Jump to content

Odrayak

Vintarian
  • Posts

    14
  • Joined

  • Last visited

Everything posted by Odrayak

  1. I have the doubt about whether there are multiple settlements like the ones that existed in previous versions. They were not very common, but they were very nice to find, and very useful to save yourself endless and tedious walks from one post to another.
  2. They are not your computers, since I have a computer quite a bit older than yours and until this version I didn't have performance problems with the game even on ultra, where my frame rate would drop to 30-25 fps and I could play quite smoothly. To give you an idea, I have an I5 6600, 64 GB of DDR4 RAM, and a GTX1660 Super, nothing extraordinary. It must be some coding problem from the latest update (I imagine, I am not a programmer). I hope they don't take too long to fix it; I had to do a 'San Martín' on my pig farm because when I got close it became quite unplayable for a brief period of time.
  3. Odrayak

    garden

    The only thing I see as necessary is that there are more crops that consume phosphorus. Crop rotation remains quite limited since, of the other two elements, there are crops with a wide temperature range for cultivation, whereas for P, there are few and with very specific temperature ranges.
  4. I confirm, and it is quite annoying, since my government PC barely handles the version compared to the previous ones. I thought it would be a matter of the pre-release, but it seems it has reached the final version. I imagine it will be refined in the subsequent more stable versions, along with the non-Euclidean shape of the windmills and other minor defects.
  5. I try, but the bears do not agree.
  6. As the title indicates: to have the option, within the world creation options, to start the game with a temporal gear or a temporal gear amulet. Why? Well, because when a world is started, the spawning system forces you not to stray too far from the initial area. Sometimes it is very difficult to get your first temporal gear, and that causes you to end up establishing the base in a very small perimeter until you have progressed quite a bit in the game, and by then, many bases are already large enough that it becomes too much hassle to move. This, which does not seem like too big of a problem in single-player games, is a problem on servers if you want to encourage different players to settle away from the spawn and you don't want to resort to commands or creative mode to give each player an initial gear. Also, the fact of not respawning near your base until you have your first temporary gear makes you pass up good locations to set up your base for being too far away, and that is a problem in my opinion.
  7. I'm facing the same problem: I planted a relatively late crop and it has stalled in the last stages of growth, with winter approaching. I calculated the timing with some margin, knowing that it could be delayed due to a block update failure, and they should have already finished growing. To give us an idea: they are already two weeks (18 days) behind in game time, accounting for the adjusted delay in the last stages. I want to think that it's because of the negative temperatures at dawn, but this has only happened in the last week and the crops had been stalled before.
  8. And to this we add another problem that is not being talked about and that I became aware of when testing the new version: iron machining has become completely broken due to the new temperature mechanics. It was already difficult to make iron/steel plates having to rely on the capricious wind, so now you can't even finish the plates in the pneumatic hammer before they cool down. That an optional mechanic, such as tempering, is breaking basic mechanics I don’t think is right. Especially considering that it hasn’t only broken blacksmithing with the temperature mismatches: the fuel cost for everything, like food, burnt flint, etc., has increased quite a bit, and getting coal is not exactly one of the most fun activities in the game. I suppose they will fix it in the final version... We’ll see what comes out.
  9. I was just thinking that I need a carpentry system that allows you to customize furniture or repair the ones you find in the ruins, a painting system that lets you decorate walls, vases, and paint pictures, and a tailoring system that allows you to customize textiles like the bed or make banners, beyond what you find in the ruins or can buy. I don’t care how they implement it, they’ll probably make it fun anyway, but I think it’s necessary for players like us who enjoy the creative side of sandbox games to not always have to rely on trading or exhaustive exploration of ruins in the caves.
  10. Exactly. That’s the problem: precisely in the type of climate where this issue exists is the type of climate where this problem shouldn’t occur; quite the opposite, it should be the climate where both types of trees overlap. But it so happens that the tolerances are miscalculated and unrealistic, making it impossible to have either type of tree: some because they die, others because they don’t bear fruit. Has it been decided to make it this way as a design choice? Fine. But I still think it kills immersion. At least for people who live in that climate and know that this wouldn’t happen in real life. On the other hand, I don't think the solution is to use a greenhouse. In my opinion, it should be used for plants that are grown in a climate that is not suitable for them, or for off-season cultivation, but not in a supposedly favorable climate. That is why I insist on adjusting the survival values of fruit trees, for immersion and realism. They are not so crucial for survival, especially before the first winter, and I don't think making this adjustment will break the game; on the contrary.
  11. I don't know what kind of climate that will be, but if it snows, allow me to doubt that at noon it won't drop below 7 degrees, since in my current world, at an altitude just a little above sea level, in winter I don't reach -3 degrees at the worst times during the early morning, the snow doesn't settle, and berry bushes bear fruit almost all winter. At noon, on no day has it dropped below 5 degrees, and it is a very stable climate. It’s no longer about whether your fruit trees have survived, it’s about improving the survival rate of fruit trees in extreme climates, since in reality it’s not as demanding as in the game. From what I saw on the wiki, they all start from the same cold tolerance and that’s what I think should be adjusted and adapted for each type of tree independently. There’s little else that would need changing, honestly.
  12. The fact is that they do not reflect the real temperatures to which fruit trees may actually be subjected, and that is a problem for the game's immersion itself, since any player starting to play for the first time and planting any of the fruit trees I have mentioned in the climate in question would think that they should not have any problems with the subsequent harvest, only to be as surprised as I was. On the other hand, the file cannot be altered since it is the official server. That is why I believe it is a problem that should not be fixed with mods or modifications in the .json file, but should be addressed in the vanilla game itself. The problem is that fruits that are native to temperate climates in real life, such as pears or apples, are not produced in the game because vernalization does not occur due to the temperature mismatch. Additionally, according to what I have seen on the wiki, and assuming the data is correct, all types of evergreen trees have the same vernalization start temperature, which is set at -3 degrees, which seems like an overly simplistic approach to me and could result in none of these trees bearing fruit in the place where I am located, and that is where I think the main problem might lie. Likewise, according to what is stated on the wiki, these temperatures are under development and may change, so at least I pass on the feedback, in case you care to take it into account. In any case: orange, pear, olive, and pomegranate not only withstand temperatures well below the ones they have been assigned, but the optimal climate for their development, as can be clearly seen from the main exporting countries, is the Mediterranean climate, where, currently in the game, they do not produce fruit or the tree outright dies, making harvesting impossible. Thank you for responding to both of us!
  13. Greetings Vintarians! First of all, I want to warn that my English is very bad and I'm using a translator, I apologize in advance for any mistakes. I have been playing this game for quite some time but almost always in the default climate, which is why I hadn’t noticed this problem until now. The thing is, I started a server in a temperate climate (the equivalent of a Mediterranean climate) and obtained some cuttings during my explorations in different climates. Specifically, olives, pomegranates, pink apple trees, and pear trees. I took them to my base, hopeful to create a fruit tree orchard, and I was surprised to find that it is impossible in a climate that is supposedly the most favorable for crops. First, the pomegranate trees died; they had already sprouted but couldn’t withstand a temperature of 10 degrees!! That’s when I started looking at the mechanics of fruit trees regarding temperature, and it was a big facepalm. The olive trees were next, when during the coldest time of the year, the temperature dropped to -1 degrees. Finally, the apple and pear trees survived, since according to the game mechanics, they can withstand very low temperatures, but they will never bear fruit, as they require a cold temperature that will never occur in that climate. In short, at the moment, I can't have any kind of crop coming from trees because they will either never bear fruit, or they will die due to the weather conditions. We're talking about a climate equivalent to the Spanish climate, where I come from, and I can say that with similar temperatures (at most 4 or 5 degrees below zero in winter and around 40 in summer), we have good-quality pear trees, apple trees, and pomegranate trees. We are even major exporters of olive oil, alongside Greece. I don’t know where the statistics for fruit trees in this game come from, but they are certainly very far from reality (for instance, an olive tree can withstand temperatures as low as -6 degrees without serious damage, whereas in the game they supposedly can only handle 7 degrees). If it’s about adjusting the game’s difficulty, and I imagine it might be to prevent them from being cultivated in areas where they shouldn’t be, I think the solution should be to reduce the amount of fruit they produce or something else, rather than making them unplayable in the climate that is supposedly most suitable for agriculture. Currently, no type of tree can be grown in a temperate climate (correct me if I’m wrong, I don’t know all of them in the game), and both the temperature requirements for sapling survival and the conditions for fruit production would need to be corrected.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.