Bentorium Posted March 14, 2021 Report Share Posted March 14, 2021 Hello Excellent mod must say keep up the good work. Just asking if there is plans to add Tailoring / Leather working / Carpentry skills in future? Br. Bentorium Link to comment Share on other sites More sharing options...
Spear and Fang Posted March 14, 2021 Author Report Share Posted March 14, 2021 (edited) 55 minutes ago, Bentorium said: Hello Excellent mod must say keep up the good work. Just asking if there is plans to add Tailoring / Leather working / Carpentry skills in future? Br. Bentorium Thanks Bentorium! None of those things, sorry. My roadmap is pretty loosey goosey, but since I'm trying to implement at least one of every "system", my future plans include (1) a smoker (so I can try my hand at something with a gui) and (2) more of the "things that shall not be named" (so I can familiarize myself with worldgen and new ruins). I also have some fairly immersive bridge building on my radar, which *might* fall into the "carpentry" category. Edited March 14, 2021 by Spear and Fang 1 Link to comment Share on other sites More sharing options...
Hexedian Posted March 14, 2021 Report Share Posted March 14, 2021 (edited) Barring new ruins (which sound really cool, but might be difficult to implement), have you considered new, simple systems for the Things That Shall Not Be Named? Spoiler Instead of sacrificing health to receive things that are usually easy to get (food) and gold (overpowered), why not actual sacrifices? Each god could have several options of what they like as sacrifices, and what they give in return. For example, hydra could take sacrifices of fish, and give random treasures in return (spoils of the sea). I could see that as a way to turn renewable resources into non-renewable resources, without getting the excessive amount of gold we currently get. There's probably multiple ways this could be done, and I'm sure there's many more difficulties to overcome, but it would create a great, unique aspect to the Thing statues. Edited March 15, 2021 by Hexedian Link to comment Share on other sites More sharing options...
Spear and Fang Posted March 16, 2021 Author Report Share Posted March 16, 2021 (edited) The new ruins are suprisingly easy to implement (especially at this point, since I've already created new blocks to design them, and have learned how to spawn them in during world gen) The hang ups at this point has been getting my creative juices flowing to build some interesting and unique looking temples, time management, and the fact that very few people have been able to figure out how to even sort out the details surrounding the much simpler altar (that's my bad I guess). Spoiler I agree that the current functionality of the altars is less than ideal. I was thinking of them as a sort of simple, less than impressive, mob farming mechanism to generate a bit of interest and make the player want to advance them to a full blown temple situation. The drops can easily be tweaked at any point. I definitely want live sacrifices to be a part of a ritual performed at at least one of the temple types. This game seriously needs blood and blood splatter for full effect. I guess I'll have to work on that too. Ideally some new mobs will be introduced as well, but THAT will be a daunting task for sure. Anyways, thanks for the interest and feedback @Hexedian, it's certainly got me thinking about refocusing my efforts on this long neglected part of the mod again! Edited March 16, 2021 by Spear and Fang Link to comment Share on other sites More sharing options...
l33tmaan Posted March 16, 2021 Report Share Posted March 16, 2021 Blood stew when? (Seriously, you add blood and I'll do it) Link to comment Share on other sites More sharing options...
Spear and Fang Posted March 16, 2021 Author Report Share Posted March 16, 2021 1 hour ago, l33tmaan said: Blood stew when? (Seriously, you add blood and I'll do it) Blood worm pie. If it's remotely edible, it will be eaten. 1 Link to comment Share on other sites More sharing options...
Bentorium Posted March 16, 2021 Report Share Posted March 16, 2021 Lol just realized that skill question should go to other mod. Should not multitask But yes Primitive survival is one of my favorite mods indeed. 1 Link to comment Share on other sites More sharing options...
ArtofWASD Posted March 21, 2021 Report Share Posted March 21, 2021 Does it matter what kind of material your hooks and lures are made of? Link to comment Share on other sites More sharing options...
Papa Cheese Posted March 22, 2021 Report Share Posted March 22, 2021 8 hours ago, ArtofWASD said: Does it matter what kind of material your hooks and lures are made of? At the moment it doesn't matter, I suggest knapping hooks since it's cheaper and saves wear on tools. Also if the author does change things so that material matters you aren't out anything more than a bit of stone or flint. 1 Link to comment Share on other sites More sharing options...
l33tmaan Posted March 22, 2021 Report Share Posted March 22, 2021 I'm not gonna be rude and derail someone else's thread, so I'll repost what I wrote over there: 8 hours ago, Aanika VII said: So love the game so far and I know its in very early stages but I just wanted to point out some things that me and my friend group feel are off. 1. Fish. catching flattening and cooking fish seems off. once cooked you get less saturation from a flattened fish filet than you do from a berry. Fish is a very healthy meal and IMO fish should take longer to catch and reflect that its very healthy and good to eat XD As someone who's more intimate with Primitive Survival's fish fillets than anyone has any right to be... yeah. Fish fillets are pretty terrible. I get what @Spear and Fang was trying to do when he made it so fish drop multiple fillets when you chop them up, but 48 saturation per fillet is pretty sad. If I'm at the point where I'd rather eat bushmeat, something's gone a bit wrong. I would seriously consider altering the fillets so that small fish like Bass drop 1 fillet that's worth at least 100 saturation. Just cut the number of fillets that drop in half and make the saturation comparable to bushmeat. It's really weird that eating a whole fish gives you more saturation than actually preparing it for humanoid consumption. If realism is what's holding you back, make the fish drop fish heads you can cook or turn into compost or something. Link to comment Share on other sites More sharing options...
Spear and Fang Posted March 22, 2021 Author Report Share Posted March 22, 2021 (edited) Oh I hear you @l33tmaan! In trying to maintain some semblance of balance with the vanilla game while at the same time taking advice from way too many people, I've made cooking with fish worse, not better. At the same time it's a bit unfair to compare a fillet to a berry, because a berry is actually a whole bunch of berries, while a single fish gives you 2,4, or even 8 fillets. In my mind, the solution at this point is to allow soup and stew recipes to accept way more fillets, so that a fish fillet meal can have much better satiety. Worth noting that a catfish meal can have pretty impressive satiety. I personally think that eating the whole fish should give more saturation than just the fillets because you're eating the head, tail, and everything in between. Edited March 22, 2021 by Spear and Fang Link to comment Share on other sites More sharing options...
Spear and Fang Posted March 22, 2021 Author Report Share Posted March 22, 2021 (edited) Side note: I've already moved several settings into a common configuration file for the next release, so that people can set things up however they like...and will probably continue to do so. I don't have the magic numbers! Edited March 22, 2021 by Spear and Fang Link to comment Share on other sites More sharing options...
l33tmaan Posted March 22, 2021 Report Share Posted March 22, 2021 (edited) I just have a weird feeling when I'm making compatible stuff using your fillets and they're just... worse than non-fish variants. It's not a huge deal, but it has stuck out to me before. I guess my point is that I don't see the value in 2/4/8 fillets that give around 50 saturation as opposed to 1/2/4 fillets that give around 100 saturation, y'know? It would still be worse than other meat types, but it wouldn't be as pitiful as it is now. Like, why start at 2 fillets and not 1? EDIT: Actually, the biggest issue I have with fillets? 48 saturation! Why not 50?! 48 isn't divisible by 5! Edited March 22, 2021 by l33tmaan Link to comment Share on other sites More sharing options...
Spear and Fang Posted March 22, 2021 Author Report Share Posted March 22, 2021 I don't eat fish at all irl, and so I didn't know that when you fillet a fish you get 2 fillets, not 1. So I made that change and now I'm kinda regretting it! Link to comment Share on other sites More sharing options...
l33tmaan Posted March 22, 2021 Report Share Posted March 22, 2021 Oh, now I understand where you're coming from a bit more. I do think this might be one of those cases where "gameism" > realism. Link to comment Share on other sites More sharing options...
Spear and Fang Posted March 22, 2021 Author Report Share Posted March 22, 2021 (edited) Agreed. I think what I'm going to do is make it so that the fillets just always come in pairs. Change the display name from fillet to fillets and double the saturation again. That will make things the way they used to be from a cooking perspective. Thanks for your input!Edit: Not change the display name (because that might look weird in the recipes), but change the model so it looks like two fillets. Edited March 22, 2021 by Spear and Fang 1 Link to comment Share on other sites More sharing options...
l33tmaan Posted March 22, 2021 Report Share Posted March 22, 2021 Thanks, I look forward to modifying all my fish satiety values! Link to comment Share on other sites More sharing options...
Spear and Fang Posted March 22, 2021 Author Report Share Posted March 22, 2021 Sorry! But I thought that that was essentially what you were proposing. Half the fillets, double the satiety. Not trying to make your life difficult. 1 Link to comment Share on other sites More sharing options...
Papa Cheese Posted March 23, 2021 Report Share Posted March 23, 2021 I like the idea of going to pairs of fillets with higher saturation and getting fewer of them. (The 1,2,4 per fish as that's realistic since you get different numbers of usable fillets depending on the size of the fish.) It will also lessen the amount of wasted fillets that spoil. In one game day of babysitting my lines and immediately running the fish to a cellar to store them I ended up with a storage vessel full of fish. After cooking, sealing, and storing every meal I could with whole fish (catfish stew with cabbage and soybeans giving a whopping 2000 saturation) I fileted all the leftover fish and ended up with around 60+ fillets that went mostly to waste since I ran out of crocks and veggies to cook with them. Now before anyone uses this as ammunition to say that catching fish is too easy, my setup is a 17 x 7 pool I make with two trotlines running the length of the pool(17 hooks each), 12 fish baskets, and 4 weirs making a total of 50 chances to catch a fish at one time and I still had to spend an entire game day doing nothing but picking up any fish I caught. Long story short..... finally lol.... I side with the fewer but better fillets just from a game play and storage saving option. Next time I feel like arguing with the water physics I think I'll try building a fish pond in a cellar to save myself all the running back and forth. Link to comment Share on other sites More sharing options...
l33tmaan Posted March 23, 2021 Report Share Posted March 23, 2021 Oh, you misunderstand. I was asking you to make my life more difficult. Link to comment Share on other sites More sharing options...
l33tmaan Posted April 7, 2021 Report Share Posted April 7, 2021 (edited) Hey, I was playing around with the fish and I think it's a bit weird that, if the fish have different nutrition values to represent their sizes, shouldn't they also have different stack sizes? Like keeping catfish at 16, bumping up trout/carp/whatever up to 32, and bluegill/mutants/bass up to 64? Edited April 7, 2021 by l33tmaan Link to comment Share on other sites More sharing options...
Spear and Fang Posted April 9, 2021 Author Report Share Posted April 9, 2021 (edited) Hey now, quit playing around with the fish! I'm over on discord telling people that I'm pretty much done with fishing as they're proposing even more changes to it. Kidding aside, that sounds like a reasonably easy fix and a good idea, so I've added it to my to-do list. Thanks @l33tmaan! Edited April 9, 2021 by Spear and Fang 1 Link to comment Share on other sites More sharing options...
Papa Cheese Posted April 9, 2021 Report Share Posted April 9, 2021 Out of curiosity, do the trotlines, weirs, etc act as containers? Ie, if I were to put a hopper or chute below the active water block would it pull the catch out? I'm working on an idea for a community food center on our server to help our newbies stay fed till they can get themselves settled and stable and I was considering ways to add fish to the available options. If they don't work that way does cellar mechanics have any effect on the decay rate of caught but not gathered fish? Link to comment Share on other sites More sharing options...
Spear and Fang Posted April 9, 2021 Author Report Share Posted April 9, 2021 (edited) 2 hours ago, Papa Cheese said: Out of curiosity, do the trotlines, weirs, etc act as containers? Ie, if I were to put a hopper or chute below the active water block would it pull the catch out? I'm working on an idea for a community food center on our server to help our newbies stay fed till they can get themselves settled and stable and I was considering ways to add fish to the available options. If they don't work that way does cellar mechanics have any effect on the decay rate of caught but not gathered fish? I did not know the answer to either of those questions @Papa Cheese, but you had me curious so I tested it out. The results: I'm both happy and disappointed to report that no, you cannot use hoppers or chutes to remove fish from any of my traps. I was quite surprised that this didn't work (because they are all basic inventories much like a chest), and if it did it would have also removed fishing hooks, bait, and lures. You *might* consider using a similar technique (with chutes/hoppers/chests) to keep troughs full for some livestock (i.e. chickens) so that lots of chickens are readily available for new players. I've heard that that this trough automation works. Cellar mechanics do indeed appear to work though, so if you're catching fish in a cellar you can expect them to last a lot longer (maybe twice as long?). My only other suggestion is to simply have a bunch of trotlines setup, since fish (1) can't escape (2) will rot on the hooks, but will eventually disappear completely, and then (3) will be replaced by more fish. I'm not sure how effective this would be, but one would expect to always find a mixed bag of raw fish, rotten fish, and no fish on a series of trotlines. Edited April 9, 2021 by Spear and Fang Link to comment Share on other sites More sharing options...
Papa Cheese Posted April 10, 2021 Report Share Posted April 10, 2021 Thank you for testing this out and giving the answers plus suggestions. I used the trotlines at a small public workshop in my area but it's rather out of the way for most of the newbies to take advantage of and expected to do it again. Knowing cellar mechanics have an effect is very useful and I honestly never thought to automate feeding troughs so thank you very much for that info. Now to find a good spot to start building and try not to freeze in the process since we just hit winter. 1 Link to comment Share on other sites More sharing options...
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