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Primitive Survival


Spear and Fang

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@Vallen @Monahven @ZigTheHedge @Kai Effelsberg

New version up.  Bump.

  • Added - Two new fish - Perch and Carp
  • Fixed - Orientation of the nail and spike molds in the mold rack - thanks @Jelani!
  • Fixed - Worm mechanic, worm castings - thanks @Jelani!
  • Fixed - Worms spawning causing server lag.
Edited by Spear and Fang
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I look forward to the smokehouse idea. It's something I've wanted in this game for a while. And I think it would be good to have meat strips be made into jerky by way of a smoker, rather than just by sitting out and drying. [Edit:] Or, if a drying rack/line is implemented, I could see the value in different foods with different applications. Maybe you can't cook with cured jerky, but you also can't smoke raw jerky. And maybe drying jerky removes a bit of its satiety but smoking foods adds a bit, like smoked cheddar would add longevity and satiety (for better taste). So you get different approaches that lead to different purposes. Smoked redmeat lasts longer and can be used with recipes, but jerky can't. Jerky would last noticeably longer than smoked meat, as well, to give more incentive to dry instead of smoke. And maybe hides would have to be dried on the rack/line before it turns into leather? I'm sure some other items could be in some way added to the drying rack/line functionality.

Also, it would be nice to see a rudimentary fishing rod - a long stick, some string, and a hook; perhaps use a similar functionality as the 'knife and temporal gear' thing, where a rod in one hand and a bait of some kind in the other while holding right click will bait the hook.

And I may be biased, given it's part of my EDC, but a small 'hobo' hand reel would be nice as well. Perhaps that would be the base level hand-fishing kit, only requiring some cordage, a hook, and a stick but with low durability or a high likelihood of losing the hook, or a lower likelihood to get a bite, or something to that effect. And a step up would be the simple fishing rod that requires a bit more material to make. [Edit:] Ah, or perhaps the rod would require a backpack slot, while the hand reel doesn't, to reflect the difference in size. The rod would be something you leave at home or just take on fishing trips, while the hand reel can be kept in your inventory for little pond pit stops during a long trip.

Some things to think about, anyway. I'm really enjoying the mod though, you do good work.

[Edit:] It also strikes me as a bit odd that a large catfish has the same amount of fillet meat as a bluegill. Perhaps the fish could be rebalanced such that panfish are much more likely to spawn in a trap, but have less meat than those of a larger variety?

Edited by Boomer Bill
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Seems like I can pour tin bronze liquid metal into the fishing lure mold forever and it will just reset when it gets full. This also add metal to the crucible for some reason, effectively duplicating it.I also have xlib and xlevels running as well which affect smelting efficiency in some cases of the traits but i didnt have this problem before the recent update. This mold was also made on the older version of primitive survival, but we have since updated the mod on the server.

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On 1/22/2021 at 7:45 AM, Boomer Bill said:

I look forward to the smokehouse idea. It's something I've wanted in this game for a while. And I think it would be good to have meat strips be made into jerky by way of a smoker, rather than just by sitting out and drying. [Edit:] Or, if a drying rack/line is implemented, I could see the value in different foods with different applications. Maybe you can't cook with cured jerky, but you also can't smoke raw jerky. And maybe drying jerky removes a bit of its satiety but smoking foods adds a bit, like smoked cheddar would add longevity and satiety (for better taste). So you get different approaches that lead to different purposes. Smoked redmeat lasts longer and can be used with recipes, but jerky can't. Jerky would last noticeably longer than smoked meat, as well, to give more incentive to dry instead of smoke. And maybe hides would have to be dried on the rack/line before it turns into leather? I'm sure some other items could be in some way added to the drying rack/line functionality.

Also, it would be nice to see a rudimentary fishing rod - a long stick, some string, and a hook; perhaps use a similar functionality as the 'knife and temporal gear' thing, where a rod in one hand and a bait of some kind in the other while holding right click will bait the hook.

And I may be biased, given it's part of my EDC, but a small 'hobo' hand reel would be nice as well. Perhaps that would be the base level hand-fishing kit, only requiring some cordage, a hook, and a stick but with low durability or a high likelihood of losing the hook, or a lower likelihood to get a bite, or something to that effect. And a step up would be the simple fishing rod that requires a bit more material to make. [Edit:] Ah, or perhaps the rod would require a backpack slot, while the hand reel doesn't, to reflect the difference in size. The rod would be something you leave at home or just take on fishing trips, while the hand reel can be kept in your inventory for little pond pit stops during a long trip.

Some things to think about, anyway. I'm really enjoying the mod though, you do good work.

[Edit:] It also strikes me as a bit odd that a large catfish has the same amount of fillet meat as a bluegill. Perhaps the fish could be rebalanced such that panfish are much more likely to spawn in a trap, but have less meat than those of a larger variety?

Hey Boomer Bill, glad you're enjoying the mod!

That's a lot to unpack, so I'll be brief...the smoker is still very much on my to-do list, but I'm now leaning towards a primitive pit smoker with a similar mechanic to making coal.  Haven't even started on the specifics because I really want to try my hand at making a raft first.  A fishing rod isn't on my radar at all.  In fact if it isn't something relatively simple, I'm trying to avoid fishing at this point.  Fishing will be coming to the vanilla game and perhaps sooner than later, so I don't want to invest a lot of time just to have it become obsolete.

Point taken about the fillet,  I'll tidy this up a bit, probably by making the catfish output 2 fillets.

 

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On 1/22/2021 at 12:57 PM, Nozarati said:

Seems like I can pour tin bronze liquid metal into the fishing lure mold forever and it will just reset when it gets full. This also add metal to the crucible for some reason, effectively duplicating it.I also have xlib and xlevels running as well which affect smelting efficiency in some cases of the traits but i didnt have this problem before the recent update. This mold was also made on the older version of primitive survival, but we have since updated the mod on the server.

Thanks for reporting this Nozarati - it seems like there's a few problems with my molds so I'll do a deep dive and see what I can find out.

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On 1/24/2021 at 1:25 AM, Yvette Forty said:

I'm on VS 1.14.7, how do I make a pelt and how do I fine worms?

Pelts are a hide and a lump of fat in the crafting grid (followed by a bit of a wait for the transformation to happen). 

Worms are found under sticks and rocks that are sitting on dirt, but you have to right click pick up those sticks and rocks, NOT break them and pick them up!

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1 minute ago, Spear and Fang said:

Hey Boomer Bill, glad you're enjoying the mod!

That's a lot to unpack, so I'll be brief...the smoker is still very much on my to-do list, but I'm now leaning towards a primitive pit smoker with a similar mechanic to making coal.  Haven't even started on the specifics because I really want to try my hand at making a raft first.  A fishing rod isn't on my radar at all.  In fact if it isn't something relatively simple, I'm trying to avoid fishing at this point.  Fishing will be coming to the vanilla game and perhaps sooner than later, so I don't want to invest a lot of time just to have it become obsolete.

Point taken about the fillet,  I'll tidy this up a bit, probably by making the catfish output 2 fillets.

 

Absolutely fair. I have a habit of getting... verbose. And yeah, I can see the wisdom in not doing the work that the dev team are already doing. I was thinking Small Bass and Bluegill would output one fillet and the rest output two, as they're visually quite a bit larger. I do hope you consider the bits about smoked meat vs jerky strips having pros and cons to each once you do get around to the pit smoker functionality.

Anyway, I won't take up any more of your time. I appreciate the reply, and keep up the good work!

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1 hour ago, Erland said:

Any idea why the pelts would not work on a server but works fine when I go to my single player world, The server just updated to 1.4.7 and the mod is also updated to 2.5.3?

 

Well that's a question I cannot answer.  I've watched a number of server streams on Twitch and seen my pelts laying around, but I'm not entirely sure of the versions being used.  I'll ask around...

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21 minutes ago, Boomer Bill said:

Absolutely fair. I have a habit of getting... verbose. And yeah, I can see the wisdom in not doing the work that the dev team are already doing. I was thinking Small Bass and Bluegill would output one fillet and the rest output two, as they're visually quite a bit larger. I do hope you consider the bits about smoked meat vs jerky strips having pros and cons to each once you do get around to the pit smoker functionality.

Anyway, I won't take up any more of your time. I appreciate the reply, and keep up the good work!

I've made a note on my roadmap about the smoked meat/jerky strips so I don't forget to revisit your comments.  Will also implement the fillets as per your suggestion because I like it when things make sense!

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2 hours ago, Spear and Fang said:

Pelts are a hide and a lump of fat in the crafting grid (followed by a bit of a wait for the transformation to happen). 

Worms are found under sticks and rocks that are sitting on dirt, but you have to right click pick up those sticks and rocks, NOT break them and pick them up!

Ty this is a fun mod!

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21 hours ago, Spear and Fang said:

Any idea why the pelts would not work on a server but works fine when I go to my single player world, The server just updated to 1.4.7 and the mod is also updated to 2.5.3?

That was my bad I did not actually make a pelt I was trying to lay just a hide on the ground,,,,Sorry about that

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2 hours ago, Hexedian said:

Is the cube not implemented yet?

 

  Hide contents

Placed the Relic, cube, 2 of each gear, and it said something is missing. Trying to add a mechanical part crashes the client at that point.

 

Eww. I'll have to see if I can replicate that crash.  But you need a little more..

Spoiler

One of the statues goes on top of the cube

 And if you're still missing a piece of the puzzle, then....

Spoiler

Most everything required to read the book and build the altar should come from fish baskets and weir traps.  With the exception of the temporal gear.

And if you've read the book, you may be able to glean that...

Spoiler

certain gears go with certain statues, and that you need water surrounding the base of the Hydra/Dagon altar, and dirt surrounding the base of the Cthulu altar to activate them.



I really need to make those setups a little more obvious.  :(

Edited by Spear and Fang
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