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sushieater

Vintarian
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Everything posted by sushieater

  1. I'm not a fan of the vanilla world generation, it's way too disjointed and mountainous. There are various mods that improve the world gen, do a search for 'worldgen' at the mod page.
  2. If you are playing on Standard settings, there are a lot of surface copper deposits. On Survival, it's pretty rare. Commodity traders often sell copper and tin bits. Panning bony soil and exploring ruins is a good way to get valuables for trading. You can find copper and bronze tools in loot vessels in ruins (including pickaxes). You can also buy pickaxes from traders. All you absolutely need for getting started with metal working is a hammer (isn't sold by traders or found as loot), which requires 20 copper bits.
  3. Pigs used to eat grass and hay for a long, long time. The newest 1.18 version (1.18.8) that I have, still has them eating grass/hay. In 1.18, it was specified in: assets/survival/blocktypes/wood/trough-large.json
  4. It costs 2 coal for bloomery + heating the bloom for processing into an ingot. I can smith most stuff just smithing the still hot ingot (which only gets to 900C with a single piece of coal), including processing 2 blooms back-to-back and turning them into a plate. Even, if you were to reheat the ingots, it's a single piece of coal for 4 = an additional 0.25 on top of the 2 that you need anyway. So coal savings aren't a valid argument for your feature.
  5. 1.19.4rc1 smithing is an exercise in extreme frustration. The animation timing doesn't work and is inconsistent. A single click with the hammer doesn't work at all. A longer click is inconsistent.
  6. It's pretty likely that newly planted stuff will use your changed settings.
  7. Yes and no. You can still get a cellar benefit, but incoming light reduces it a lot. You definitely don't want a glass roof. A glass wall to a dark room works just fine - you still have have a proper cellar.
  8. It does. There is a 15% benefit. A sealed crock lasts 10x. https://github.com/anegostudios/vssurvivalmod/blob/master/Block/BlockCrock.cs#L19
  9. While some areas can be very low on seeds, they are overall pretty abundant. In my first summer (in my current 1.19 game), I was growing 400 flax plants (3 x 128 plant fields with flax). I explored (as in revealed the map and checked interesting looking stuff) around a 5000x5000 area. Your animals won't die, if you don't feed them. They just don't breed.
  10. The animal feed code was reshuffled quite a bit for 1.19. Based on the .json files, pigs eat protein. Peanuts should count. Raw soy doesn't count as protein, but pickled soy might work (for pigs, not sheep), if you can place it in a trough. I do find pretty weird that you would grow soybeans as animal feed. It's a K-crop and competes with flax. I'm drowning in flax grain (given its low nutrition, it's just bad for Seraph consumption) and could feed a huge army of animals.
  11. Look at durabilitybytype in the .json files under: assets/survival/itemtypes/tool/ You can turn your changes into a mod using ModMaker (comes with the game).
  12. What is generally the minimum temperature, in relation to the average? I want to plant some breadfruit trees, the average temperature is about 22C (per /wgen pos climate). They have a die-below-temp of 10C.
  13. If it were me, I absolutely would bother moving. Returning home with low stability and not being able to recover is rather annoying. You can also disable temporal stability in an existing game. IMO, temporal stability doesn't really add a challenge. It's more like an annoyance and time sink. https://wiki.vintagestory.at/index.php/World_Configuration#Temporal_stability
  14. I don't find food to be an issue at all. In my first game, I didn't have enough stored food for the winter. However, there were enough animals around to survive by hunting. Traveling around in my current game, I collected 30 stacks of seeds, 20 stacks of high calorie grain, enough flax for linen bags, gambeson armor and a full set of windmill sails, various copper and bronce tools/weapons; I could buy 6 copper lanterns, ...
  15. Yes, the orange lines can be pretty hard to see, depending on the lighting. There is a 'Wireframe thickness' setting under 'Accessibility'.
  16. Trees. Unless they are pretty widely spaced, the forest density is probably above 50% and there will be wolves and bears. There is a chat command: /wgen pos climate which will print the terrain info for the current chunk. Shrubs / bushes are not forest and don't spawn wolves / bears. I also like to customize the world generation settings and reduce forest by 25%. That's very, very little. I've probably searched (mostly surface only) several hundred ruins in the first 10 days, literally exploring/running the entire day. The explored area is something like 4000x5000. BTW, that's with 1.19. The ruins are quite different from 1.18 and there are a lot more villages. I think I found less tools in 1.18. 1.19 also seems to have much more reasonable spawn rates for bears and wolves.
  17. As someone who is storing the wood in chests, I fail to to see the point of this suggestion.
  18. You don't have to settle in place. You can spend a month or two exploring (peeking into caves to see what the rock layers look like), looking for a good spot to settle. You will find enough food to survive (e.g. berries and termites). If you explore a lot of ruins, you will likely find enough flax for some linen bags, some copper tools, torch holders and loot to be able to buy a lantern or two.
  19. That's explained in the 'Meal Making' section of the handbook. It is a thing, but surface copper isn't that common. I found something like 40 nuggets in the first 10 days (there is a copper deposit below), spending all day exploring and traveling. I also found 3 copper pickaxes in ruins. With the right strategy, they are not (but definitely not worth the effort and risk). Going melee toe-to-toe is the wrong strategy. Deep water is your friend. Shallow water is your enemy. Humans have been using traps forever. Melee is an option, once you have gambeson armor. Using early game armor that slows you down is a deadly mistake. It offers little protection and prevents you from getting away. Wolves and bears can re-spawn really quickly, so killing them is pretty much pointless (other animals are less risky and offer better rewards). Stay away from forest in the early game.
  20. When I travel at night, there is a constant barrage of rocks. Besides the extremely annoying visual / sound effects (which bother me enough to not travel at night), they hurt a lot when you don't have armor. Lower tier armor than gambeson is a death trap - you likely won't be able to get away from predators and protection is completely inadequate for fighting them. Once upon a time, when drifters didn't have ranged attacks, I would travel at night. Now it's too annoying. Once upon a time, cancelling sleep was somewhat working and you could wake up early. Now it's completely broken.
  21. You can change stepHeight in: assets/survival/entities/land/hooved/deer.json assets/survival/entities/land/hooved/goat.json You can use ModMaker (comes with the game) to turn that change into a mod. There was special code in 1.18 that animals (in particular bears) can't simply climb over fences. In 1.18, I've had glitches with bears getting over 1 high fences, but not with 2 high ones.
  22. There is pretty massive wetness debuff. In 1.18, it's up to 9C. In 1.19, it's up to 13.5C. If you are interested in the mechanics: https://github.com/anegostudios/vssurvivalmod/blob/master/Entity/Behavior/BehaviorBodyTemperature.cs#L254
  23. Other aggressive animals (bears, wolves, hyenas) have a sound for their seekentity behavior. Pigs don't have a sound.
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