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Thorfinn

Vintarian
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Posts posted by Thorfinn

  1. Could easily be done by two stakes, @UnderTow. Post them on opposite diagonals of the right parallelepiped (there's probably a word for a shoebox shape, but I don't know what it is) that you want to claim. Alternatively you could simply claim planar rectangles, allowing you to adjust the size of the claim each level your tower ascends, if desired.

  2. Bees don't work quite as given in the Wiki either. It's close enough for most purposes, but understanding how distance, swarming and honey production really works means you can radically improve on the standard repeating 2 flowers between skeps pattern. Not really worth the hassle, though, unless you are interested in exploiting the mechanism for some reason. The limiting factor is still reed gathering, not the footprint of the apiary.

  3. Even if it's only a reskin, it takes time to do. Tyron has a vision, and if that vision includes major graphical changes (see the latest minor change in the model for wolves) every model will have to be updated, slowing down or even discouraging new implementations. Over the long haul, I'd imagine critters would be handled similarly to mods now -- just enable whichever creature pack mods you want.

    Fortunately, the way the mod system works, you can have all those critters without slowing down mainline development.

    • Like 2
  4. I think maybe the wolves are toned down. They still take a bite out of you if you run right over the top of them, but if you clear them by about 3 blocks, they don't react fast enough. If you run past at 6-7 blocks or so, they often don't even aggro. Bears, too, seem to take a couple shakes longer to react. Browns used to be hard (sometimes impossible) to outrun, and they are still scary if you lose your movement advantage, but they are no longer a big threat if you keep your wits about you.

    • Like 2
  5. This one is the other way around. A pretty solid single player experience with a clunky multiplayer bolted on.

    [EDIT]

    Why is sticking so bad? After about the second night, I'm done sticking until I can make the shears, and at that point, sticking is trivial.

    Are you sure you are not overdoing the early mining? You only need enough copper and bronze to get you to iron, and once you have that, mining becomes pretty fast, unless you are trying to quarry solid blocks for a mansion or something. I doubt I spend even a whole day mining until I have iron tools.

    The game strongly encourages rushing to iron.

    [/EDIT]

  6. Which parts are you finding grindy?

    About the only part I run into is the ~1000 reeds I need first year. Of course I wouldn't need so many if I weren't such a wanker building 6x6 or even 8x8 apiaries. Used to be a mod that allowed splitting cattail roots. A  @Vinter Nacht mod, I think. On the Beach or something like that. His From Golden Combs mod is really good for reusable hives, but IMO, its a little grindy in itself.

    I don't know that I'd call flax too grindy -- just two plantings is all I ever do. Most of the clayforming is not too bad once you figure out the easiest way to make something, then put between 4 and 8 of them in a circle around you, (that works better than putting them in a line for me) so that you are only changing the tool once for the whole bunch. And it's not like you need more than a couple dozen anyway. The helve hammer takes most of the tedium out of metalworking. 

    If you wanted a floor of polished malachite, yeah, that could get a little grindy. OK, a lot grindy.

  7. I'm pretty sure cattail roots do not spoil until you cook them.

    But your issues are exactly the ones I dislike about multiplayer -- berry bushes, crops, stones, trees, cattails, etc. are generated only at mapgen and never again. It's particularly bad on a public server where some players have lost interest in the game and never log on again, yet have claimed all the relocated berry bushes and cattails. The seeds he accumulated are locked up. Any knappable stones are long-since gone, converted to paths and fences and buildings. Even animal spawns (except maybe wolves -- not convinced one way or the other) seem to wait until the prior ones are dead and gone before respawning. One player with rabbit traps seems to prevent rabbit spawns. I've even been in the situation I could not knap the knife to make a pan, nor the axe to gather the wood.  Your only choice is to leave the developed world and head off on your own. At which point, why not just play a single-player world?

    But that's more of a multi-player complaint than a respawn complaint. Though, since I play permadeath, setting a respawn is less than pointless.

    [EDIT]

    In case my point wasn't obvious, in permadeath, there is no such thing as  'the holy game play enabling gear'. It's all about learning how not to die.

    [/EDIT]

    • Like 2
  8. 1 hour ago, redram said:

    ...but on the flip side, having a dedicated farmer than can give the trickier crops the attention they need, hopefully will be rewarding.

    Hmmm. Doesn't seem to address the issue that the guy playing the farmer class is going to have to be active anytime the server is running, or the crops will go beyond mature into seed, or rotting in the field, or whatever. Looking forward to seeing how that is addressed.

  9. 21 hours ago, HOST said:

    What is the worst that can happen?

    The sun starts rapidly expanding, and we all die slowly and painfully, being baked to death, and it continues to grow, eventually encompassing all matter in the universe. Game over, player everyone. Oh, and I still had about a half bottle of Johnnie Walker Blue.

    [EDIT]

    Oh, worst that could happen from having Creative Mode? Guess they'd have stuff you don't want them to have. A stack of magma or something.

    [/EDIT]

    • Haha 1
  10. Tried to follow you, but not sure where this is headed.

    Are you saying you want to plant three crops in one tile? (Three Sisters). OK, but dirt is cheap. Why would one want to do that?

    Or Pyrite? A firestarter works after at least one try. Are you suggesting something better? If not, what would be the point? When you probably only use it once per game?

    Or bone marrow, whatever it does?

    • Like 1
  11. 8 hours ago, Yozo said:

    I don't like playing against RNG. I killed 50-80 drifters in my single player world and still not a single Temp Gear so I said fuck it and /gm 2 gave me one. Then it still took another 30 or so drifter kills before I finally got one

    Wow. That's really bad luck. 0.9734^80=0.11. That is, there's only an 11% chance of failing 80 times in a row. On the upside, that should be almost one linen sack just from drifter loot. Lots of people don't manage to get even one sack in their first in 3-4 days.

     

    8 hours ago, Yozo said:

    After 80 hours on that world I still only gotten two Temp Gears.

    Now that is extraordinarily bad luck. It's what, 8.4 hours per game month, so you are into winter, at least 8 storms? I thought a double-headed was guaranteed in each storm, and each was a guaranteed 1-2 TGs. Pretty sure I'm getting at least two double headed per storm. But maybe it's not guaranteed at all. Dunno.

    It also seems to me that one of the traders has one quite often, but in a multiplayer world, it would not surprise me if someone else snagged it.

    Hunger can indeed a problem in a multiplayer world. But on the other hand, in a multiplayer world, people tend to cooperate, so while maybe no one will part with a temporal gear, (though why they wouldn't I can't fathom -- I've generally got a trunk full of them by spring of year 2, collecting only from storms and caving and the occasional surface drifter who won't leave me alone) finding people willing to give you a handout of food that's just going to spoil anyway should be easy. Heck, they almost can't have enough livestock to get rid of all the flax grain alone.

    This will probably not be taken in the spirit intended, but setting a respawn should probably not be your focus in a survival game, but, rather, y'know, surviving. 

    • Like 1
  12. I went through that phase, too, @Yozo.

    Easiest way to get past it is to learn how not to get hit by playing single player for as long as it takes. Double headed are not that hard to deal with, 6, maybe 8  flint spears or so. Somewhere around there, anyway. I never paid enough attention; I just chuck spears until he drops, and I rarely have better than Improvised armor (firewood and grass) for at least the first storm or two.

    @DejFidOFF is right -- you have about even odds of getting a TG at just 25 surface drifters, which can happen on the first night if you are lucky enough to get Apocalyptic activity. I'm never that lucky. Usually I don't get Apoc except during the daytime, for at least the first month.

    There are first night drifter traps you can build that allow you to harvest with impunity, but do that sparingly. You need to get good enough to live through a storm.

    • Like 1
  13. This is true for things like carrots, turnips and onions (though being biennials, seeds are year 2, which would really change early game), but not for grains, and especially not for the only one I really care all that much about, flax.

    The end stage is easily dealt with. Just stop wasting time planting stuff. One greenhouse on medium fertility soil will produce enough that you have to throw away rot.

  14. 1 hour ago, Maelstrom said:

    Why make only 1 clay bowl?  First night I'll make 1 crucible, 1 bowl, 1 cook pot and 1 crock and cook them all in a single pit kiln when resources are still really scarce.

    After that I'm doing the 4 items per craft.

    Same, but 2 crucibles instead of a crock. They stack, and, worst case, it can hold stacks of ore (lead, tin, bismuth, silver, etc.) in case I need to leave something behind.

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