fluffz
Vintarian-
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Everything posted by fluffz
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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
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Shameless or not, this is a fine recommendation. I must admit that I overlooked the more granular details of the expanded stomach mod. It might not make the game harder as you say, but it can indeed offer more realism, which I am always on the look out for. I will add it to my list and try it out for sure! I must say that I really like the concept of temporal life, and I also admit that it do suck to have to end a run once one get deep into it. I am inclined to give this one a go. It might be a tad bit against the spirit of a hardcore run, but id adds a nice middle ground. I will edit my post and add mods to my initial list above as time goes, and both of these definitely deserves a spot. Thanks a lot! I hope that this thread one day can serve as starting point for people on the look out for more survival challenges in their games.
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You are absolutely right. The harshest conditions of them all in my opinion becomes the 0% landcover. And to be clear, in case someone else with less experience of the game reads this thread, I have to generate many worlds before I find a spawn that are in close proximity to an island that happens to have both a bit of pine forest and some fertile low lands that happens to spawn pigs. Without that the run would not be possible. I am really excited for the new fishing update for this very reason, since it could, depending on how it is implemented, generate a food source that would make more runs possible. In my testing I have found that I really like the sizes of the islands and the distance between them when using 0% landcover. Any number bigger than that will often throw some really big islands into the mix which I am trying to prevent. I really like that seafaring becomes a high stakes operation due to food scarcity and how rewarding it feels when setting foot an a new island and finding a new resource like chalk or a pair of baby goats. I guess the fun in losing is fun, in actuality becomes more akin to surviving is fun
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Codename: "surviving aganist all odds is fun" I will keep updating this post and it's lists as time go Ever since I began playing this game I have always tried to make it more challenging. And I am the kind of person whom scroll the mod page every day to not miss an opportunity to make the game more difficult, and thus feel more rewarding to me when I finally manage to overcome hurdles and make progress. I am most likely closing in on 2000 hours played by now, and despite that I refuse to do the story quests, in part because I am worried I would feel like the game will then run out of stuff to do once I complete it, and also because I want to wait until the game is complete before I experience the story modules in all it's glory. Therefore I also find myself incrementally increasing the difficulty to make sure I do not reach a point where I can enter the archives for the first time. I have been trough many worlds by now, from the coldest snow ball earths and hottest desert plains. I have done nomad runs at the poles surviving on nothing but polar bears using nothing but flint spears as weapons. I have been trough many deaths and I really attest to the loosing is fun paradigm. My project now is to put together a game where I can start in the default temperate region and still have to strive to survive. I am also writing this to reach out and find other like minded people. All in all, it led me to this point, and I would love to hear your from you about ways to make this game even more difficult and immersive. I am striving to find that sweet spot, where the game is actually possible to survive in with enough perseverance, but challenging to the point where there is very little room for error . I am sure that I am not alone in this endeavor, and I would be more than happy to hear from others whom strive to achieve something similar. I will present my current world gen settings, self imposed challenges, modlist and also a number of ideas. Relevant world gen settings: One life No grace time Seasons and true winters enabled Block gravity and cave ins enabled Allowing block falling and fire spread, as well as lightnings that can cause fire No underground farming and no water source transportation Player HP 10 (5 HP not adviced) Health generation 25% Hunger rate 125% (for balancing towards food scarcity) Body temperature hardiness 15 degrees Creature strength 150% (I have tried 200% and 400% as well, but it can make certain deaths look so silly, when even tiny critters get mega power) Food spoilage 200%-400% (I am looking at you everlasting vegetable) Tree sapling growth time: Much slower x8 Prospecting pick: not allowed to use (self imposed challenge) No Map (I have learned to love playing without it) Temporal stability set to default wilderness survival Landcover 0% (I love archipelagos and seafaring) Forestation and shrubs -50& to -75% (to mimic a Scandinavian archipelago where trees are few and tiny due to strong winds) Global deposit spawn rate 60% Surface copper deposit frequency: never Self imposed challenges: No use of the prospecting pick (once I find ores without one I get to jump with joy) Only one backpack can be used Only one basket per free hand (so 2 if I am not holding anything else in my hands) I have edited the crops json files to let crops only drop 1-2 veggies when the final stage is reached, and nothing before that. I have also made it so that crops only drop seeds at their final stage, and only 0,7 of the times (this has made veggies feel valuable and far less abundant) Mods for difficulty: Conquest Stone Age Expansion (my favorite VS mod of all times, and I sincerely hope CreativeRealms one day get to complete his ultimate vision for this mod) Vigor Hydrate or Diedrate Hungry While Injured SleepNeed Logical Clothing Warmth Vintage Recipes Butchering (sadly causes errors when used together with Stone Age expansion, but seem to work together nonetheless) Real Smoke Crucible Capacity Wilderlands Block Adjustments Wilderlands Panning overhaul Shiver Tweaks (optional but fun) Mods for immersion: Better and improved weather Conquest VS edition (makes the autumns and winters look so incredible) Falling Tree Farseer Flickering lights Immersive lanterns Temporal Symphony Manual Quenching BetterFPCamera Expanded Stomach Spinning Wheel The Critters Pack More Animals Mods I use for balancing: Bushmeat In Stew Mulching Temporal-Life (the almost hardcore option that feels rather legit, and that can be serve as a good and lore friendly middle ground) Mod considerations: Wilderlands rustbound (Love it, but feels very geared towards multiplayer) Scientific smithy (yet to try, but suspect that it will not be compatible with Stone Age expansion) Immersive mining (yet to try, sadly not compatible with Stone Age expansion to my knowledge) Manual Tool crafting (yet to try, would love to hear feedback, most likely not compatible with Stone Age Expansion) Manual scraping (yet to try) Manual Dough: (yet to try) Manual Ore Crush (yet to try) In Dappled Groves (yet to try, and is sadly most likely not compatible with Stone Age Expansion) Brain Freeze (yet to try) Temporality plus (yet to try, but seems really interesting) Rabies (wow, this sounds truly sinister, will be hard to get balanced) Simple Weight mod (I would love to get this this to work) FotSa series (Would be a shame to not introduce some more fauna and flora) Terrain slabs (were sadly not compatible with Conquest VS edition) Temporal Storms Require a Fight (yet to try, but sounds promising) Further ideas: I would love to one day see a mod for very limited carry capacity. I would gladly carry just a few blocks at the time to build my home. But until this becomes reality perhaps someone with knowledge on this can point me to the correct json files to reduce stack sizes to a pitiful amount for heavy things like logs, dirt and rocks etc, and how it is done. With all of this said, I would be very happy to receive input, feedback, ideas, mod suggestions and to just discuss this project in general (in the background I am collecting what I consider to be extraordinarily well produced dungeon synth ambient albums that I come across to accompany and help deliver the experience of struggling in the north on an emotional plane as well)
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Gen 1 wild pig sow does not get "portions eaten" despite being ready to mate
fluffz replied to fluffz's topic in Discussion
Luckily this time it was simply a matter of me not knowing how the sows function in game, not a bug nor a mod conflict. Thanks anyway for reaching out with good advice! -
Gen 1 wild pig sow does not get "portions eaten" despite being ready to mate
fluffz replied to fluffz's topic in Discussion
You were indeed correct about this. I have tried in game now and low and behold the text line shows up as soon as they ate their first meal. Thanks again for taking your time to help me! -
Gen 1 wild pig sow does not get "portions eaten" despite being ready to mate
fluffz replied to fluffz's topic in Discussion
Alright, thanks a lot for the clarification. Then I will try to feed them once I get back to my game. The reason I was hesitant to just try and feed them yesterday were that I have very limited amount of food to give them, and I did not want to risk loosing precious animal feed. I have changed my crops json files to only drop 0.7 food once fully grown to make the game harder, and I am playing with 0% land cover which makes the island few and far between. I will report back later today -
Gen 1 wild pig sow does not get "portions eaten" despite being ready to mate
fluffz replied to fluffz's topic in Discussion
"0 out of 10" should imply that the old sow has not eaten, the other old sow shows "1 out of 10" and she has been eating, but my four new gen 1 sows does not show neither "0 out of 10" nor "1 out of 10" since the entire text line is missing.