fluffz Posted November 23, 2025 Author Report Posted November 23, 2025 5 hours ago, Shoom said: 5-10 player HP with 150% creature strength on permadeath? You'd have to wear full plate armor 24/7 just in case something sneezes in your general vicinity. Yes, 5 HP is indeed on the extreme end, and very unforgiving. I have mostly played with 10 HP in my runs, which usually end up being around 15 HP with some nutrition going. I usually feel that fleetfooted and leather armor is sufficient if threading cautiously Other than that I will say that this post is a work in progress and more like a template so far. A lot of testing and balancing will have to take place.
LadyWYT Posted November 23, 2025 Report Posted November 23, 2025 34 minutes ago, fluffz said: I have taken a look at them now, and from a glance it seems like Floral Zones: Cosmopolitan Region gives some new flora to the colder regions. But from the descriptions of the other ones they look to add flora only to the warmer regions. East Asiatic, Mediterranean, Neozeylandic, and Cape Region flora mods should have options for the temperate region as well. If you're intending to go colder than temperate climates though, the Cosmopolitan region might be the only viable option.
fluffz Posted November 23, 2025 Author Report Posted November 23, 2025 13 minutes ago, LadyWYT said: East Asiatic, Mediterranean, Neozeylandic, and Cape Region flora mods should have options for the temperate region as well. If you're intending to go colder than temperate climates though, the Cosmopolitan region might be the only viable option. Then I learned something new here, I was under the impression that the hardiness had to be below 0. That is good news then I have been hoping for while that the mod author would one day release a dedicated pack for northern Europe.
Venusgate Posted November 23, 2025 Report Posted November 23, 2025 (edited) I have started a similar run myself with a few tweaks: warm starting climate and semi-arid global precipitation flax is the only crop i can grow, and goats are the only animals i can raise - the rest must be hunted/foraged. I hide my time and date behind a menu so i have to keep track of days manually with early chisel. See attached for "11 days in" tallying. (Also, i picked 10 lives, and am set on burying a glued together skeleton for each life in either a graveyard or mortuary.) (Also using Stonebound, and it is awful, but at least all my dishes are done :P) Edited November 23, 2025 by Venusgate
fluffz Posted November 24, 2025 Author Report Posted November 24, 2025 On 11/23/2025 at 8:47 AM, Venusgate said: I have started a similar run myself with a few tweaks: warm starting climate and semi-arid global precipitation flax is the only crop i can grow, and goats are the only animals i can raise - the rest must be hunted/foraged. I hide my time and date behind a menu so i have to keep track of days manually with early chisel. See attached for "11 days in" tallying. (Also, i picked 10 lives, and am set on burying a glued together skeleton for each life in either a graveyard or mortuary.) (Also using Stonebound, and it is awful, but at least all my dishes are done :P) I will definitely be borrowing the idea of keeping track of days with a chisel, what a brilliant idea! I also really like the limitations of only be raising goats for livestock and forage for everything but flax Are you referring to the Wilderlands Stonebound mod? I have been curious about that one too. Does it function well despite it being an early release? Also, when you mention early chisel, are you referring to the Jack's Stone Chisels mod? Thanks you for a very inspiring post!
Venusgate Posted November 24, 2025 Report Posted November 24, 2025 5 hours ago, fluffz said: I will definitely be borrowing the idea of keeping track of days with a chisel, what a brilliant idea! I also really like the limitations of only be raising goats for livestock and forage for everything but flax Are you referring to the Wilderlands Stonebound mod? I have been curious about that one too. Does it function well despite it being an early release? Also, when you mention early chisel, are you referring to the Jack's Stone Chisels mod? Thanks you for a very inspiring post! Yes, I'm using jack's chisel, because i like using the club for it, instead of adding a second hammer model. I had to stop using Wilderlands Stonebound because, even with "rich gravel" the drop rate was about 1 copper bit per 20 gravel blocks. The page says the low drops are by design while they balance the mod, but it's clearly meant for a more narrative start where you either save up to buy tools first, or just creative in some. There's no bootstrapping by panning. Also, since i started a new save, i went to 12 day months, and now each "day" is a line to make up a month's design on a single block face. kind of like how kanji works.
fluffz Posted November 25, 2025 Author Report Posted November 25, 2025 22 hours ago, Venusgate said: Yes, I'm using jack's chisel, because i like using the club for it, instead of adding a second hammer model. I had to stop using Wilderlands Stonebound because, even with "rich gravel" the drop rate was about 1 copper bit per 20 gravel blocks. The page says the low drops are by design while they balance the mod, but it's clearly meant for a more narrative start where you either save up to buy tools first, or just creative in some. There's no bootstrapping by panning. Also, since i started a new save, i went to 12 day months, and now each "day" is a line to make up a month's design on a single block face. kind of like how kanji works. Nice to know. I am for sure borrowing that idea. It has always bothered me that we are living in the stone age with both a digital watch, calendar and a thermometer Then I can imagine the Stonebound mod being catered for multiplayer servers where you have an entire squad of players working in the mines And even then, 1 copper bit per 20 gravel blocks sounds like it need some tweaking still. Once the mod is finished tho one might be able to adjust it a bit to be more suitable for single player situations. The concept seems really cool and I hope they end up completing their series of mods. That is a neat idea for sure. I will try to find time to get a new run going this weekend. I am stoked to die horribly once the accumulated weight of all these mods begin to stack against me!
fluffz Posted November 25, 2025 Author Report Posted November 25, 2025 Also, I spotted this new mod: Temporal Storms Require a Fight And the description states the following: Temporal Storms last 5x longer but the time is reduced by 5% each drifter killed! I think that sounds like a promising solution to the temporal storms perhaps lacking a bit of incentive to engage with in it's current state
Venusgate Posted November 27, 2025 Report Posted November 27, 2025 On 11/25/2025 at 12:39 PM, fluffz said: I think that sounds like a promising solution Call me a boring adult, but I don't mind getting up from the computer for 5-10 minutes when a storm hits. 2
fluffz Posted November 28, 2025 Author Report Posted November 28, 2025 (edited) On 11/27/2025 at 6:47 PM, Venusgate said: Call me a boring adult, but I don't mind getting up from the computer for 5-10 minutes when a storm hits. hahaha I would never say nor imply such actions should constitute an epithet like boring. I like the idea of the storm, it's ambience, and the dangers they can provide. I would not mind the higher leveled storms be even more visually intense, glitchy, trippy and scary, like short moments of blindness or a one in a 1000 chance that a random drifter is capable to open your front door and let the demons in. The Temporality plus mod feel a tad bit to unbalanced under these settings and even tho the Temporal Storms Require a Fight mod feels on the extreme end time wise, especially due to very limited access to weapons, I like that it feels like a simple solution to actually engage with the storms if you currently have the means to, as in enough supplies in the weapon, armor, food and healing department, without a wraith that can reach you trough walls (curtesy of the new Temporality plus mod). I guess I would tweak it to like twice or trice as long, not five, and let every drifter kill remove closer to 10% of the duration, meaning 5 kills would equal a normal duration storm with some action that would take actual planning and effort. Although killing a wraith every time might be feasible with good gear, and enough of it, it would probably not be so forever, doings so with low limited supply of stone age weapons, sounds outright scary. It would probably turn those mud coffins in to other kinds of coffins rather frequently I guess further testing will be needed. But props to these modders for actually trying to bring constructive ideas to the table on how to raise the incentive and urgency to engage with these episodes of mental terror, and try to persevere. Big shout out to the Temporal Symphony mod too, for that oh so elegant solution of communication. Edited November 29, 2025 by fluffz
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