whole lot more people download mods featuring enhanced drifters, but there are those who agree with you. Look at the top of this page for the banner, click on Mods, select All Mods, and search for "drifter". When 1.20 releases, you will probably want to wait a bit for the mod(s) you chose to update.
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TBH, I've kind of stopped bothering with fish because game is so plentiful. My protein bar is almost always filled from wolf-flesh alone. And the occasional bear just takes things to the next level. @Spear and Fang's excellent Primitive Survival mod does this right, IMO. When you clean the fish, toss the junk back into the water to keep harvest rates high. I hope that when the base game nears completion, some of that mod's concepts make it in.
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Right. Plus, in any kind of brush or even grass more than a mowed yard, pretty much any arrow that misses is as good as lost. On occasion, you will hear it "thunk" into a tree trunk, and even a modern broadhead in a tree is probably unrecoverable. Not just stuck, but broken, and even if it appears to be fine, you would want to do some real careful inspection before you fired it again, just in case the shaft has internal compression splitting so it explodes into your bow hand. Oh, trust me, I do. I only monitor suggestion threads because I want to make sure the devs remember that not all of us want an easier game. Good lord, how much easier do you want it to become? Have you checked out the Wiki on mod development? If you can read English (JSON) you can make a content mod.
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Right. But there are also a solid group of people who want more of a survival experience, and, reading the code, Tyron can accommodate that in a jiffy, by changing the global rates in mapgen. FWIW, I'm pretty sure the long range plan is to add more of everything, once the core functions are coded. Look at how often mods have to be updated to work with the current code. Now imagine that all those things that are currently mods were base game. The devs would have to do the updating, and we'd be lucky to get one update a year. And I'm pretty sure the idea is to switch to the fruit tree model, rather than the model that comes from that other game. Those who want greater quantities of nuts can easily add mods like Acorns, like the OP mentions, or Wildcraft:Fruits and Nuts. Or even use those mods as templates for adding their own trees. Better yet, use the fruit tree model, but grow them from seeds.
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And making them come back over time, like mushrooms.
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To each his own, I guess. After the first couple three, most of my charcoal pits are about 6x6x6 (time permitting -- it's a nighttime project) and I can make about a dozen such off a single iron axe. I don't even use all those in a normal game. And, yes, I do make steel armor and tools, I just don't use them.
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As long as they are coon-proofed, you can change up their cycles just by harvesting only as many as you want at a time. If you want to make a half-stack of fruit pies, once you have the flour ready, harvest just one stack of berries and get to baking so you get max freshness. Just get in from a big hunt? Pick only as many berries as you have meat add head to the kitchen. Of course, they will all be in unison again next spring. If you are playing a multi-year game, rot and animal husbandry make a lot of sense, and that takes a different berry strategy than "go with the flow."
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Yep. Or more to the point, there's not enough benefit to booze or steel to make it worth the effort. The cutting speed difference from flint to copper is nearly doubled, bronze is kinda meh, copper to iron is 60%. But steel is, what, only 20% faster than iron? It consumed way more seraph-hours to produce that axe than that tiny boost merits. And juice is just a dead loss -- you cut the satiety nearly in half. Might as well harvest only half the berries, and save yourself the harvest and processing time. plus the time and materials to make the fruit press and barrels. I think probably by July, I'd be comfortable enough with my flint supply to make axes out of flint, but not sure its worth it. 5 stone axes will split as many logs as 1 copper axe, in the same amount of time. Think about how much more resources and time are involved in mining, smelting, and casting that copper head than just knapping 5 axe heads. At least 5 durability off your pick, 2 peat and 3 charcoal vs. 5 stones. At some point you have to figure opportunity cost, or at least put some value on your time.
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Charcoal is a downtime thing for me to do in the evening. I can't explore very well, but I can find another tree easily enough. Nighttime is just one of those things you have to come up with something useful to do. Dig clay or peat. Make charcoal. Go sticking. Cook and preserve in sealed crocks. Knap the next few stacks of axe heads for splitting firewood. Gardening, once in a blue moon. Make juice, I guess. I'm not much of a builder, or that would be an option. Even beekeeping is a bit of a pain, because with only torch radius light, it's hard to know how many and which Harvestables you should take. [EDIT] Oh, and @Maelstrom is spot on for efficiently filling your pit. Put a stick or something in each slot as you take stacks of logs out for splitting, and throw firewood into the pit as your hotbar fills. That way, your hotbar refills with firewood as you place it. I'm not really sure what the big deal is anyway. How much charcoal do you really need? About 40 pieces makes a full stack of calcined flint. 132 bricks-worth, or north of 40 bloomeries = 240 iron. Maybe 10 pieces for a typical crucible pour. A couple three pieces for each 4 ingots worth of smithing. Bloomery is one charcoal per ingot. Only the cementation furnace is a charcoal hog, at slightly more than 10 charcoal per ingot. Brown coal is a substitute for all uses except bloomery and steel, I think. I always end the year trying to decide what to do differently next world so I don't leave so much charcoal unused.
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Pretty sure there is not. When I looked into modding the main menu, it appeared to me to be not possible, that is dev only. But that was several versions ago, too.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
DRG? -
For those questioning the viability of spears through the ages, my goal this next RA is to see if he can be taken with rock spears. Granite, andesite, etc., not flint or obsidian. I'm pretty sure he can. Last time through, I'm pretty sure he was taking damage when I used the 4 I brought with. Time to put it to the test bringing only that.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
It's probably true that being drunk is worse for missiles than melee, but as any bouncer can tell you, there's no fight easier than one against someone who's been drinking. -
Yeah, stones worked until, um, maybe 1.17? You should still be able to get by covering the floor with pelts or that first piece of grass for a firepit or a torch, lit or unlit. Unless some of that is coded elsewhere. But I don't know what you could hang from the ceiling. Before lanterns, I mean. In a 2-high space filled with ground "clutter", that means it's still possible to spawn a crawler.
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The reason I say it will work until it doesn't is that it will probably take a dozen keystrokes to make any place the player can stand into spawnable. They all have the following line in spawn conditions: So using fences and slabs are probably safe in terms of being future-proof, but pretty much anything else is just whistling past the graveyard. If Tyron decides something should not work anymore, it won't. With almost no effort on his part, because he's already done the hard part. And why put that much effort into something if he didn't plan on taking advantage of it?