fluffz
Vintarian-
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Glad to have you onboard Sergeant. Watch out for them wolves and enjoy the process. There are many epic moments ahead of you.
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hahaha I would never say nor imply such actions should constitute an epithet like boring. I like the idea of the storm, it's ambience, and the dangers they can provide. I would not mind the higher leveled storms be even more visually intense, glitchy, trippy and scary, like short moments of blindness or a one in a 1000 chance that a random drifter is capable to open your front door and let the demons in. The Temporality plus mod feel a tad bit to unbalanced under these settings and even tho the Temporal Storms Require a Fight mod feels on the extreme end time wise, especially due to very limited access to weapons, I like that it feels like a simple solution to actually engage with the storms if you currently have the means to, as in enough supplies in the weapon, armor, food and healing department, without a wraith that can reach you trough walls (curtesy of the new Temporality plus mod). I guess I would tweak it to like twice or trice as long, not five, and let every drifter kill remove closer to 10% of the duration, meaning 5 kills would equal a normal duration storm with some action that would take actual planning and effort. Although killing a wraith every time might be feasible with good gear, and enough of it, it would probably not be so forever, doings so with low limited supply of stone age weapons, sounds outright scary. It would probably turn those mud coffins in to other kinds of coffins rather frequently I guess further testing will be needed. But props to these modders for actually trying to bring constructive ideas to the table on how to raise the incentive and urgency to engage with these episodes of mental terror, and try to persevere. Big shout out to the Temporal Symphony mod too, for that oh so elegant solution of communication.
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Also, I spotted this new mod: Temporal Storms Require a Fight And the description states the following: Temporal Storms last 5x longer but the time is reduced by 5% each drifter killed! I think that sounds like a promising solution to the temporal storms perhaps lacking a bit of incentive to engage with in it's current state
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Nice to know. I am for sure borrowing that idea. It has always bothered me that we are living in the stone age with both a digital watch, calendar and a thermometer Then I can imagine the Stonebound mod being catered for multiplayer servers where you have an entire squad of players working in the mines And even then, 1 copper bit per 20 gravel blocks sounds like it need some tweaking still. Once the mod is finished tho one might be able to adjust it a bit to be more suitable for single player situations. The concept seems really cool and I hope they end up completing their series of mods. That is a neat idea for sure. I will try to find time to get a new run going this weekend. I am stoked to die horribly once the accumulated weight of all these mods begin to stack against me!
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I will definitely be borrowing the idea of keeping track of days with a chisel, what a brilliant idea! I also really like the limitations of only be raising goats for livestock and forage for everything but flax Are you referring to the Wilderlands Stonebound mod? I have been curious about that one too. Does it function well despite it being an early release? Also, when you mention early chisel, are you referring to the Jack's Stone Chisels mod? Thanks you for a very inspiring post!
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Yes, 5 HP is indeed on the extreme end, and very unforgiving. I have mostly played with 10 HP in my runs, which usually end up being around 15 HP with some nutrition going. I usually feel that fleetfooted and leather armor is sufficient if threading cautiously Other than that I will say that this post is a work in progress and more like a template so far. A lot of testing and balancing will have to take place.
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It was such a long time since I used the flora mods. Does it also help in any capacity to increase the levels of foliage and diversity even in temperate and cold biomes? I can not remember if the flora mods made the game easier or not, but I have a vague memory of them mostly affecting warmer climate
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Yeah, I will have to dig trough what is offered here and try to incorporate selected animals, then try to balance their spawn rate. I am not so sure I am looking for a dinosaur period kind of stone age, more like how humans lived 1000-6000 thousand years ago in the northern part of Europe. Balance would be tricky tho. A snow lion on a tiny island where there is no time to even enter your raft will be a real thing. Especially when the supply of spears will be more scarce
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You did not miss is, I added it per your recommendation, and I really like the concept. It felt familiar. But I will have to put it under considerations for now, until it becomes figured out how it can be utilized to it's full potential. I see what you mean, and I am thinking that any such building project would have to happen very close to the actual stone source itself, and basically what you carry long distances is absolute essentials. Stone is usually a few block under our feet at all times, but for more exotic rock, unless a carriage mod is used, or groups of people can carry the valuable stone by pure labor, It do not bother me that it feels out of use. I like the idea of getting to utilize what is around me and work with what I have been given. I am simply trying to further draw the picture of this project with this way of replying. I fully understand that the majority will not seek these kind of limitations, and for perfectly valid reasons Yeah, that was my initial idea at first. It seemed simple enough. There seem to be mods to configure stack sizes I have thought of the mods The Critters Pack and More Animals, mostly as helping to sell the idea of the world being alive. I have thought about them tho, and those could for sure bring on diversity and greater threats. I also look at the mod Entity Color Tint, I think it can be good. The archipelago setting makes many things feel rather glass canon, threats included, but I am sure some more lethal predators could be used. That seems like a very interesting idea. I have seen that old mod, but probably discarded it due to being outdated. But perhaps it is still viable in some capacity despite being outdated? You mean there are elements of carry on that could be used without the ability to actually carry on trunks? As in only utilize the grabbing blocks with two hands mechanic? Thanks a lot for helping out!
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I have been fiddling around with the Simple Weight Mod for about 2 hours now, and I simply do not have enough knowledge on how to make it it work properly. Some items registers weight, but blocks like dirt, wood and stone does not. There are no lines of text under this line: "WEIGHTS_FOR_BLOCKS": {}, and I am not sure how go from here. I also tested to spawn in a number of items in creative mode and I do not understand the logic the the weights being applied to items. The values under "BASE_WEIGHTS_BY_CATEGORY": { does not seem to correlate to items I tested