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Krougal

Vintarian
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Everything posted by Krougal

  1. Well the other thing is there aren't really enough resource sinks in the game for it to be worthwhile. When was the last time you starved in this game? Your first game when you were a raw noob? Did you ever starve after that? I don't know about you, but after the big initial push for flax, flax, flax, I downsize my fields and I still massively over-produce food. I think my farm is probably on the small side at 128 blocks, and 32 of them lie fallow any given cycle. I am actually debating cutting that in half, and I bet I would still have plenty for animal husbandry. I have so much meat between wolves and even killing a small herd of deer brings in like a stack of meat, that there just isn't any benefit to domesticating animals other than it being something to do. I just don't see any benefit out of it, except for the people who would enjoy it. I wouldn't want it as a base feature, unless changes were made to necessitate it, but people already complain the base hunger rate is too high. I don't think hunting should be nerfed either, as I spend a considerable amount of days hunting (mostly for leather) and I've gotten pretty good at it, other people it might be a hardship for. Maybe if food gave less nutrition and a serving of whatever required more ingredients, but that would likely trigger a mob with torches and pitchforks. As a mod, sure.
  2. Yeah, I have been in that situation a lot, but then in Rust when you die, if your friends don't loot you, your enemies will. I totally get it though. Player corpse mod will do the trick.
  3. Bueller...Bueller...Bueller... I take it no one has worked with this one. When you combine hides or food, the timer gets averaged. I just don't know where it is doing it from. I can't really think of any other instances in the game.
  4. So I cannot find it in the change logs, but the pulverizer now faces the direction you place it. I have to take the pulverizer joke out of my guide now
  5. The simple question I asked, that you evaded as usual to turn everything into an argument, was why you felt that waterwheels and placeable water sources had to be mutually exclusive. I made examples of balance, since I was trying to understand your line of thinking and maybe drag a simple answer out of you. I'm really tired of talking to you. Everything turns into the same pile of convoluted crap; nothing in the game is necessary and you shit on everything. It isn't even necessary to play the game right? I'm done. Bye Felicia!
  6. AgriCraft! Haven't played with that since...FTB Infinity Evolved? I remember breeding super potatoes for my rocket fuel operation. And then like 7 more maxed crops to make MFR bio-fuel out of to feed RailCraft boilers. Those were the days. I hated that mod
  7. Oh, Doom came out in 93 and I was too poor to buy a PC until 96 (which I only know cause that is when the bigboy 200Mhz Pentium was released) so it was never really my thing. As usual, you aren't really making a point. It could be said of everything in this game. It is the same as Minecraft. There is pretty much have and have not. Before you have a source of whatever, it is precious and rare. Once you find a source of it, you are pretty much set and move on to the next hurdle. Oak trees are generally pretty common in the temperate band. One game I had to travel several KM to find any, and they weren't even big ones so I had to collect seeds and wait for them to grow, which really slowed down my leather operation. Which really sucked. So in that particular instance, oak trees were precious, rare and a major bottleneck. Once I had enough oak to produce a few barrels of leather, it was a non-issue. My current game I just hit August and I am swimming in cloth. I got basics locked down and then prioritized getting seeds and my region is high fert dense. I already have so much cloth I don't know what to do with it. Yes, windmills are resource constrained as far as you've got to prepare for them 2 months ahead of time, and winter better not be anywhere in that timeframe, but it isn't rocket science. If the same kind of time-gating was desired for waterwheel, they could make us age/cure some medieval/steam-punk equiv of pressure-treated wood. Maybe we'll have to coat it with pitch, which will be some kind of long-arsed process to make and require steel tools. By the time you have steel, unlimited mechanical power is kinda moot. Could also make the waterwheel subject to mechanical breakdowns. There are all kinds of evil things Tyron could do to us to make it feel like more of a pain in the ass than it is worth, and knowing Tyron he will.
  8. I don't get the reference. I don't know what E2M1 is. Plasma rifle is so generic sci-fi it could be from any number of franchises and I don't know WTF it has to do with waterwheels and windmills. What's your reasoning then?
  9. Yeah, and I've got a large surface area of sandstone. I've got black coal with fire clay, not too deep down also, which is always a very nice find. I haven't looked for Olivine yet, but I have never once had trouble finding that, you just look for Peri and it will be there somewhere. I got lucky with a good deposit of surface tin too, since I am still trying to force myself to use the propick and I did not change the mineral rarity settings. Actually, I think that is what the problem usually is, is there is frequently too much surface igneous rock, and then you get shit for resources. I used to use these 2 mods in the past, https://mods.vintagestory.at/lessigneousrocksplease and https://mods.vintagestory.at/rockstratavariety lessigneousrocksplease was not packaged correctly and you have to fix it yourself or it won't work, someone left instructions in the comments, after that I got crazy gens with lots of basalt and obsidian; which seems exciting at first, obsidian is a real leg up, but then you go to start your farm and realize all you've got is shallow low fert dirt for miles around.
  10. The only thing similar I can think of offhand was Acheron's Call, which was one of the original (EverQuest and Ultima Online were its contemporaries) MMO's It wasn't by timer though, it was by level, the higher your level, the more items you dropped on death. Which items you would drop were based on the items value in Pyreals (the coin of the realm) which had nothing to do with it's actual usefulness. Players would carry an appropriate number of "death items", items you tinkered on to increase their monetary value to assure they dropped before your actual gear. So as typical, it was pretty cheesy. You also got an experience penalty and some other debuffs you had to work off, and they would stack up if you died repeatedly, so it could be a real downward spiral, especially for inexperienced players.
  11. Huh? There are still wolves on day 1, the game at least doesn't spawn you right next to them anymore, but they are there. Bears too.
  12. Chances are still good that you will get some other rock as far as the eye can see in a new world anyway. Like peridotite. Or chert or claystone. I am not sure if the size is tied to the world size at all or not, but lately I've gotten better results and I use a very small worldsize. I am tripping over borax bits on the surface, and I don't think I have ever even seen 1 before. This is also the first time I haven't had to travel 9km in every direction before I found bauxite. There's also limestone. Really it's a paradise so far, finding everything I need, but it is a fairly fresh start (RC3) and I am just starting to mine iron.
  13. Oh, it is way beyond VS, it is full blown (although simplified) genetics. As a veteran Rust player, I am fully familiar with it, and while I appreciated the high-end clones we usually had, I was very happy someone else on the team was into that shit, cause I sure wasn't. As a mod maybe.
  14. Right. Like in this build. It also requires you to go and scare the chicks out of the yard so they fall down the hole. Making the back wall of the coop out of slabs also going to the basement and moving the player entrance to the side is an improvement I've made, but it works. If you want floor holes for them to fall through, I believe chiseling works, but I've never done it. I think they can still jump up 1 block.
  15. Yeah, I noticed that was a problem myself. I'd fill the troughs up and they would be empty the next day, and the hen wasn't getting enough to eat, so it was taking forever for the 2nd gen to hatch.
  16. Nice Romanesque looking build, I dig it. Yeah, well that is forest terrain there, which means they will keep spawning no matter what you do.
  17. Why do movable water sources and waterwheels need to be mutually exclusive? For balance reasons? There's no rule it has to be. There are other ways it could be balanced as well. If they make them require steel then you'd still have to build windmills. Even if they just needed iron, I'd still want a powered quern before I had iron.
  18. They need to be fully fed to be broody. I am not 100% if that means you need to continue feeding them or not. Whereas the ewe or sow will stop eating once she is preggers. It seems to be very inconsistent, although I have noticed that you need to make sure to get the chicks out of the pen with the trough, because they will eat up the food and it doesn't benefit their growth rate, so it is a waste. The roosters seem to eat just to get up to weight and then they stop, but I am not positive on that either, and of course you can just keep them locked up nearby.
  19. It is. Oh, and Thorfinn has it backwards (because I remember Tyron talking about this recently) Landcover percentage is whether it is going to slap down a piece of ocean or not. Landcover scale is how big the oceans are. Landform scale is how big a terrain feature is going to be (presumably on land after it has determined if it is ocean or land) so mountains, plains, lakes, etc.
  20. You are playing 1.21 RC3 and it is a known bug. It will be fixed in the final release, which is probably going to be this week.
  21. Well the way I (think I) understand it, it's a combination of both. So very rough guestimation, the world generation in essence slaps down a blob of clay. The landcover scale is how big that blob is. The landcover percentage determines whether or not that blob is water or land. Small ponds don't count in this, as they are features and not base terrain. Granted I don't have anything but anecdotal evidence to back any of this up.
  22. Unfortunately it is the common experience. Whether or not it is intended, I can't answer that. I feel like it is better in 1.21, but I haven't generated enough maps to really conclude anything. Maybe it was just luck. It may be realistic to have large areas of the same type of rock, and the people who really like exploring the map aren't bothered by it, others (myself included) hate it. Oh, also the rock on the surface likely doesn't go all the way down to the mantle. Granted that is little consolation early game.
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