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allstreets

Vintarian
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Everything posted by allstreets

  1. i've also had extremely dense fern tree forests in the two 1.16 test worlds i've made.
  2. I also wouldn't mind some more complexity in the hunger and cooking mechanics. @goaliemagics and I have been playing on a server with hunger rates turned up to (iirc) 200%, and that along with playing in a cold environment has helped make food a more important part of the game, but it's also made playing a class with an even more increased hunger rate close to impossible. We're planning on adding the Fields of Gold mod with the next in-game spring, but it'd be nice to have some refining of the existing mechanics in the base game.
  3. It's part of the upcoming update (1.16) along with some other ghost handbook entries like the churn (and fruit trees etc).
  4. I'd love a small scale windmill option, and the design of these looks very interesting! I wouldn't mind the current windmill size too much if it wasn't the biggest thing in the game, especially with full set of sails...as it is it feels almost inappropriately advanced to have on my little farms just so I can pulverize alum for dying clothes. I believe Tyron mentioned adding in some wind direction randomization in 1.16, but it'd be interesting to have some more geography-specific wind directionality that influenced windmill building as well.
  5. I really like that roof! is that bauxite polished slabs and stairs?
  6. Yes, since 1.15 chiseled blocks count for room requirements. Here's the details from the devlog for the official 1.15 and 1.15.1 update:
  7. @Vinter_Nacht thanks for the update! I'll give manual configuration a try for now. Looking forward to the further updates for From Golden Combs as well!
  8. Really love the idea of this mod, any idea when it'll be configured for 12 day months as well?
  9. Made a bunch of clothes playing as a tailor today, and I was frustrated to discover that the condition of the clothes when you tailor them is set at random. If exp levels were a thing it would make sense to me that the clothes I'm making now would start out with lower condition than the clothes I'd make in the future. Alternately, it would also make sense to me if clothes made by tailors using cloth I made from flax I grew started out at 100% condition - considering my character is already a tailor, I should have the experience necessary to make a pair of pants that isn't "heavily tattered." The current system, where clothing is always made at a low condition but can be somewhat better or worse seemingly at random, makes no sense at all.
  10. In my experience the quickest way if you're in a temperate climate is gathering berries and letting them rot in your bar and/or in a reed basket left outside. That being said it'll still take quite a while to fill a barrel with rot - the game just doesn't have a very realistic or terribly efficient way to make compost at this point.
  11. allstreets

    Meteors.

    I always investigate depressions that are x shaped, and I've had maybe a 20% success rate. Getting to the point of being able to smelt what I find has been more difficult.
  12. I don't see why taps would need to be gated behind iron given that Algonquians successfully tapped maple trees with reeds. The easiest way to keep things balanced is to follow the real life temperature requirements for tapping (tapping seasons generally last no more than 2 months of the year, ending when spring temperatures get too warm), and to require large volumes of sap to create reasonable amounts of maple syrup (e.g. you get 1 bucket a night, but that single 10 liter bucket will boil down to 1 liter of syrup). You could complicate things even more by requiring very long boiling times, which would mean the player would need to either attend a fire regularly or find a lot of longer burning fuels. Honestly I think having a honey alternative - especially one that would be more common in colder areas and at colder times when bees aren't active and/or present is a great idea. It would also provide a new winter activity! And one that requires the player to venture out every day to collect the buckets, so no winter homes in the south...
  13. I also started a new game in a forested area recently and have yet to see a single mushroom. Too rainy where I am for bees, but the lack of mushrooms did strike me as odd.
  14. I would like to update some of the temperature stats for clothes on the wiki, my username is Streets.
  15. What the post title says - playing in a new area that's been flashing between 'apocalyptic' and 'calm' rift stability, and I'm wondering what that means in a game that has temporal instability off. Does it just control rate of drifter spawning? And are there any factors that influence the stability level?
  16. I built a cellar today that had the spoilage rates double when I replaced the initial claystone block floor with ebony slabs. They lowered somewhat when I replaced the slabs with granite cobblestone blocks, but are still above what they were with the initial claystone. Is this meant to happen?
  17. I'd definitely like to see improved (and additional) animals and animal husbandry. I'm looking forward to the fruit trees and the eventual shift to an annual crop growing schedule, but I think lack of variety of animals and simplistic animal behavior is really starting to grate when compared to the fairly sophisticated and varied crops.
  18. How do you get them into the different coops to begin with though? I haven't been able to successfully separate all the gen 0s and gen 1s because they always go into the same corners together.
  19. Oh interesting, I had no idea such a mod existed! I'm going to try and solve this without mods first, but I'll definitely try this if that doesn't work. Thanks for linking it!
  20. I'm running into the same problem on multiple saves, which is that it's very difficult to cull my early generation chickens to ensure that the later generation ones are the ones eating the feed and laying and sitting on eggs. The roosters are somewhat easier to do, but I've got about 8 hens that are a mix of gen 0 and gen 1 that just run into the corner whenever I visit the coop, and it's hard to even make out how many I have, let alone hit any of them with something. Anybody found a good method for separating out generations, or even just ensuring that the gen 1 chickens have as much of a chance as laying eggs in a box as the gen 0?
  21. The block info for the beehive should tell you when the hive will swarm into an empty skep - it's dependent on the amount of flowers around, and generally takes a few days unless you've put in dozens of flowers. If the hive is more than 7 blocks up though, i recommend building a sort of dirt level a few blocks up surrounding the trunk of the tree so you can put your skep within 7 blocks (and the flowers as well).
  22. allstreets

    Class survey

    I voted for tailor as my favorite class to play, but just thought I should note that it's pretty much exclusively because of the clothes crafting that the tailor can do. Without that, I would probably vote for commoner.
  23. Ah yeah it may not be in the handbook, but it is doable if you have a chisel and hammer. I was able to make slabs and blocks, but not stone bricks.
  24. Suevite is definitely polish-able, at least in my experience. I use polished suevite for the counter blocks in my kitchen, and it looks great.
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