Sorting Out Virtual Stuff

Last week’s lament seems to have gotten to the root of the problem in a roundabout manner.

Clutter in all my virtual houses was creating clutter in the mind, and making it difficult to take in more input – be it actual digital stuff, or just thinking about acquiring more digital stuff.

One thing I’m not good at is handling the urge towards crippling perfectionism, which then turns promptly into procrastination.

That is, if I can’t clean it all up to picture perfect standards, I may as well not start at all.

This is a line of thinking that leads absolutely nowhere.

So in small, baby steps, going real easy on myself, I tried to nip away at the problem from different angles, like a baby piranha trying to eat a brontosaurus.

Problem, The First

Overloaded Guild Wars 2 inventories make it impossible to do anything.

You can’t play, more things will come in to clog the works up. You can’t move them anywhere, because there’s no more space left. Throwing them away is a waste, because you never know when you’ll need a ton of them, and/or make a killing selling stuff on the TP.

You could use them, but you’d have to figure out exactly which esoteric ingredients need using in what precise order, which means lots of wiki recipe reading… aka absolute tedium.

Eternal ice and eitrite ingots were the main panic inducing currencies, because I get to do strikes once or twice weekly, after raiding. When you’re not actively doing anything else with the game, this adds up.

Illuminated boreal weapons were bottlenecked by a lot of tedious mystic forging and/or buying ingredients towards amalgamated draconic somethings. I made one or two, then left it on the back burner.

Eternal ice can be converting into other Living Story currencies, which is the main reason I’m hanging onto the main morass. I just haven’t figured out exactly how much I need of whichever currency yet.

The last option was to use a smidgen of the excess into building larger sized boreal bags. This is attractive for multiple reasons – use up some excess currency and get more space, and literally get more space by owning bigger bags.

The bottleneck here is Supreme Runes of Holding, which are obtainable by gamble-flushing stacks of ectoplasm in the hope of getting lucky. Or buying it off the TP for 8.5-9 gold each. Not exactly cheap, which is why I never did anything about it earlier, but I’ve been accumulating raid gold and not spending these past months, so… eh.

3 Supreme Runes can net 28-slot bags, which is a distinct size improvement from my regular miserly 18-slot or 20-slot ones.

So I made a couple and did some desultory cleaning up.

I’m sure it will still induce anxiety in most people, but hey, there is some visible space. I have some room to play tetris with things, and that’s about all the motivation I can muster for this game and this project, so… good enough.

Problem, The Second

Disk space was more of the main mentally pressing issue.

The C: drive was running at some 8 GB remaining out of a 238 GB SSD (ostensibly it’s 256 GB, but apparently Windows and hard disk manufacturers count GB in different units of bytes.)

The other SSD wasn’t doing much better (20-30 GB out of 238 GB), nor the 1 TB hard disk drive (80ish GB out of 931 GB available.)

Since that is a lot of STUFF taking up room to deal with, I thought I’d attack it from the easiest target for the biggest impact front.

I ran Spacesniffer to visually see the conglomerations of folders taking up the MOST space.

Turns out that the only big things in the C: drive were Windows, Guild Wars 2 and Path of Exile, plus some scattered stuff in Documents folders. GW2 was pushing 47 GB, PoE 30ish GB, and Windows in that 30-40GB ballpark.

It gradually became obvious that keeping the three together would not help the C: drive any, nor are any of them viable candidates for immediate removal. So the last option eventually clarified itself as move either GW2 or PoE out of the C: drive and into another drive.

Yours truly is a lot less confident about GW2 acting right on a non-C: or non-SSD, so that eventually distilled itself into next action: Transfer PoE out of there, and into the other SSD (since I do still want PoE to perform nicely.)

Segueing Issues, The Third

Cleaning up the other two drives to make a bit more room was essentially a collaboration between Spacesniffer and Steam.

Most of the large space hogs were Steam games. I took out 40 GB of Van Helsing 1 and Van Helsing 2. I’ve played the first game, once upon a time, and was sort of halfway through the second. I figure I have a ton of other ARPGs I’d rather get around to first, so I can install them again later, if ever.

Attempting Talos Principle for the third time was the right time.

Laser and block puzzles are fun. The recording ones can go to hell.

I raced through most of the puzzles in four days or so, only going for hints and outright solutions for stars and some later puzzles that got a bit too headachy and tedious to deal with.

The main head rush was the joy of insight, of being able to figure out something new, logically or intuitively, from the components at hand.

Getting to see pretty scenery in super-ultrawide didn’t hurt either.
Oddly, the second world reminded me a LOT of A Tale in the Desert visually, just with more graphical sparkle.

The difficulty started to get a little out of hand during the later puzzles of the third and final world. I started feeling a little antsy and impatient, so I went for only the easy and medium endings, and gave up on the most completionist Messenger ending. There was also Road to Gehenna DLC I picked up in a bundle somewhere, which mostly provoked a “oh no, not -more- puzzles” response, so that quite decided things.

As much fun as annoying and chating with the Serpent is… when you’re sick of the puzzles, you’re very much done with Talos Principle.

Out went another 20 GB, with much relief. I can always reinstall later if I ever want to re-do the Messenger ending, or if I’m finally ready for more puzzles.

I gave BATTLETECH a go.

It was surprisingly text-laden and crunchy, systems-wise. Seemed very faithful to the original tabletop franchise, from the perspective of someone who knows nothing about said franchise.

It was also amazingly unforgiving. I died twice in the tutorial and had to restart from scratch, mostly because I had no clue what I was doing, the tutorials didn’t tell me, and the controls and UI were a little obtuse.

It took a little skimming of some third party guides to begin to grasp the initial basics – like being able to selectively choose weapons to shoot, what “health” was (aka armor and structure), and the odd turn/phase order.

I dunno, but I kinda needed this screen in the ACTUAL first tutorial mission, not AFTER I gained enough knowledge to complete the tutorial.

Being really stubborn, after a brief ragequit and some reading, I played like a really careful X-COM strategist for the third tutorial attempt and blew through with flying colors and a lot less instant death failure.

It still felt slow and tedious, and I had no clue what I was doing on the first story mission after the tutorial, and it was a 30 GB monster. So I gave up and deleted it.

Of course, after that, I got curious enough to Google “Battletech slow” and learned there are mods / easy ini fixes to adjust the pacing and everything, so eh, maybe. I’ll reinstall it when I’m ready.

On one hand, I really find the concept of playing some big stompy robots and strategically shooting up hit locations magnetically attractive. On the other, the thought of needing to understand every last stat and detail of every single Battletech mech and weapon in order to play well is a little off-putting.

Not to mention, Battletech’s apparent habit of cheerfully killing you off ruthlessly if you didn’t immediately know the correct approach to deal with a particular situation. (Destroyed twice in tutorial mission; promptly shredded up by turrets in first story mission while trying to work out how to get LOS to a turret generator to destroy it.)

This Dark Souls difficulty thing is a trend that is getting out of hand.

And then there was SOMA.

I finally completed it today.

Really happy about that. Possibly a little too happy, given that it’s supposed to be a horror game about undersea robot monsters.

If there’s one thing I’ve learned from this experience, it’s that I get bored shitless with walking simulators, really quickly.

I really need the ability to interact and WHACK things with a stick, at the very least. Heck, even Subnautica lets you stab things with a knife, if ineffectually. Most of the time, you would still play as intended, if only because killing things with the death of a thousand paper cuts is beyond tedious, but one needs the option for action, in order to feel less artificially restricted.

Since horror stealth games are an immediate NO GO zone – because jump scares feel artificial and jump scares where you die immediately if you didn’t crouch and wait for eons in darkness while listening to scary noises are time-wasting bullshit – doing it walking simulator style with no immediate death possibility was the only way I’m ever completing the game and the story.

The story was not bad. I can understand why people like it. There’s a certain Gone Home verisimilitude in poking around the leavings of a setting and other peoples’ belongings. I half-enjoyed that part, except the controls felt a bit slow. The thematic and moral questions were quite good for stimulating philosophical thought on issues of humanity.

The body horror bits were a little lost on me. Yes, there was a great deal of aesthetic ugliness around the place. But eh, beauty is in the eye of the beholder. Perhaps the ugliness is also about adaptations to a deep sea environment. At one point, I also thought that if we were shrunk to the size of a cell and crawling around the human body, it would also look like a godawful gory mess of horror too.

At any rate, it wasn’t a waste of time to experience it once, and I’m also VERY HAPPY that I don’t have to waste any more time experiencing more of it. It is DONE. Finally. Strike off another 20 GB.

The end goal of all the rampant deletion is that all three drives are back to a nice looking blue in Windows Explorer, with ~40 – 140 GB free space remaining. One has a little more mental bandwidth. (Ironically odd statement, since as far as I checked, I’m not an AI or a brain scan reliant on disk space. Yet.)

It’s also helped to target a few more low-hanging fruit goals of games to play and deal with first. Ample disk space is a very powerful motivator.

New Acquisitions, The Fourth

Sorting out the whole Steam nonsense was next on the list.

In went this month’s Humble Bundle Choice serials. I even managed to install some of them to try out before the month is out.

Off the list for me were Verlet Swing (too absurdly trippy for me) and Yuppie Psycho (I don’t really enjoy horror genres enough to play through ’em. I’ll watch someone else play, no problem, but firsthand playing them isn’t really rewarding enough for me.)

In went the Road Trip Special purchase.

Turns out, it’s all DLC.

With all the games I’m now motivated to play through and boot off the hard disk, I don’t actually see myself needing any new games for the time being. At least, I can certainly wait till the Christmas sale.

I do have about $6.50 in local currency or ~$4.70 USD of odd duck games (ie. games with known issues like glitches or pacing or just not very fun, but the concepts sound interesting to explore for cheap) sitting in the cart. I may or may not jump on it later tonight.

But it’s also interesting that I ended up prioritizing the purchase of DLC for games I -know- I enjoy.

I received Boundless free from Chestnut. Given that I’m 430+ hours into the game, I’m starting to feel like I should give the company something in exchange for all this enjoyment I’m having with it. So I did.

I don’t strictly need the deluxe edition upgrade. I was doing fine without it. But as a thank you, with some bonuses attached, I feel pretty good about it.

I get a month of Gleam Club (worth $5usd a month) where I don’t have to worry about keeping beacons topped up – granted, stuffing 10 foliage worth of fuel into my small number of beacons per month is no big deal to me either. The Gleam Club comes with colored chat text, which I am unlikely to use since I am not a chatterbox, but perhaps I can get some use out of emojis in signs.

I get 500 cubits and 10% more plots, not as if I was running out of the free cubits or plots any time soon either.

And I get to make a special weapon called the Golden Fist, which I could have bought from other players or asked other players with the Deluxe edition to fire off my machines to make them. Still, since I now have the ability, I mass crafted 10 of them and will eventually have to get around to forging them and then taking them for a spin to see how they work. (I could have just stuck to normal slingbows also, which have more range than the fist weapons.)

Virtual House Expansion, the Fifth

The Boundless base has been extended in three compass directions with extra plots, to reserve space for future planned expansions of storage, farms, and machines.

I’ve been digging out the holes slowly and steadily, but have been interrupted in these pursuits by the arrival of exoworlds, in shiny colors, that I feel like I need to snatch up, before they disappear in a few days.

Being someone who loves the color green, I so want to stay on this planet forevah!

The sorting/tidying/cleaning/ordering bug has hit well enough to at least do a tiny bit of a constructive thing.

In this case, the new basement corridor that will eventually lead to rooms of machines. Initial sketches using placeholder blocks, while the actual marble and concrete were still getting mixed up and crafted in the machines.
The more-or-less finished product.

Mostly less, because I added a bit more decoration on the mid-level stair landing, and I want to do something more decorative and make a proper fountain/water feature later on.

(The water was left over from trying to make a safe landing spot in the basement, before giving up and doing the L-shaped ramp as stairs route.)

Addendum, the Final

I’d intended to get a quick 30 min game out of one of this month’s recent Humble Bundle Choice, so that one could feel virtuous about actually having played a game I newly own.

I wound up nearly 2 hours into it.

Suffice to say that Beat Hazard 2 is still pretty durned good.

Mind you, it takes a little getting used to.

There’s a Steam review on it where the author calls it “How to make yourself legally blind 2: the game.” Accurate.

My first encounter with its predecessor Beat Hazard, and I recoiled like a vampire from its riot of color and sheer visual excess.

I was ridiculously motivated by Steam achievements in those days though, and there was one nasty one in Beat Hazard that was in the way of my brilliant completionism. So I gritted my teeth and just stuck it out.

At some point, your brain learns to compensate and literally tune all the visual bling out as merely background noise. The trick is to just zone out and let your eyes defocus on the background where the lightshow is, while mostly feeling the rhythm of the music and focusing only on important things – like where your ship is, where the killer bullets are, and where to just spray your own bullets in the general direction of targets.

One big improvement upgrade on the original is that Beat Hazard 2 allows you to play your own music from any streaming site or Youtube by using desktop mic to listen and some third party music identification service to figure out what the song is.

Given how esoteric my music choice can be, that it identified correctly about 50-75% of the Youtube videos I was using as actual music tracks, that’s not too shabby. (We’re talking Melodicka Bros, Miracle of Sound, Wind Rose, Sam Tsui, etc. It kinda half gave up with earlier Miracle of Sound and Peter Hollens videos and it more or less surrendered with nightcore.)

What is pretty cool is that each track dynamically generates for you a new ship that you could purchase (with in-game cash, not real cash – sad we have to specify this now) and use.

So you might find potentially find good or bad ships, and tell your friends to go play those music tracks to get good ships, etc.

Each ship also has special missions to upgrade them further, mostly based about the artist or words in the track, so it keeps unlocking potentially limitless gameplay tasks.

But mostly, Beat Hazard 2 is about chilling to as intense or relaxing an experience as you personally want to make it (you can dial down visual intensity to 50% and use really slow songs, or if you’re score-motivated and highly competitive, then you need 300% visual intensity for the best score multiplier – in which case, good luck to your eyes) while listening to music you enjoy.

I could think of worse ways to waste 2 hours.

-Not- Not Playing Boundless…

…aka the one where I wind up down the slippery slope of “how did I do this to myself again?!”

Regular readers will recall that I am not a builder by nature, and have no intention of constructing anything even remotely similar to the player monuments I have been happily screenshotting, perfectly content to admire from afar.

I was going to keep my home base / camp as small as possible, and keep it mostly functional. Square rectangular box? Underground hidey hobbit hole? No problem.

Except there was one itty bitty little issue.

The next upgrade to the functional machines that I was idly considering slowly accumulating as an incremental long term goal simply wouldn’t fit.

The next step in crafting progression are power coils and advanced power coils. Given the current prices in player shops and the ability of veteran players to leapfrog past new player bottlenecks, I was giving serious thought to just buying the advanced power coils slowly, one at a time, off said player shops.

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Power coils (and the advanced version) are blocks that need to have a 1 block air gap between them and the machine they are powering. They then shoot a little colored laser beam at the machine they’re affecting.

The machines themselves comprise of 4 blocks, which can be arranged in any fashion, as long as they connect.

Up to 24 power coils can be connected to one machine. The machine also needs to be powered by an electrical wire equivalent – spark cable lines that will eventually connect to a spark generator.

I am not terribly good at this sort of spatial math.

I watched a Youtube video of some suggested Power Coil Placement ideas. I looked at screenshots I had taken of other players’ bases to see how they did it.

I wasn’t quite convinced about the top/down placement in the screenshots. It seems there were much less than 24 coils, and not much room for future expansion if needed.

I tried drawing some layouts on paper, only to realize that I’m not great at drawing squares, and keeping track of things in three-dimensions on a two-dimensional sheet? Forget it.

Now…where else could I actually build things in three dimensions, and mutter to myself while basically sketching out a prototype?

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Yep, Minecraft Creative Mode. Super flat world. Wound up near a village and a ton of bored green slimes.

I’d just grabbed the nearest modpack I had already installed, that might conceivably contain similar-ish blocks. It just happened to be Stoneblock, which has a number of tech mods included.

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The four blue workbenches simulate the Boundless “machine,” which I crinked up into an “L” shape.

The T shaped dynamos surrounding it are the future “power coils,” in a 2×3 arrangement on all four sides, that should be 24 quite handily.

Instead of burying the “spark line” or sticking it on the ceiling (Boundless, unfortunately, lacks modded Minecraft covers or facades to hide wiring), I put it low to the ground at the back of the machine. I figure this will create a little 1 block crawlspace behind each machine, where I can hop over the spark lines, in case I ever need to access the back of any machine.

Of course, I couldn’t stop at one. I had to figure out how each machine group of blocks would fit together, both for easy access and for expansion if needed.

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Leaving two blocks of space created too claustrophobic a corridor, so I tried three blocks of space in between and that seemed a good enough compromise.

I didn’t want to make massive builds in Boundless, after all, and each 8 x 8 plot of land in Boundless has to be bought with cubits (which, granted, a large quantity of are generously given free to each character, enough to build -massive- constructions, as we’ve all seen in past screenshots.)

And why stop there? Now I had to figure out just how many corridors of two row machines I might need, in order to accommodate multiples for industrial factory processing.

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Presumably, the corridors can also be extended down the end, or I could build a new floor on top of the old one when it becomes necessary.

(It would just be really annoying if I had to climb up and down multiple stairs when I make stuff, so I eventually need to position the correct machines next to each other.)

Finally, I decided an array of 12 machine groups should be enough for now. It would probably take forever to earn enough for so many power coils anyway.

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So how big a base was I going to need to fit this entire contraption in? Enter lots of block counting measurements and the convenient Minecraft sign to help me keep track of numbers.

Theoretically, the whole thing would fit in a space 33 blocks long by 14 blocks wide or thereabouts, and about 5 blocks high. Each Boundless plot is 8 x 8 x 8 though.

The ceiling was no problem. A 16 block wide building would make things awfully cramped and leave no room for other storage or decorations, so 24 block wide it would be, or three plots. As for the length, well, 32 was a nice number, but I didn’t want to lose any wiring or symmetry, so heck, 40 blocks or 5 plots long it will be.

Wow. Starting from a dinky little 2 x 2 plot base, I’d now be sticking an additional 3 x 5 base right next to it. That was quick.

Then it struck me. Since I was already -here- in Minecraft Creative mode, why not do some color tests and plan that too?

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I knew I wanted to explore the gradients of green and turquoise I had seen in the world that reminded me of GW2 necromancer colors.

It also so happened that black was a rock in ample supply on the first Aus server world I started with, so that would be a good color to use too.

I am not an artist. I was basically going to build a rectangular box. A flatted factory for my machines. But I could make it a box with a pleasant gradient of greens.

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Boundless has gleam blocks that provide light. Since I’m already here, I may as well work out just how many spaces per “light” block I’d need to create something symmetrical.

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Of course, I’d need windows and doors, because I cannot imagine being cooped up in a Minecraft or Boundless building for too long without being able to look out at the scenery and horizon outside.

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You know, I’d better light the interior as well. “Fluorescent” lights for the factory.

Bonus, I could use the lights in the roof as floor lights when it comes time to expand upwards and build an additional floor.

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Yep, planned interior looking pretty good.

Back over in Boundless, the first decision I was going to have to make was what -texture- of block to use.

It had to be something cheap and easy enough for a newbie to make, no multi-step elaborate marble or concrete recipes for moi.

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The three basic rocks are sedimentary, igneous, and metamorphic, and they all have rough hewn stone textures. So those wouldn’t exactly be very nice for what I had in mind.

After going through a bunch of wiki links and mostly choking on the high recipe cost of the extremely decorative blocks, I decided that “refined metamorphic rock” and “refined sedimentary rock” were relatively presentable and -actually- doable.

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The conversion was still going to be mine out 18 rocks to convert into 50 stone (4 min 10 sec x 6 times), and 288 stones (25 min) for 50 refined rocks. Essentially, 108 rocks for 50 refined rocks, with some leftovers.

I’d pulled out over 5000 rocks in roughly 30min of flailing away underground with a 3×3 hammer on a T1 world, so it didn’t seem too impossible. The trick would be getting the right colors though.

Each world sports different colors of rock. I spent even more time clicking away at the Worlds tab on the third-party Boundless Crafting website, trying to figure out which world had the shades of green I wanted. Then I figured out going the reverse route by checking out the item, which then shows which planet to get it from.

But but… surely the colors on a web browser and the colors in-game don’t quite match. Neither was I convinced that this other player spreadsheet summarizing the planets and color info exactly replicated the colors.

Nothing for it. I was just going to have to adventure to each world, and yank out some rock color samples. Self-assigned quest time!

That turned into a series of mini-adventures in themselves.

Midway through the quest to dig mini potholes in various worlds, I walk through a portal to the planet Gellis… to find myself standing in a museum of ALL blocks.

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You could probably hear my jaw drop a mile away.

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All the types of ice.

Wandered it for at least half an hour, taking screenshots aplenty.

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One of the gleam corridors.

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Even more gleam. So shiny.

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Stone. All the textures and things you can make from rock and stone.

There was a brief pause where one attempted to cut and paste from various screenshots to see if I could cross reference colors that way.

Nope. Still didn’t look good enough. Onward to the next planet!

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More jaw-dropping. Also at player creations.

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I had to expand windowed mode back to full ultra-widescreen for this one. The music soundtrack that suddenly started while I stared at the landscape and the two planets slowly drifting across the sky gave me chills. Most of the portals were closed and the place uninhabited, remnants of a community that had moved on. It felt like walking in ancient ruins, on an alien planet.

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Then I get to the edge of town and gasp, because this is a -floating- city in the sky and the planet is below. Way below. How on earth am I getting down to where the rock is?! All the portals are closed…

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I run around town, looking for open portals and find nothing. I stand on thin floating black roads, afraid to touch the empty spaces because there -could- be absolutely clear glass protecting me from a drop… or there could be absolutely nothing but air and a long long plummet. Then I see it. Do you?

Yeah, there’s a water elevator a la Minecraft that flows down. Right in the center of the tree.

Going down it was a trip because it alternated between running out of air if I stayed in the center, and plummeting through air if I moved out to grab a breath. I did end up smacking right into the ground at the final bit, but was near enough to not die from the fall damage.

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If I ever get strong enough, I would love to build a base on this T6 planet, Malurialakrib. It’s got all the shades of green I love. It’s even conveniently an Aus server planet, so I’ll get 80ms ping. Sweet. Now if only I could figure out what to do about the extremely lethal wildlife pests…

Some hours later… I eventually wind up at home base with all my geologic loot.

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Impromptu color palettes are assembled, for an audience of one.

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Less favored colors get hammered out of the running. I hem and haw some more.

This won’t work. I need to see them in my planned building format as a solid wall…

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Ok, strike out the rightmost column, that one is too dark at night.

Oh yeah, it’s night. I also came home with a bunch of colored gleam. LIGHT TEST.

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They’re all so very pretty.

But the highest contrast one with the tinge of blue is closest to what I have in mind, so that one wins for now.

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Still indecisive on the exact color arrangement of the green gradient wall… eh… I think I’ll go for the glowiest on the left.

But do I put them light to dark, or dark to light?!

A thin strip is not working, I think I need a bigger wall sample…

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Hmmm…. I still don’t know!

Oh wait, I need to knock out some blocks to simulate the windows…

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An extreme amount of dithering later, over which two in-game days pass, I eventually settle on one.

Only to realize that the work has just begun.

First, clearing out all the natural landscape in the new plots, digging out soil and rock. (The pink shows the boundaries of the 8 x 8 plots.)

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I started laying some basic flooring in basic black stone, for lack of anything better… and I’ve run out about a third of the way through.

Now I have to go mine more black rock, go back to the planets to collect more green rocks, turn those into refined rocks, and start laying them, one block at a time.

This should keep me busy over this weekend and most of next week… and I’m not even earning any extra coin by doing so, beyond some along-the-way feat/achievement completion rewards.

However did I get down this rabbit hole again?

Wood Choppin’ – TerraFirmaCraft Plus

This one is squarely on Tobold.

One week ago, the man asked for game recommendations in which he could chop wood.

Being that I too, am of that player subset who really really likes repetitive resource gathering and doesn’t quite consider it a grind to do so (if one is enjoying the process and in nice surroundings), I pulled out a bunch of suggestions across the vast range of resource accumulation games I’ve played.

Then I thought, “Well, it might be nice to go chop some wood myself and get a blog post out of it. Two birds, one stone. Show off the validity of the recommendation.”  You know, putting your money where your mouth is. Or something along those lines.

Six days later, I am still chopping wood.

I have one more Storm Wizard token to collect in Guild Wars 2 to finish off the weapon collection. I have World 2 Zone 3 down to a precise science of a 30 minute not-too-aggravating run.

But I willingly skipped two days in which I could have picked up the token to go freakin’ wood chopping (among other things) in my new Minecraft: TerraFirmaCraft Plus world instead.

The world seed is aptly named: Woodchopper.

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Or -1295373396, if one prefers the numeric version.

It did not spring out of one’s forehead fully formed. There were a few aborted attempts along the lines of Woodchopping and Woodchuck.

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The first yielded a desolate landscape with sparse trees. This simply would not do.

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The second looked promising, with plentiful pines to plunder. But after a day or two of play, I simply could not find any clay.

Apparently, the region I spawned in was simply too dry and the annual rainfall too low to form clay deposits. This was a massive problem as getting pottery going is essential for progress along the TerraFirmaCraft tech tree towards metals. It was with regret that I gave up that world, because everything else, metal ore deposits, crops were everywhere.

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The third world Woodchopper proved to be the charm. I spawned in practically on top of a clay deposit, which seemed like a good omen. I got simple pit kilns going fast (the fires in the above screenshots.)

About this point, I started getting tired of the standard Minecraft look (not very immersively picturesque, is it?) and decided I’d give messing with shaders one more try. I dug up my ancient post on it in preparation (see, blogging is useful for people like me with sieve-like memories.)

Turns out that everything was a little simpler than that attempt.

The TerraFirmaCraft Plus modpack was an improved version of the old TerraFirmaCraft I’d played back in the day (along with another variant called TerraFirmaPunk, which I covered here and a few other posts.)

It played super nicely with the most recent version of OptiFine for Minecraft 1.7.10, which was OptiFine 1.7.10 HD U E 7. All I had to do was chuck it into the mods folder.

Since Optifine didn’t crash the modpack, I didn’t have to go search for any other weird branching mods and simply downloaded the most recent version of the shader I loved all the way back in 2017. Namely, SEUS.

The publicly released version is SEUS Renewed 1.0.1, so I downloaded that.

But wow, checking out Sonic Ether’s website shows the man has not been resting on his laurels and is hard at work on SEUS PTGI – this should be danged delightful to watch in the future, going head to head with Minecraft RTX, which I only learned about through Everwake’s blog post. Shows how much attention I pay to vanilla Minecraft. Modpacks all the way, baby.

Back to adding shaders: all I then had to do was throw the entire SEUS Renewed.zip file into the shaderpacks folder, start up the game and select the shader via the options menu.

Instant eye candy.

tfc-vista

Ok, I may have exaggerated slightly.

The water blocks were not quite registering as water in TerraFirmaCraft because the entity numbers had changed. Known issue. So I had to check what they were in the game, using NEI, aka type in “water” and move mouse cursor over the water to see what number comes up. In my case, it was 566, 567, 568, 569, etc.

tfc-wateredit

Then rummaging around in the shader zip file for gbuffers_water.vsh, adding on the necessary minecraft entity numbers.

tfc-wateredit2

For whatever reason, the three lines were commented out – maybe newfangled Minecraft changed water entity numbers – but old 1.7.10 Minecraft definitely uses 8 & 9 for water, so I removed the comment and it worked fine after that. Later, I threw in TerraFirmaCraft ice (574) as well.

Everything else worked fine out of the box. Rain was rain and so on.

tfc-clay

(Wavy grass and crops may have been the something else that required tweaks, but I don’t like wavy grass anyway, so it was no big loss for me and I didn’t worry about it.)

It wouldn’t have been Minecraft without the deep ravines…

tfc-ravine

…and slightly illogical, gravity defying scenery…

tfc-falls

… that’s deep. Scarily deep.

tfc-falls2

Apparently, you can fracture your bones in TerraFirmaCraft Plus (TFC+), which I found out by a sudden sharp drop into, thankfully, a pit slightly less deep than the one above. Still, falling ten or so blocks resulted in a minor fracture.

Anyhow, I settled along the coastline, seawater and freshwater both fairly nearby, and clay deposits to the north and south of me.

tfc-map

There are a number of notable improvements in TFC+. You can craft 4 logs into a place-able stackable block, so a little log hut to shelter from the night zombies is not impossible now, rather than the somewhat immersion-breaking near necessity of digging a cave under clay deposits in the original TFC.

tfc-hut

Thatch roofing is also a thing.

Along with the eyebrow-raising not-quite-improvement of torches being able to set nearby flammable things alight.

tfc-ohcrap

I guess it’s realistic. *sighs*

Funny story about the accident. (Aren’t they all.)

I knew very well that torches lit flammable things on fire. So I put the torches carefully away from flammable things like my original wood hut on the right. The wattle-and-daub cottage I was in the midst of building was -not- flammable.

This was another new TFC+ thing. Crafting sticks together produce wattle, a framework that one can lay. Pouring a vessel of water over thrown dirt and straw produce mud. Applying mud on wattle creates the pretty white blocks known as wattle-and-daub. So I put a torch next to the walls I was building over the course of several Minecraft days, and they did not light it on fire.

TFC+ torches extinguish after a few days of using up their fuel (or in the rain). So the one next to the walls went out and I never bothered to relight it for ages.

Then I put the thatch roof on, and everything was still okay for another indeterminate period of time.

I guess you know where this is going. One night, I absent-mindedly relight all the torches in the vicinity while looking out at the ocean, thinking about other things… then behind me, things suddenly get brighter, I hear a crackling…

…I spin around and go, OH FFFF-.

I jump after the fire, I valiantly flail at everything, but the damn cottage is three blocks tall, I haven’t progressed to the stage where I can make ladders yet, and in TFC+ dirt and sand blocks don’t stack beyond 1 deep, they obey the laws of gravity.

Long story short, I lose about half the roof.

tfc-postfire

There’s another couple of days of grass harvesting for straw, and then turning that straw into thatch and thatch into roofs, and climbing back up to re-thatch the roof. *sighs*

The walls were fine. Bah.

I suppose that’s why one would want to tier up to ceramic roofs and slate roofs and copper roofs. But those are a ways for me yet.

TerraFirmaCraft progress has always been slow and sedate. One full year is 96 Minecraft days long. Each season is 24 days. I took my time wood chopping and building using Stone Age tools through most of Spring and Summer, and exploring the local landmass.

It wasn’t until Autumn that I got a bit of a fire going under me (this one figurative) and got barely enough copper to get a few basic metal tools. (Mining is going to be tricky in this world, it’s very hilly and difficult to traverse.) The copper saw opened up lumber, and lumber in turn opened up boats.

tfc-night2

tfc-night

So I took a break from my locale and went on a little boating adventure, carrying nothing I couldn’t afford to lose.

tfc-adventurehorizon

tfc-isle

There were two apple trees on the island above. Alas, none of them produced graftable saplings from the branches, so I’ll have to come back another time when they’ve hopefully regrown those branches.

tfc-palms

I was tickled by the slightly tropical looking landscape. It was a change from all the snow and ice that was the vast majority of my boating encounter.

See, the problem was that I got wanderlust in late Autumn, when temperatures had dropped to near freezing and ice was forming along the edges of land and sea. Try as I might, I couldn’t find any good crops (beyond the odd bush or apple tree), and I later realized that most plant crops are seasonally available in Spring-Summer, not Autumn.

So I returned home and decided to wait out most of Autumn and Winter before wandering again. Food was going to be a minor problem (aka I didn’t have any, beyond seaweed, if I wanted to cut it) but since I was staying at home, I was prepared to just starve to death eventually and respawn right where I left off.

In the meantime, I’d work on building projects instead. Like a cellar for when I actually have food I need to preserve from decay.

tfc-cellar1

It started out as a modest idea of an underground attachment from the cottage.

tfc-cellar2

Then it got more ambitious as I widened it out to its maximum size.

Midway, I realized that I didn’t know if I had to completely cover the floor AND ceiling with the special cellar blocks (made from lumber, clay and straw, all of which had to be gathered).

So I made a separate smaller above-ground prototype cellar to find out.

tfc-cellar4

Turns out yes, everything must be covered in the cellar block for it to work properly. So that ramped up straw, clay and lumber requirements exponentially.

Frankly, I have a feeling that the mini-cellar above ground might be sufficient enough storage space for me. But heck, I had building time to spare while “over-wintering.”

tfc-cellar5

The completed underground cellar, just before I pile on the dirt to completely cover it in grass and make it invisible, save for the little entryway from my cottage.

The next building project is a preliminary barn. There are some Aurochs (wild cows) near home base. I need grain and/or rope (from yet another crop) before I can even dream of leading one anywhere or taming one. But I have no crop seeds until Spring/Summer anyway, and they’ll still need growing time.

I can still make the building and hope to fill it up eventually.

tfc-barn2

tfc-barn1

That’s going to be a lot of thatch. Should keep me busy until the next Minecraft Spring/Summer rolls around.

The wood is easy by comparison. Make stone axe. See tree. Hack tree. Swim in logs and sticks. Stack up the logs in the piles for the future.

Now, when I eventually get around to ironworking and charcoal making… that’s when the deforestation is really going to happen.

Tapas All The Things

Over at Time to Loot, Naithin penned a post about Genre Burnout. It’s something I’ve been idly pondering over recent months.

On one hand, it’s undeniable that I’m off MMOs as a concept, possibly for good.

Nearly 5 years ago, I wondered what would come out the other side of playing a Guild Wars 2 (now with NEW raids included!) after bitterly railing about the toxic divide that introducing raids would cause.

Now, with the benefit of hindsight, I can answer that question. Frustration, definitely. Sometimes at the game, sometimes at myself, sometimes at other people. Mostly the annoyance of having been proven Cassandra-like correct at the gaping social divide amongst players.

Fortunately, drama was mostly averted, save for one incident where boundaries were trod upon and some workplace skills in mediation, crystal clear communication and compromise had to be hastily yanked out and practiced. Players, by and large, do this really poorly, which feeds into the frustration above.

I’d like to think I avoided most elitist prick-ism, but I confess to being reluctant to join public encounters that exceed a certain level of challenge, on the assumption that the average player group is -not- going to succeed at it, or if I do give it a try, I’ll do the silent “drop out without a word” maneuver after a few failed and obviously-not-going-to-make-it attempts. I’ve watched others be far more elitist than me and simply been silent witness or just quietly thankful that I made it past the ‘barely acceptable’ threshold because I know without a doubt that I’m not investing the time and effort to ‘git gud’ to the point which would make these other people deliriously happy.

Burnout? I’m still raiding twice weekly without fail, barring the odd RL engagement. By any dev metric, surely that is not burnout.

But I feel like I’ve lost my rose-colored glasses on what GW2 could have been, and have accepted that it just wanted to blend into the MMO crowd and appeal to the whole spectrum of MMO players, raid-lovers included. That it is just one MMO among many. That traditional MMO gameplay doesn’t actually do much for me, in terms of being a forever game or tick many of my boxes. (If it did, I’d probably already have been playing Everquest, or World of Warcraft, or Final Fantasy XIV, or The Elder Scrolls or … whatever.)

Been there, done that.

With the last couple years of GW2, been there, done that -again-.

I’m done with main games, primary MMOs, or the one virtual world to rule them all.

I cannot conceive of ever starting over in some brave new world (pun intentional.) What would be the point? To get bigger numbers? To ‘win’ over someone else? To make friends and play with others? To collect all the things and show others that you did?

I’m not sure I ever much had that great enjoyment or use out of Multiplayer, and if the former doesn’t quite do it for me, I think we can safely dispense with the Massively prefix as well.

On the other hand, I am still occasionally finding reasonable levels of amusement playing parts of individual MMOs.

The actual beat-by-beat combat of fighting a raid boss with a character I’m comfortable playing is smooth and relaxing flow.

There was a certain level of RNG lottery fun in joining random PUG strike missions at various timezones during the first two weeks of the Eye of the North introduction – sometimes you luck into a really smooth competent party, sometimes it’s rougher but still manageable, and sometimes it’s utter carnage that is best left wordlessly.

The act of deciding on a small, achievable goal and then following through on it to completion is always going to have a certain ‘click’ of satisfaction at ticking a checkbox, regardless of the game I do it in.

And the same ‘what’s the point?’ argument could be made for singleplayer games as well. Does any progress or learning in a game matter? Is it just about the journey and the experience? One could also have a journey and probably -multiple- experiences in a multiplayer game too.

It’s becoming all equivalent, as I mentioned in my last (now ancient) post four months ago.

I am behind in Warframe. I am always behind. I play it solo singleplayer and like it that way. I have not made a Railjack; I have not yet played Scarlet Spear. I’ll get to it when I get to it.

Instead, I have been chasing the mini goals of relic grinding and building Prime warframes, because I couldn’t be bothered going for ‘lesser’ versions when a Prime one is available. I am super slow because I do it all by my lonesome and never join others in relic sharing missions. I get my Primes anyway, in the end, some gazillion relic farms later. Oberon Prime and Ivara Prime have been on my to-do list for the last month or two, and I just finished popping the last piece today. Now there’s Titania Prime to go.

Path of Exile Delirium League is out and I am not actually playing it. I missed the start because I was busy doing something else, then in the middle, I thought, maybe I’ll give it a go, and somehow I got diverted down the track of attempting to solo self farm an Oni-Goroshi unique.

For those not in the know, this mostly means repeat farming the very first map, Twilight Strand, over and over with multiple characters. I idly thought that this reminded me of Guild Wars 1’s Ascalon Defender achievement where one stayed in Pre-Searing Ascalon, and decided to try it once, just for the experience.

Two level 7 characters and one level 8 later, it’s turned into a sort of begrudging grudge match in slow motion. I -refuse- to do anything else but try to pop the sword, and because I’m not actually insane, I don’t farm for more than half an hour at a time. Lately, it’s been just try a few runs and then quit and play another game. The league might end before it drops. So be it.

My Steam recently played games looks like this:

steamplayed-JanMar20

All the red X’s I marked are stuff I’ve not even installed, let alone played. Mostly they are last month’s Humble Bundle Choice games and a free game.

One green tick games are stuff I played a bit.

At my level of no-discernable-skill, Dota Underlords is an amusing RNG gamble that I mess around with Hardcore difficulty bots. It offers me the ability to learn how to recognize various DOTA heroes and what they vaguely do, and the relaxation of letting AI beat on each other. It gives me the realization that it makes no difference to me whether I wind up in sixth place, fifth place, third, second or even, rarely, first. Should it matter? Win some, lose some, it’s a game, it’s fun for a few rounds, and then I put it down.

Ever so slowly, I have been attempting to finish SOMA. I’d like to complete it, and then delete it off my hard disk because that’s 9gb of valuable disk space I’d like to reclaim, and someone, somewhere, said it was a classic game worth the playthrough.

Honestly, it’s one of those games that is not really doing it for me. It’s a slooow as molasses walking simulator that utilizes a bunch of horror tropes (which I don’t really scare or react easily to, or feel much about). I turned off all the actual danger because the one thing that would make me ragequit without ever completing it would be dying repeatedly to some dumbass monster because I didn’t have the patience to hide in shadows until it went away.

I end up wandering in circles because navigating in murky water is not my forte and it is not scary, it is just frustrating and makes me pull up a walkthrough trying to match my steps with the instructions until I’ve figured out where the game wants me to go next. My game session progress is measured in walkthrough pages. I’m about 50% into sunk cost and I’ll get around to a little more progress someday… just not today.

Battlechasers Nightwar is a fun enough JRPG-like game, if a little slowly paced. Played it for a couple hours, then had enough. Eliza was an interesting visual novel experience that I played for a session, then put down and never quite got back to.

Every now and again, when I crave a walk in the woods, I go back to comfort game theHunter: Call of the Wild and tromp around slowly, hoping to bag a virtual deer.

Two green tick games are games I deep dived into:

Stardew Valley – made a new character and played nonstop until Year 3 and grandpa’s ghost came along to tell me I did a fantastic job. Then lost steam because the next couple of goalposts were far away in terms of money and would clean out the bank. So it goes. Maybe someday I’ll get back to it.

sd-house

Don’t Starve – got into Shipwrecked obsession for a while. A nomadic explorer lifestyle is not really me in survival games. I love to bunker down in a base. Shipwrecked almost explicitly disrupts this playstyle. Kept dying of some cause or another before making it into the next season. Going for yet another roguelike run gets addictive, until one day, they are suddenly not.

Risk of Rain 2 has no ticks. It’s on current free weekend trial. So I trialed. Not quite for me. The difficulty is a little beyond me, and I can’t quite get my head around the scavenge-all-the-items-and-hope-for-good-RNG playstyle. Maybe it’s a carry over from Battle Royales. Maybe it’s why I could never really get good at Binding of Isaac.

Unreal World has been a current tapas game poison of choice. I think I’m getting back into turn-based roguelikes – might veer back to Angband and TOME next.

Unreal World is very simulationist, you play an Iron Age Finn and mostly try to live a low tech lifestyle without dying from one thing or another.

My current run lucked into a bear very early on, which I somewhat foolishly chucked a javelin at. That wound up with the bear charging me and a duel to the death of mad dodging and stabbing.

urw-bear

It broke one arm, which left me crippled on doing various activities for many days until the fracture healed, but hey, I lived, and it died!

urw-cabin

Set up a little log cabin before winter set in. I love the bunkering playstyle in survival games, I may have mentioned.

urw-elkgift

Doing well through winter. A reindeer actually blundered into the pit trap that surrounded my log cabin, something that felt really lucky. I usually spend days checking on all the traps I’ve set up with no returns.

So it goes. I’ll play it till it gets boring or I get distracted, and then I’ll move on to something else.

Ever since mentioning Master of Magic to Syp in a comment, I’ve been thinking of giving that a replay at some point.

My Epic Games list is filling with free games. This months Humble Choice Bundle has arrived. Super Adventure Box is coming. Who has time to play just one game?

Who has time to play -all- the games?

I’ll set a goal, play one game a little. Set another goal, play another game a little. Don’t bother with a goal at all and play yet another game for a while on a whim. Rinse and repeat.

Playing Catch-up

Where did September go?!

You know it’s a busy month when you sit down and can’t even remember half of the things you were doing then. Either that, or I’m getting older and my brain cells are depleting even further.

Part of it has been real life – peak periods at work, visiting relatives, trying to cultivate more of an actual book reading habit back into my life, and part of it is too many games releasing content at around the same time.

poe-elder

The primary game has been Path of Exile this season.

Blight League has a tower defense schtick going, which mostly means hordes of enemies coming in waves for you (and some towers) to kill before they reach a central point you’re guarding. The loot for succeeding is plentiful, incorporating both drops from the mobs you kill, as well as special treasure chests to open once victory is attained.

The build focus for buffing this time around are minion summoners.

This is a match made in heaven because I’ve always enjoyed the PoE summoner – a wave of plentiful minions that engulf enemies, tangling them up and giving them the death of a thousand paper cuts from multiple sources.

Except now the minions can be buffed to be faster and attack more quickly, and those paper cuts are now significant sword slashes in their own right. Plus more seems to scale based on the gems themselves, skill traits or more craftable gear, instead of requiring specific unique drops.

All in all, it makes my staunchly SSF playstyle a little more viable, pushing up the power potential of such builds, while possibly capping the more traditional “trade for perfect gear to reach insane heights” type of build. Those folks might have something to complain about, but the beauty of being SSF is that I don’t have to care – there is no competition, economic or otherwise, between them and me.

My game becomes simply about progressing further than myself in the past, as well as enjoying myself in the present.

The former is a definite. I hit level 90 the other day. This unlocked an account achievement for doing so. Progress milestone for sure.

Between spectres, zombies, vaal skeletons and carrion golems in an adapted Speaker for the Dead build, the power potential is quite off the charts in my limited experience. I did a normal Atziri at a super fast pace with no deaths – something I used to struggle with, often dying several times to flameblasts. I did a low level Shaper stronghold, I did a low level Elder fight, taking out the Elder Guardians for the first time ever. (More achievement unlocks.)

I don’t know if I’ll ever reach the Uber boss levels. The necessity of unlocking so many maps may be a stopping point, given my time constraints. We’ll see. From a build standpoint, it doesn’t seem like the limiting factor right now.

I’ve been enjoying the latest iteration on Master missions as well. It’s become less random, storing up the dailies into a sort of “banked storage” system, so that you can miss days and then crank through a bunch of them at once. You can also choose to concentrate focus on one type.

So if you feel like romping about the Omnitect’s temple, you can bank up a bunch of Alva missions and then feed maps into it, guaranteeing you Alva encounters per map, and quick progress towards a temple visit.

Or if, like me, you feel like exploring the depths of Delve, then you’re running Niko missions non-stop in between mine explorations, in order to get sufficient voltaic sulphite to go even deeper.

Presumably, if you’re an 18 hour a day streamer, you might actually run dry on all the master missions and have to go back to the randomness of whatever a map decides to offer.

As someone who can only play PoE for 1-2 hours a night, that is absolutely not a problem I’m running into – quite the opposite, the specter of “wasted” potential when a to-be-banked daily hits the storage limit is far more possible for me.

Fortunately, I’ve developed an immunity to this sort of perceived “loss” already. One has to. I play GW2 (have you seen its dailies tab these days?) I play Warframe. I play Harry Potter: Wizards Unite and Pokemon Go. All of them have dailies for their more engaged, hardcore players to chase. If I attempted faithful completion of all of the dailies -daily-, I’d probably have to be a student, a streamer or unemployed. Not to mention, go nuts in short order because I’m not that innately obsessive-compulsive or to-do-list-manic.

So I’m good. I’m just chugging along, doing a couple maps nightly, aiming for short master mission goals on a whim, enjoying the present and the churn of hundreds and thousands of mobs meeting -my- personal tens of mobs and dying.

metallegion

At nigh unto the same time, GW2 released the Prologue of its newly renamed Living World Season Icebrood Saga.

It seems to have been warmly welcomed all around. (I mean, if you can evoke a cautiously optimistic response from Endgame Viable, you gotta be doing something right.)

Mind you, the GW2 subreddit is still variously on fire from a subset of the raider subset, unhappy about ‘easy mode’ strike missions, their ‘challenging content’ preference being ignored, class balance being effected with a sledgehammer… on the wrong targets entirely, being potentially forced to pay for worse functionality on in-game build templates when they’re already used to a far better free third-party option, and so on.

(Not all of their unhappiness is off base – I am personally really pissed off about my already weak-in-raids Scourge being made even weaker and clunkier to use, to the point where I don’t think I dare risk teammate unhappiness any further, while the top of the line condi option remains an unaffected outlier – but there’s a definite echo chamber effect going on.)

Before October’s skill “balance” patch though, there was Grothmar Valley. And it was good. 

The Metal Legion concert has been a spectacular example of an open world meta event that harnesses the dynamic event system to superb effect, uniting everyone – hardcore, casual, mid-core alike – in one goal and giving everyone warm, fuzzy community feelings instead of “lol, your dps is 10x less that of mine.”

The golden fields of Ascalon has always been a sight near and dear to any GW1 fan. It’s the first thing you see in the tutorial. It’s what you promptly lose post-tutorial in the Searing. It is the Shire equivalent in Tyria. It is where you begin. It is where you’d love to come back to when your journey ends. It is home.

Grothmar Valley being right smack in Ascalon gives a massive nostalgia homecoming kick to those of us with enough history to remember it.

(As an aside, I was amused by a Redditor’s comment that GW2 officially now has players with a longer tenure than the developers. Maybe not quite yet, I assume GW1 had -some- amount of development time, possibly years, before opening up beta weekends to players. But I do remember playing those beta weekends. We’re getting there.)

At the same time, Grothmar Valley being populated with charr, and a very dangerous sort of discontented charr and a Hitler-esque leader to follow (this from a charr main player) pushes us into the future, hinting at the direction of the saga’s story.

It’s…promising. (Alas, given prior track record in executing, that’s about all we can say for the moment. We’ll believe it when we next see it.)

In the meantime, I was content to mess around doing all the things in Grothmar Valley. Catching up on crowd-necessary achievements while events were still populated. Playing around with races. Wandering the open world like how GW2 used to be from lvl 1-80. Jumping in on a whim for quick and painless public strike missions. Getting caught up with Ascended cooking to 500, which I’d neglected in the off-cycle.

wf-nightwave2

As is usual, something in the games line-up had to give and the loser for the month was Warframe.

Though frankly, they’re laughing all the way to the bank.

I’d finished Nightwave series 2 early, getting the outfit I wanted, so I felt happy enough to drop it for a binge in Path of Exile.

I’d heard about Saryn Prime and Valkyr Prime unsealing from the Prime Vault, but having just come off a relic grind for Wukong Prime and wanting -both- unvaulted Primes really badly with none of the time investment, I took a hard look at what was offered in the joint package.

Nothing was a repeat. I kinda needed to restock some platinum. The whole deal was “only” $60 USD, as opposed to the more premium $80 or $140 Prime Access packages for new Prime warframes.

The ending of this story is predictable.

Some rationalization later, some clever brain trickery promising myself to work hard on real life matters I’d been procrastinating on for a reward, I gave Digital Extremes $60 to not play their game for September.

Maybe in October I’ll enjoy the fruits of this. Atlas Prime is out and I’ll probably relic grind for that. But I’ll have to finish up a bunch of other things first to make time for Warframe again.

factorio-twisted

Then there’s single-player games. I’m racking up an alarming number of “want-to-plays.” My computer is nearly out of disk space on three hard drives. I need to make myself sit down and sort through installed games and so on, but seriously, who has time for that?!

I can’t even sort through my Path of Exile stash, my GW2 inventories and my Pokemon Go critter collection.

I took a few days “vacation” in Factorio beginner land. The learning curve was prohibitive. Eventually I gave up any hope of potentially making something resemble anything close to efficiency and embraced a train of thought that ran ‘if it actually connects and makes a circuit and -runs-, it’s good enough.’

I have come to the conclusion that my brain works in convoluted ways and what one sees on the screen is a reflection of this. I am not an innately ordered or orderly sort of person.

Other assorted September snippets:

Still watching Critical Role faithfully and enjoying an additional game from a vicarious standpoint.

Re-discovered (one year late, again) a stunning Portal inspired song from Youtuber Harry101UK and TheStupendium – The Android Hell Blues. Did wonders for the couple of days I was in a blue mood to have it on repeat loop and wallow in jazzy, dark humourous, clever wordplay while nose to the grindstone.

Re-reading the Blades in the Dark tabletop RPG and pondering in sporadic intervals over interrupted days if I can actually get some solo RP gameplay going, to actually enjoy story-based gaming that video games can’t seem to get quite right yet.

Bought a bunch of Dave Graffam papercraft models at $1 each, on DriveThruRPG sale, in the hope of getting crafty again and making a mini-medieval city. Maybe in November. It’s a really hectic time at work this season.

Also recently watching CohhCarnage play through AI: Somnium Files, a visual novel-esque detective anime game with more interaction than a standard VN, and being somewhat drawn to it. The current price is a definite not-now though, so the craving has been displaced to “How about actually playing through some of the other older games of the same developer that you -actually- own but just haven’t gotten around to?”

Aka Spike Chunsoft’s Zero Escape series, Danganronpa, Steins;Gate, 428 Shibuya Scramble, et. al.

If wishes were fishes…

Bleh. Back to squeezing in productive “survive life” to-dos for a little longer and playing catch-up on everything else.