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Everything posted by MobiusvanMars
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[General] Why Not? or What is the point of...?
MobiusvanMars replied to Asatar's topic in Suggestions
Why? Indoor weather (room/greenhouse/cellar), the two indoor effects I find annoying are indoor fog and water swaying when there's high wind outside. Why not? Not just the quartered logs! Make firewood by hitting a log with an axe from the top side. Hitting a log or tree from the side (or the bottom) will be as normal and drop the log blocks. Time: equal to collecting the block, so it scales with tool tier. So with high tier axes it becomes a reasonably fast plop block-chop block-plop-chop-etc. And if you're out chopping mini-trees for firewood just hit them from the top side and skip the whole log block collection phase. Same for the saw: hitting a log with a saw from the top gives you boards, hitting a log with a saw from the side or bottom drops the block. <I reconsider recovering boards from planks in this way, as it would get increasingly complicated with stairs, slabs, ... keep this a crafting action for now and in the future maybe it can be done on a woodworking table> There you go: some grid crafting options made more immersive without complicated woodworking required. And no more insta mass producing firewood or planks! AND THE IRON AGE BRINGS AUTOMATION TO THIS*: One of the historic uses for windmills and watermills was as a sawmill. Then you can just feed a stack of blocks in (or more with chest and elbow) and have the machine chop of saw them at a decent rate. * the saw and "helve axe" must be made from iron (or better), then it's more reasonable to waive durability as with the helve hammer -
Use your imagination, think of projects to do, and - maybe this is not a popular opinion - I do the long play A LOT like I used to do TOBG long play survival, where I only went underground for materials, and only into the nether to get some netherrack. So this game I play much reduced on the temporal dangers and I never bother with the story tbh. Of course this game is more grounded and less cartoony and there is more work to be done, but the REASON to do all that work, the end goal for me is the same. Building a cosy area to live in, create a little pocket of civilisation in a wild world (on a smaller scale than TOBG and with more functional builds, but that's really it) From early game through mid game to end game the pace goes from RUSH TO COPPER to a chore filled bronze age getting materials and preparing for winter* to a more laid back iron age where it's time to build and when the snow melts explore more for different material types and start building some more. Not everything at once! As the pace gets from THE RUSH to steady focused chores to more time to think, some imagination is needed to build nicer things. For me the simple building phase is usually around the first winter and getting a bit more detailed around spring/summer of year 1. And don't overestimate me here. I'm no artist. I'm no 1x1 chiseler. I start blocky and then just chisel SOME edges and details and add SOME colors to make builds a bit more interesting 1 little step at a time. Then maybe add a balcony, or build out the 2nd floor a bit in medieval style. Just a few improvements to get away from a TOBG looking blocky build. Don't ask too much of yourself either. Don't try to do as the youtubers do, just get some inspiration from them and SIMPLIFY. Think of a project, something you want to have. Something useful like replace the simple blockhouse-and-pillar windmill with something that actually looks like a windmill, build a bigger and nicer barn, a small tannery build away from the house (it smells), etc. When I get bored of the homestead and think there are enough builds and little things, I roam the land freely (mostly playing on the passive creature setting) and build something a bit of distance away, like a dock with light house at the coast**. Or a museum to house all the interesting decorations found in ruins (I play with better ruins). House a seashell collection, crystallized ore collection, butterfly collection, flower collection, etc. Make a silly folly building just for the whatever. Put a waterfall on top of it and build a little flower garden around a pond at the base. Make an insane 500 block bridge to that island or peninsula with that one translocator that actually goes somewhere useful. Make that bridge just a little bit less blocky with some simple arches and railing. Light it up with whatever type of lanterns you're able to mass-produce. Now there is a thin line of light and civilisation stretching beyond view distance. Quit the world for a while when inspiration runs out. Just play another world where you can hang in the bronze age for a while again. Maybe at different world settings, like a careless tropical world with no rush for winter until you get bored of that. Return to the long-play world. Think of something, build something. Quit the game for a week when bored. Return with fresh ideas. No stress, no one is going to judge your builds. No boss, no mid term review, just you and your world to hang in and improve a little bit more. * my "standard" worldgen has become a 40-42 degree N start with winters that are milder and a bit shorter, but still there. Fruit trees will work. Snow will accumulate from about end nov and start to melt from end feb. No frostbite when wearing the simple recipe winter clothes. ** I also play with 50-70% land cover so there is purpose in building a sailboat (summer year 1 when I have enough flax) and sail out to find limestone, bauxite, anything else that didn't generate within walking distance.
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What is your favorite material to make lanterns out of?
MobiusvanMars replied to SnapJelly's topic in Discussion
Bismuth, hands down. Magical texture, looks like copper with a rich patina which has been preserved with copious amounts of oil paint base.. Molybdo is a good second, for a weathered cast iron appearance. If there is not enough bismuth or lead, tin bronze or brass will do. Bismuth bronze is a hard pass, its appearance is deep in the uncanny valley of corrosion between bronze/brass on the "fresh" side and the heavy patina look of bismuth or molybdo. -
Actually when it is time to do chores IRL I play vintage story too. When it's night time ingame I sit my character down, walk away from my PC with headphones still on and and listen to the beautiful night time music while I do (part of) a chore, then when "groove" comes around I know it's time to get back to the game. Repeat until everything is finished.
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One thing is too few, but I'll limit myself to a top 3: 1) a separate passive / agressive world setting for animals and monsters. For me that will be set to passive animals (chill, but fight back if attacked) and agressive monsters. 2) give the tropics more variety in plants, across the board. A few more trees for wood, a lot of flowers that extend well into the 30+ year avg climates (maybe the extreme 35+ year avg have none, because there are no bees), other decorative plants, coconut palms, banana plants, etc. 3) elephants, and if point 1 is implemented I want tigers too.
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Fair point. It only happens in a drought like it did in Belgium recently, but that's too complicated to implement in VS. And thanks Mac Mcleod for the fact check. Close enough to stick to my original suggestion: ~1 month in ideal conditions --> translating that to VS means in a sheltered place ~2 months in less than ideal conditions --> outside during growing season (when saplings grow) Too cold to grown saplings --> drying is paused. Same logic for firewood on a longer timescale.
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So the peat terrain blocks and wet peat won't burn at all. That makes even more sense! Drying time for peat should be short then (like IRL) to make it worth the effort. Like a month in dry conditions.
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What if the sieve-as-a-pan still has to be used manually in water, but it's faster (2x) and for sand/gravel more effective. It needs boards and a reasonable amount of flax, so it can be crafted in late copper to early bronze age. So let's make it useful for that point of the game. To keep it reasonable and not get too many "exotic" iterms the improved drops are going to be metal nuggets. Slightly improved drops of copper and spalerite, much improved drops of cassiterite, add bismuthinite and galena nuggets with a chance in between sphalerite and cassiterite. Slightly improved chance of gold nuggets, add silver nuggets at the same rate. Throw in some gems as a rare drop, including the better qualities. Some suggested values: Copper: 1 in 5 Sphalerite: 1 in 30 Bismuthinite and galena: 1 in 60 Cassiterite: 1 in 100 Gold/silver: 1 in 200 Lapis: 1 in 500 as in vanilla Low potential gems: 1 in 1000 Medium potential gems: 1 in 2000 High potential gems: 1 in 5000 (the rest of the vanilla drop table remains the same)
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And include peat as well, but that should dry out much faster like IRL and be much nerfed as wet fuel because it is very waterlogged. Also peat can be punched in small amounts with your bare hands, while firewood requires an axe. Drying time for wood in a sheltered place ~1 vanilla year. Drying time for peat maybe 1-2 vanilla months in a sheltered place. So peat is not instantly useful, but fast enough to make it viable on a non-frustrating timescale for lime and a kickstart fuel for flint. There are mods to do this, but the one I currently have is a bit OP in the burn time and has a long drying time for peat like for firewood. Suggestions for vanilla: Green firewood: 600 degrees with the original burn time so it won't make early game too hard --> dried firewood 800 degrees with double burn time. (balanced to not burn lime, but a better starter fuel for flint/smelting than it is now) Wet peat: 500 degrees with the original burn time --> dried peat 950 degrees with double burn time. (balanced to burn lime a bit faster and more economically, but not able to calcine flint on its own)
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What are the luckiest moments you've had in game?
MobiusvanMars replied to SnapJelly's topic in Discussion
My latest world is an experiment with 10% land cover, 5 degrees north (Custom Latitude mod), 50k polar equator distance. And my standard tropical "survival light" experience: no temporal stability or storms, 5 day grace timer, keep inventory, no class exclusive recipes and no true winters... (yes it somehow affects creature weight IN MAY and in the tropics which is BS). + because of the limited amount of land double deposit spawn. Spawned on a ~250 by 120 block slate island (ugh) with only a few patches of crops (2x flax, 1x amaranth, 3 peanuts). Stayed alive on a diet of 70% bamboo shoots and 30% scraps of goat/chicken/mini deer caught in the trench around my pitiful starter garden and killed by the resident sun bear. 2x surface copper, no tin, 1 useless shallow cave system, a patch of red clay and a whopping 19 papyrus. At least there was enough bamboo, tree ferns, and kapok bushes/trees to get started and then some. Oh and very high hematite, but I wouldn't have known that if not for what happened (see below) Then a raftable ~500 blocks west LAND AHOY a larger island! Minerals: enough surface copper, 1x surface tin, prospected tin, 2x surface lead + prospected lead,1x surface brown coal WITH BLACK COAL below. Natural bounty! Dry to wet gradient! Acacia (w/ 2x resin), 2 ebony trees, 1 olive tree (6 cuttings), 1 pomegranate tree (9 cuttings!!) TWO BREADFRUIT TREES (one tree 7 cuttings first go + 2 almost instantly), enough papyrus, plenty rice and amaranth, some cassava, 3/4 stack of high fertility soil and flowers (not enough yet, but at least some). Oh and the surface rocks are claystone and chert. My favorite tropical material combo for a copper/bronze age insulated 0.3x spoilage 1-floor house with a roof terrace, covered with those stick layers for copper/bronze age bonus points. Layers of sticks you say? Covering two terraces of interior dimensions 7x5? On a tropical island with two and a half kapok trees and none of those temperate bushes? Are you mad mister Mobius? Well you will see. That island was not the only stroke of luck... To top it off there was a cave with a Y 90-ish translocator, taking me 13k blocks north (thanks to the no ocean translocators mod) to just south of 30 degrees north! The lush zone, the warm start. Where the devs decided to have the largest biodiversity in plants. (unlike IRL where it's the equatorial zone) Enough sticks, mushrooms, plenty berry bushes, flax, spelt, onions, FLOWERS (why so few flowers in the equatorial zone), bald cypress, oak, walnut, peat. And there is a LIMESTONE AREA!! all of the north/western quadrant. Leather working! Mortar! And of course as a building material for a late game house if I get to that (I rarely do) + Artisan trader (decorated vessels!) +1 1/2 stacks of high fert found so far (enough for a year round growing climate) + 4 cabbage seeds, which I can farm thanks to the Shadehouse mod.