wildforester
Vintarian-
Posts
110 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by wildforester
-
The current mechanical system kind of limits each line of power to one machine. If ropes could work like that, only being able to have one start and end point while gears and axles could be branched out of wherever, I think that would work well. Cheap and rigid vs expensive and flexible power transmission.
-
Rivers don’t generate in normal VS generation, you'd need a mod for them. As for good world gen settings… I’d keep land cover over 90% the oceans are still quite large with that. If there’s an option for ocean size I’d see about increasing that as well. Would get you rare, but very large oceans.
- 1 reply
-
- world generation
- rivers
-
(and 1 more)
Tagged with:
-
Guide can’t remove the fear of the enemies, I’d suggest going in without a guide, the ingame handbook and mini tutorial are quite good at helping you progress.
-
I think one of the harder parts of the game is making a pretty base. Sometimes it’s cozy but cramped, other times it’s sprawling and ugly, it’ll be hard to make a nice base that’ll be able to expand. (I’m planning on heading underground for a while for some rebuilding of my base)
-
I just do it as needed and take good breaks. For me it’s phases of tasks, getting a hovel to survive in, making farms, upgrading the base, exploring, making paths, upgrading to iron… etc. All the while I’ll be tending to my base and doing little bits of exploration for materials. I initially tried to plan how I’d go about progressing, but I don’t think that makes for a fun game.
-
Temporal storms at 150% distortions sure will be fun…
-
I don’t believe the block tooltip can be moved, there may be a mod for it. As for your cpu/gpu check your settings to see if the fps is uncapped (wasting energy/heating cpu) and use occlusion culling, then lower unnoticeable settings
-
It certainly makes it much easier to work with your chickens if you cull older generations once you have at least 2 newer gens
-
Bees don’t always swarm, I’d say you were lucky
-
I’d guess the missing logs are on the top of the pile, mostly because I don’t think you can stack on more logs if there’s an incomplete pile.
-
While I’m sure you’ll get a response eventually, I bet the only way to be entirely sure of all these concerns would be to test using a copy.
-
I was about to suggest using pigs to find truffles, but it seems someone already mentioned it. Now with ropes and a few years of engine development, is finding truffles with pigs something that may happen one day? I for one would enjoy leading my pig about forests.
- 11 replies
-
Any way to close off the room if an axle is entering it?
wildforester replied to Broccoli Clock's topic in Discussion
If axles are waterlogable that may work. -
I assume.... like... Hemp? If vs were realistic we’d be finding ash trays in the ruins. Anyway, fairly certain hemp would have to be refined with tech far beyond what we’ve got ingame.
-
Worldedit has a slider for fog. That’d require being in creative mode however. From what I can tell we commands correspond to ingame commands so if you could find the specific command that controls fog you may not need to go into creative mode.
-
Trying to wrap my head around the armor niches...
wildforester replied to MagpieOAO's topic in Questions
Chain may make a good cave diving armor. And can confirm on the gambeson, wear it all the time. -
worldgen Thoughts on different bits of world generation
wildforester replied to wildforester's topic in Discussion
I didn't touch on boat travel, but I think the ocean percentage needs to be bumped up a little more, 80-95% (land coverage) seems to be a good number that doesn't interfere with the early game, but also allows for extensive boat travel in the later game with some canal building the higher the percentage is. -
Since 1.21 is tweaking world generation I decided to take a peek at what's different. My feel currently is that the world has become much flatter overall with no gradual changes in base height at all. While this could make elk travel easier, I don't think the feel of the world has benefitted from this. Personally, I think some types of world generation may just have to go or change. That world gen mainly being the small pockmarked type (like in photo 11 or 6) and that the world should have more height variation on a larger scale. I've taken a good few screenshots of the world gen and want to see what others think about these types of terrain, I have my thoughts in comments on each photo. Pointing out what I like and what makes a scene work/not work. Google drive link to the photos (to save my file upload limit) The seed is "wgtesting" or "1730375493" with all photos coming from the 1.21 pre for those wondering.
-
I'm just gonna test to see if I can display and image here with a link... html maybe https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/view?usp=drive_link <img src="https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/view?usp=drive_link" alt="mountains"> <img src="https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/view?usp=drive_link" alt="mountains"> <iframe src="https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/preview" width="640" height="480" allow="autoplay"></iframe> <iframe src="https://drive.google.com/file/d/15-ssbYaGystwfHANmmRZ7A_7oYFU-fiL/preview" width="640" height="480" allow="autoplay"></iframe> AKGpihYYeLTndIUovC_G3ngpSG8U8aDIrViJEUplheTOOvnydyvhT_PKu73LKr52wglSxTPUyHacMS0EVLVZ1XqnMuj908Hhwtmy3fU=s1600-rw-v1 (1600×900) https://drive.google.com/u/0/drive-viewer/AKGpihYYeLTndIUovC_G3ngpSG8U8aDIrViJEUplheTOOvnydyvhT_PKu73LKr52wglSxTPUyHacMS0EVLVZ1XqnMuj908Hhwtmy3fU=s1600-rw-v1 I have a feeling that even before hitting enter none of this will work (in which case, could such functionality be added?)
-
World Gen is pretty bad, and looting is broken.
wildforester replied to Obison's topic in Suggestions
(I gotta admit the 2nd and 4th images starting this thread look like pretty nice terrain) -
How to look at other mod's non compiled code
wildforester replied to lying_dice's topic in Questions
I would believe looking at mod code is fine as long as you are not straight up copying it and claiming ownership. Ofc asking the mod author would get a more definitive answer on what you can do with it. But the mods are just zip files and one can simply unzip and look and the code. -
Less jank and more sustainability (for trees and whatnot, gets annoying having to shear trees when you just want the wood, so a seed nursery maybe)
-
The 1.21 pre release says it mitigated the issues with fog. I’d wait for an actual release however just to be safe
-
I could use a “Jumping rifts on the side of the path” song, fun and humorous