Bumber Posted February 7 Report Posted February 7 (edited) On 2/5/2026 at 2:17 PM, LadyWYT said: I'm thinking it's mostly going to be a problem for the eldritch windmill monstrosities that have like, four rotors minimum and each one facing a cardinal direction. That is, the kind of windmill that would never work in real life, since the windmill blades would collide with each other and other basic physics concepts. How else were we to power helve hammers consistently, though? (I at least built my windmill large enough so that the blades wouldn't clip through each other.) A single rotor even at high altitude just isn't enough. Edited February 7 by Bumber
LadyWYT Posted February 7 Report Posted February 7 1 hour ago, Bumber said: How else were we to power helve hammers consistently, though? (I at least built my windmill large enough so that the blades wouldn't clip through each other.) A single rotor even at high altitude just isn't enough. Prior to 1.22, I doubt there was a way to do so, outside of mods. The new waterwheel though gives a consistent power option, and the larger windmills a faster, more powerful option for mechanical power. That alone is reason enough for the eldritch setups to no longer be viable. As for the mechanical friction and combustion mechanic--yes, that's obviously meant to stop the player from building eldritch windmills, but I think it's also intended to give more depth to planning machinery in general.
LadyWYT Posted February 7 Report Posted February 7 3 hours ago, MKMoose said: Shouldn't happen, unless the fox was damaged by something else, since a flint spear has 2 damage and the fox has 5 HP. If it actually died in two hits from full health, then you've got another bug to report. Tagging @Thorfinn here as well, but in any case I can confirm that a Blackguard can kill a fox in 2 hits with a flint spear in 1.22. The flint spear only does 2 hp of melee damage, but the Blackguard bonus of 30% should bring it up to 2.6, which means that 2 hits is just enough to kill a fox. I seem to recall it taking 3 hits prior to 1.22, but I could be mistaken. It's also possible that the Blackguard damage bonus was not being applied to spears correctly before, and has been corrected in 1.22. In any case, throwing the spear still does more damage, even as a Blackguard, but for that class specifically the damage for spears will be roughly similar regardless of being thrown or used in melee. So still better to throw it, but not a bad idea to opt for stabbing it either if chasing the target down is an option. 1
ArgentLuna Posted February 7 Report Posted February 7 3 hours ago, Bumber said: How else were we to power helve hammers consistently, though? (I at least built my windmill large enough so that the blades wouldn't clip through each other.) A single rotor even at high altitude just isn't enough. Single mill of a moderate size at a reasonable height on a windy day gets the job done, as it should do. Consistant is for waterwheels and i welcome them even if i have no idea where i'd find one yet.
Thorfinn Posted February 7 Report Posted February 7 2 minutes ago, ArgentLuna said: Consistant is for waterwheels and i welcome them even if i have no idea where i'd find one yet. My guess is you have to still make something for it. Simple for those who have movable source blocks, for Wilderness, I'm guessing you just have to site it near a lake or other body of water and dig a short trench. Or, I think I'm seeing a lot more waterfalls now. Maybe it's just I'm looking for them, but I can see 4 different ones on three different hills from my (current) front door. Maybe that's the different kind of water shown in the introductory news post? Haven't looked yet. I'm a long ways from being able to use it. Starting into day 2 and only 22 copper, and 31 flax seeds in the ground. Probably just bad luck. On the other hand, I'm only 1000 or so from chalk, so it balances out somewhat.
Bennett Harnisch Posted February 7 Report Posted February 7 (edited) On 2/5/2026 at 12:37 PM, Urmanin said: 1) Why would you add iron spears but nerf other spears to compensate? In which universe does this make sense? It just reads as "you make bronze spears out of iron now". It didn't make sense that you couldn't make them out of iron or steel, and spears were previously balanced around the damage of bronze spears. On 2/5/2026 at 12:37 PM, Urmanin said: 2) Glacier ice changes: I suspect this is done entirely to combat ice elevators. In an update where elevators are now no longer in. That's great, man. Wouldn't it make more sense that this was done to change greenhouses? Currently, you can climb a mountain, mine the glacier, and build an ice greenhouse that will never melt no matter how warm the place you build it is. It was a neat little trick people do to save glass, but it was silly. On 2/5/2026 at 12:37 PM, Urmanin said: 3) Mechanical power changes: this is done just to spite the playerbase. Yeah, just ruin everyone's builds with no way to compensate, that's a great idea man. No, obviously this was done to add more depth to the mechanical power system. It makes sense that you can't just keep increasing the speed of the system without eventually exceeding the limits of the wooden parts. Also, as the dev blog stated, the plan is for higher tier mechanical parts to be introduced which will let you push beyond these limits. Nobody is forcing anyone to update, if you don't want to change your gearboxes, nobody is ruining your build. Also, I would say adding large windmills and water wheels is definitely some kind of compensation. Your post is total nonsense. This game has a great community, for the most part, which doesn't need histrionic pessimism like this. Edited February 7 by Bennett Harnisch 1
ArgentLuna Posted February 7 Report Posted February 7 1 hour ago, Thorfinn said: My guess is you have to still make something for it. Simple for those who have movable source blocks, for Wilderness, I'm guessing you just have to site it near a lake or other body of water and dig a short trench. Possibly but its been my long hope that if and now when they are added it was only a natural stream that would work
Thorfinn Posted February 7 Report Posted February 7 11 minutes ago, ArgentLuna said: Possibly but its been my long hope that if and now when they are added it was only a natural stream that would work My hope, too. There still is. Like I said, that might be the other kind of flowing water Tyron showcased. Maybe that is what at least some of those waterfalls are. 1
MKMoose Posted February 7 Report Posted February 7 (edited) 8 hours ago, LadyWYT said: I can confirm that a Blackguard can kill a fox in 2 hits with a flint spear in 1.22. The flint spear only does 2 hp of melee damage, but the Blackguard bonus of 30% should bring it up to 2.6, which means that 2 hits is just enough to kill a fox. I seem to recall it taking 3 hits prior to 1.22, but I could be mistaken. It's also possible that the Blackguard damage bonus was not being applied to spears correctly before, and has been corrected in 1.22. I forgot about about Blackguard's damage buff again. Melee damage of spears hasn't been changed in the prerelease, so it's not that. But I did a diff on the asset folders to be sure and found that several animals have less health than they used to have (which wasn't mentioned in the changelog as far as I can tell): foxes have 5 health down from 6, which checks out with your experience, raccoons have 5 health down from 6, chickens have 2.5 health down from 3, hares have 3 health down from 5. These changes to smaller critters constitute a notable indirect buff to all weapons in this damage range, and it makes the changes to spears much more difficult to evaluate accurately. Likely less detrimental to the game than I thought, though still very much not ideal. Also, a lot of fish have more than 2 health now, it seems - small fish have 2 health, medium fish have 4 (including salmon), larger fish have 6-8, and there's a couple of exceptions with even higher health (e.g. greater arapaima at a whopping 24 health). 12 hours ago, LadyWYT said: I'm also wondering if creature hitboxes and behavior in general have been adjusted. One thing that I can tell you is that huge boars seem to have much smaller hitboxes than they should have. As for behaviour, though, there are very few JSON changes, so if there's actually significant differences, they're likely caused by changes to the underlying code. 11 hours ago, LadyWYT said: Boars(not sows) may aggro even if no piglets are around, if the player gets too close, but I'm not sure. A whole bunch of things have changes with pigs' visuals, but I'm not seeing any logic changes. 11 hours ago, Thorfinn said: I've had to toss rocks at a few brown bears to get them to attack. Bears have seen a couple small changes: their meleeattack task priority is now higher than seekentity, though I have no idea what practical effect it might have, their meleeattack range has been increased (by 100% for brown and polar bears, by 50% for other types), which may mean that they will attack from further away and consequently be easier to dodge, brown and polar bears will no longer chase hare and chicken babies (?), brown bears now drop 3 fat, up from 2. 11 hours ago, Thorfinn said: There's a few wolves I've walked right up to petting distance. They don't seem to have almost any JSON changes except new footstep sounds and some animation adjustments, so if there actually are differences, it will be somewhere in the source code. Edited February 7 by MKMoose 1 1
LadyWYT Posted February 7 Report Posted February 7 8 hours ago, Thorfinn said: My hope, too. There still is. Like I said, that might be the other kind of flowing water Tyron showcased. Maybe that is what at least some of those waterfalls are. That is how it currently works. Some of the streams are rapids, and have a slightly different appearance to the water in addition to being rather noisy(but not unpleasantly so).
Broccoli Clock Posted February 7 Report Posted February 7 I'm guessing of all the mooted changes, the introduction of footstep sounds for the bear is not one people will complain about!
LadyWYT Posted February 7 Report Posted February 7 2 minutes ago, Broccoli Clock said: I'm guessing of all the mooted changes, the introduction of footstep sounds for the bear is not one people will complain about! Ironically, that is one thing I am expecting players to complain about. Mainly because the footsteps are fairly soft, so unless the player actually stops to listen and take in their surroundings, they're likely to miss the sound cues and instead aggro the bear by charging wantonly through the bushes.
Thorfinn Posted February 7 Report Posted February 7 (edited) While I was testing out spears, I didn't even know bears had new sounds. When I need to concentrate like that, I shut off the sound and put on my gun ears so it doesn't distract at key moments. And once I started just playing the game, I was listening to a podcast, so I still have not yet heard it. Or the rapids, for that matter. @LadyWYT, have you progressed enough to try to place a waterwheel yet? Is that what the rapids do? Edited February 7 by Thorfinn
LadyWYT Posted February 7 Report Posted February 7 2 minutes ago, Thorfinn said: Or the rapids, for that matter. @LadyWYT, have you progressed enough to try to place a waterwheel yet? Is that what the rapids do? Heh heh, nope! Crucibles seem to be crashing the game currently when smelting ore, and waterwheels also seem to be crashing clients when trying to place/click them. While there are some work-arounds I can do via creative, I'm somewhat waiting on a new rc before really going crazy. 1
Thorfinn Posted February 7 Report Posted February 7 11 minutes ago, LadyWYT said: Crucibles seem to be crashing the game currently when smelting ore Huh. Guess I might as well wait then. What changed in smelting that might throw errors?
LadyWYT Posted February 7 Report Posted February 7 2 minutes ago, Thorfinn said: Huh. Guess I might as well wait then. What changed in smelting that might throw errors? I'm guessing the issue might be related to the firepit changes. While each item still cooks individually in a firepit, the stack of items heats up as a whole and retains that heat, so the heating process isn't starting over from scratch.
MKMoose Posted February 7 Report Posted February 7 (edited) 40 minutes ago, Thorfinn said: What changed in smelting that might throw errors? 37 minutes ago, LadyWYT said: I'm guessing the issue might be related to the firepit changes. It's a null reference when the game tries to get the melting point of the contents of a crucible.Maybe the game doesn't check whether an item slot is empty before trying to access its contents, or tries to use the crucible's properites to determine the melting point of its contents, I can't be certain, but it doesn't seem to be a key change that would make it into the changelog. At least that's one of the crucible-related crashes, maybe there's more. Both this crash and a bunch of other issues (including a crash related to the water wheel) seem to be already resolved and coming in pre.2. Edited February 7 by MKMoose 1
LadyWYT Posted February 8 Report Posted February 8 5 minutes ago, RogueVali said: Now grains getting 60% worse (50% flat reduction plus 10% nutrition and speed fix), and only mitigation for it being to "just plant more, lol" is just ooh. Welcome to the forums, and the game! Grain is grown in large fields, so this is a fitting change for a game that focuses on realism. What isn't realistic is growing a year's supply of grain and flax fiber in the equivalent of a small vegetable patch. Do note though, that wild patches of grain are now bigger, so it's easier to find more seeds to plant when it comes to grain. 11 minutes ago, RogueVali said: My greatest concern is now tempering rng can just end hours of grind for you, especially early on. How, exactly? The way I read it, some light tempering can boost item stats a bit, but pushing the tempering too far in an attempt to get the very best tool possible is risky. Basic tools will likely still be fine, but players who want to really push the limits of a tool's capability will need to keep such risks in mind when experimenting, as well as plan for things to potentially go wrong. That is, if one is going to experiment, it's probably a good idea to make sure there's more material to work with on hand; don't put all your eggs in one basket! 16 minutes ago, RogueVali said: No tracking, no blood, no injuries. While not vanilla mechanics yet, there are mods that add these mechanics to the game. 17 minutes ago, RogueVali said: U nerf spears, cause hurr durr, iron and steel would outclass other weapons, instead of maybe thinking about balancing the whole system The system is being balanced. It's much easier to adjust the damage and durability of the spears themselves, than to try to up the damage of all other weapons and increase the health of all creatures to compensate as well(because otherwise creatures are going to die way too quickly to be any challenge). 19 minutes ago, RogueVali said: Bow still feels like trash compared to a bronze spear. U think nerfing bronze spears is gonna make me want to use a bow? So use spears instead of bows if that's what feels better to use? 20 minutes ago, RogueVali said: I'm dreading the berry bush rework for the same reason. Berries are already a struggle food that are barely worth the effort. Honey is a pain to get, wine impairs ur vision, without any processing they last for a week in a perfectly designed root cellar. All I can ever think is how they got absolutely trashed in Don't Starve. Trashed jam, almost utterly useless in other cooking, requiring fertiliser. I thought troubles with berries were meant to come from their horrid longevity, not a bunch of unnecessary, pointless maintenance. It's currently very easy to uproot every berry bush within decent walking distance of one's base, and plant them back at said base. Many players ignore fruit trees entirely and rely on berry bushes for that reason. Berries can also be cooked into meat stews and pies for preservation, in addition to the jams and alcohol. As for honey, you only need to find bees once, fill a skep, and bring it home to a field full of flowers and empty skeps to get an incredible amount of honey. Berries might not be terribly useful in Don't Starve, but...this isn't Don't Starve either. It's Vintage Story. Different game, different rules. 24 minutes ago, RogueVali said: If you absolutely HAVE to adjust them, I dunno, make them rot on branches faster, but for the love of got, leave bushes themselves alone. I don't think this is a very good change, as that will just make it harder to harvest berry bushes and use what's harvested before it rots. If berry bushes are really as worthless as you claim, this kind of change is going to make the option even more unattractive. 26 minutes ago, RogueVali said: Again, I'm not saying don't re-balance things, but put more thought into it? And give more reasoning for what you're doing next time? Cause the whole "we halved crop gains, ye screw ur flax, year two, u can barely make one cloth armor piece, just plant more lol." Doesn't really read very well. The patch notes seem to have quite a lot of thought put into them to me. Kinda hard to roll out that much content, and write a detailed rundown of it all, without some thought. 28 minutes ago, RogueVali said: Just ye. I'm extremely worried about the changes I discussed. That's fair, and if you need to rant then rant. But the devs are going to balance the game to fit their vision, which may not be the same as your own. If the default settings aren't to your liking, I'd recommend adjusting them to what you find more enjoyable, and possibly look into the modding scene to tweak things that the vanilla settings don't cover. I'll also note that it's not really unusual for at least a handful of mods to spring up post-update that revert various changes that some players deemed too extreme.
LadyWYT Posted February 8 Report Posted February 8 (edited) 41 minutes ago, RogueVali said: I was thinking it could be. I live in a rural vilage, and seeing fruit just rot on trees is sadly quite common. U want to add maintenance to ur berry bushes, be sure they're harvested when ready, so they don't get ruined. Keep track of what's there, and maintain it. It could be a decent addition. Add more to pruning, maybe make pruning affect yelds. So bushes aren't as overgrown, and don't suffocate themselves. Maybe, but keep in mind that the player needs a reasonable time window to harvest and use the fruit. As you noted already, most berries only last a couple of days before spoiling. If the player only has two days to pick and use them all as soon as they ripen...that's really not much time, especially when you factor in hot weather speeding up spoilage, potentially. Also keep in mind that completing the main story will require the player to do a lot of traveling, and time spent traveling is time they won't be able to spend at home tending fields and livestock. There really ought to be at least a little wiggle room so the player feels free to leave their base for extended travels, instead of being afraid of losing much of their progress if they do so. My guess is that we might see a propagation system similar to what Wildcraft does, in that to plant bushes you need to take a cutting from an existing bush and plant it elsewhere. If the weather is appropriate, it will sprout a new bush. I wouldn't mind seeing some sort of pruning mechanic as well, and that could be a good way for players to increase the yields from berry bushes and fruit trees, if they're willing to put in the work. I'm also guessing that a berry bush rework would probably entail making berries more seasonal, in that certain berries will only yield a crop at certain times of the year. 41 minutes ago, RogueVali said: I planted a fruit tree into every slot. I then filled almost every missing slot with what cuttings i had leftover. about half of slots is still empty. That's not fun, that's just frustrating. Obviously there are more reliable options out there. Literally no way to secure or at least boost trees survivability only adds to general fruit tree experience. Not getting your point. Also it's a multi year process, literally, what. Fruit trees take time to really get going; a multi-year process is rather realistic in that regard. The basic grafts have a 40% survival chance, assuming the conditions are right for the tree's survival. It can be frustrating to get them going and there are probably some tweaks in the future, though it remains to be seen. My strategy for propagating them is to leave the wild ones near my base alone, and harvest trees from the more far-flung areas instead. Then I just plant a LOT of cuttings. While several die, there are several that survive, and it's quite enjoyable to have an orchard like that. For what it's worth, most fruit tree fruit can be stored much longer than berries, and fruit trees also have a more efficient yield of fruit for the space they require when compared to berry bushes. That's partly also why they require most investment to get going than simple bushes. 41 minutes ago, RogueVali said: But they're not here, are they? Am I supposed to use mods to fix everything? No, but if the mechanic you want isn't currently in the game, mods are a good way to put said mechanic into the game in the meantime. Same goes for mechanics that won't be added to the game; in that case mods are really the only option. 41 minutes ago, RogueVali said: Literally talking about tempering toolheads having a percentage chance of just destroying your item. Default means of cooling things off. I do dig the mechanics of sharpening and all that, but this is just why. Do keep in mind that 1.22 isn't finished yet. What you are seeing is a trial run. Things could potentially change. I've not messed with the tempering mechanics yet, but at a glance, a chance of breaking the tool due to overtempering seems like a fair risk, as well as a realistic one. Smithing can be a delicate process, and working metal incorrectly can lead to cracking and other problems. As I said before, I think the break chance is mostly going to be a risk for players who are trying to min-max the tool's stats. 41 minutes ago, RogueVali said: Half our base is crop fields, but our harvest shoudn't provide for a year? Which's what happened last winter. "Half the base is crop fields" doesn't really give an indication of how big those fields are, just that they're half the size of your base. That could be anything from a few dozen tiles of farmland to a few hundred to even a few thousand. In any case, when it comes to grain crops specifically, the solution is to build bigger fields for the grain crops, or consider using mods to change crop behavior to something you'd prefer. Edit: Judging by the map in the screenshot...those are pretty average crop fields. Maybe a couple hundred tiles? My guess would be to build another field roughly that size for the grain crops specifically. 41 minutes ago, RogueVali said: Are you speaking on the behalf of the devs? Are concerns not meant to be voiced? Labeled as "ranting", and that's it? Are discussions not meant to be had? I very much enjoy the game the devs have created so far, and I'm voicing my opinion about direction they're taking it into. Well, you asked for discussion earlier, so...I gave my two cents' worth. Do with it what you will. Edited February 8 by LadyWYT
Vexxvididu Posted February 8 Report Posted February 8 2 hours ago, RogueVali said: Now grains getting 60% worse (50% flat reduction plus 10% nutrition and speed fix), and only mitigation for it being to "just plant more, lol" is just ooh. That one irks me. I agree with your sentiment! But as a minor math correction the percentages compound and not add. They were functioning at 110% and now will function at 50% so that's actually 1-(50/110) = 54.545% worse. Your point stands, I'm just being a math geek. This is especially annoying with trying to get enough flax fiber for some stuff. We are supposed to get more seeds to compensate but it's still a bit annoying. Though I do feel inclined to agree the food grains were slightly over powered... I personally would have just cut the yields by like 15% for the food grain and probably left flax fiber yields were it was. 1
LadyWYT Posted February 8 Report Posted February 8 4 minutes ago, RogueVali said: Based on senseless nerfs, I'm just terrified of Klei approach to berry bushes is all. I can't say that I'm familiar with what Klei has done with Don't Starve, but I can understand being worried based on bad experiences with other developers. From what I've seen of Anego Studios though, the devs are very passionate about the game and very accommodating when to comes to the myriad preferences of the community. 7 minutes ago, RogueVali said: One thing I noticed, is that when chopping mature trees tops of, aka leaving the stump alone, it still remains a valid tree for it to regrow later. So with as little as one tree succeeding, and just decades of free time, u can get an orchard. You can, yes, but that's also a very slow method to establish an orchard. Hence why I recommend cutting down the trees that aren't near your base, while leaving the wild ones near the base intact. Doing so will yield several many cuttings the player can plant at home, while leaving the wild trees to produce a crop the player's second year(year 1 in game). 9 minutes ago, RogueVali said: As for fruit longevity, harvested wild cherries and they had 2 days left in em. Dunno what caused that. Pears I harvested could chill for 40, so ye. Imagine cherries is all u get in ur world gen, and u have to deal with berry situation on crack. Cherries are one of the exceptions to the rule, and could definitely use some love as they are one of the worst fruit options in the game. Fun to grow, because I mean...cherries, but statwise they're pretty bad compared to other fruit trees, and like I said before, berry bushes currently outclass fruit trees entirely when it comes to work invested versus rewards reaped. 11 minutes ago, RogueVali said: Tell me more about realism in a game when an iron tool breaks after half a year of use. IF I'm careful and generous with it. Axe I ordered 5 years ago came with a 20 year warranty, we wanna discuss flint tools from stone age getting unearthed still? It's a videogame focused on realism, but obviously, some concessions will be made for gameplay balance. If tools only break after years and years of extended use, there's not much point in making more tools or mining more than the bare minimum of ore needed to make the equipment. Similar logic with how fast the player starves to death if they don't eat; realistically, a person can survive a few weeks without food. If the player could go weeks without eating in game though, there would be no need to store food for the winter or account for supplies when adventuring. Likewise if stone tools had a lot of durability, there wouldn't be that much incentive to seek out copper and other minerals for upgrades. For what it's worth though, tool durability can be adjusted in the settings at world creation, or via console command after world creation. 16 minutes ago, RogueVali said: Why'd I risk my tool getting trashed completely, if I just can't do that and know for sure it won't? Based on what I've read, the breakage chance is supposed to be very low(maybe even nonexistent) for the first tempering or two. The more the player fiddles with the tool, the more chance it has to break. Thus I expect that the player should be able to temper a tool a couple of times to get a modest boost to stats, or they can choose to temper the tool multiple times and risk breaking it, in exchange for getting a tool that's a lot more powerful if the process succeeds. The breakage could be a random chance, but it could also be dependent on player action as well--that is, if the player holds the hot tool in the bucket for too long, or tries to work it at the incorrect temperature, it'll snap, with the breakage tolerances becoming tighter the more the player tempers the tool in question. 21 minutes ago, RogueVali said: Our current field is enough to house a couple stacks of seeds. So thinking couple hundred tiles. Had to expand, cause we really didn't want a winter repeat. There's 4 of us mind u, yes. Gotcha. I can understand the frustration, but...I still recommend building a really big field and devoting it specifically to grain. It'll be a lot of work up front, yes, but you really only have to put in the effort once. Plus you'll get to enjoy a beautiful view of golden waves of grain! I forgot to ask what the month length was as well, but I would assume that it's default, or close to the default nine days. For players who extend the month length, crop fields will absolutely need to be bigger across the board, since crop growth times scale according to month length but the crop yields remain the same. 5 minutes ago, Vexxvididu said: Though I do feel inclined to agree the food grains were slightly over powered... I personally would have just cut the yields by like 15% for the food grain and probably left flax fiber yields were it was. For what it's worth, the numbers could change prior to the stable release too. While I don't expect them to change, they aren't yet set in stone either. 1
ifoz Posted February 8 Report Posted February 8 3 hours ago, RogueVali said: Now grains getting 60% worse (50% flat reduction plus 10% nutrition and speed fix), and only mitigation for it being to "just plant more, lol" is just ooh. I agree with this one, mainly just for the fact that you still need to have water source blocks to keep your farms hydrated efficiently. Large grain fields would be fine if they didn't require being broken up every few blocks in a grid with a water source. It just looks silly. 2
LadyWYT Posted February 8 Report Posted February 8 (edited) Regarding flax fibers, it seems like I saw somebody say earlier that wild flax crops drop more fibers when harvested now. I'll have to remember to give that a test later when I next boot the game(Edit: it doesn't appear that this is the case. The drops overall are lower for wild grains, but the seed drops are higher and the grains spawn more frequently, it seems, in addition to spawning in larger groups). Most of my time in the game today was spent messing around with the temporal mechanics figuring out what got broken. For grain fields, I think I might also test skipping the irrigation completely, and just leaving the field to nature's mercy. I'm not sure crops can actually die from a lack of watering, though I don't really expect water to be an issue given the area I settled in has medium fertility soil and decent rainfall. The result I expect is perhaps a grain harvest that's a little slower than in previous versions, but still potentially fast enough to get a couple of harvests in before winter hits. The first in-game year will likely be the roughest though, given that it starts in May(so there's some growing time lost) and the player is scrambling to do everything else. 35 minutes ago, RogueVali said: Default thought 8, but if it's 9 then ye. We didn't touch it, but we get about lil over 100 ish days in a year, so ye. Gotcha. The default for singleplayer is 9, but for servers it might be 12. Either way, the numbers are close enough that they'll have similar farm size requirements. 35 minutes ago, RogueVali said: God the flax hurts tho. It's just used for everything, there's no cotton, no weaving, no nothing. No cloth recycling either, no recycling period. *We have so many clothes from the Archive and other ruins.* Might be more worth it to actually purchase cloth from the traders then, at least for the first in-game year. I'll have to play around with that one as well. It's an option I've always ignored before, given that cloth is expensive and it was much easier to just build farms to take care of the supply. Edited February 8 by LadyWYT
Bumber Posted February 8 Report Posted February 8 If grains are going to yield less per acre, they should probably be less thirsty than other crops. Like, the moisture should affect their growth rate half as much as listed. 3
TFT Posted February 8 Report Posted February 8 The quenching and tempering seems promising. It's quite finicky right now to get it to actually register when it's being quenched or tempered as sometimes there is no change after doing either. It's also more of a mid-late game thing as it only applies to iron and above. One or two quenches already gives you a nice bonus for very little risk. There is also mention in the handbook of other quenchants than water (only water for 1.22), so later on we'll likely see others such as the oil we can now press. From my testing getting to three quenches is where the risk of breaking tools is noticeable, and once you do have a tool like that you have a +25% boost to tool speed and damage. Covering the tool in clay to quench for durability instead of sharpness doesn't seem to work right now as the craft is bugged, but I imagine it'll work the exact same as hardening with the same scaling per quench. What sucks is not getting anything back from a broken tool and that material vanishes into the aether, but we also make chisels by wasting most of the ingot like making a toothpick from a whole tree. By the time you get iron you have it in abundance, so it's not so much the loss of resource as it is a middle finger for your effort and time when you lose at what amounts to gambling. I expect this is another thing for smithing plus to change where you get some bits back to recycle after it shatters as a consolation prize. Either way smiths will like this. A bit more "craft" involved now that you can refine tools like this. And it's not like you have to engage with it and risk losing tools every time you make one. Iron still has a good speed and durability and these bonuses are just that, bonuses. I'd like to see similar expansion to copper and bronze like cold forging and work hardening. 1
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