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Kolyenka

Vintarian
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Everything posted by Kolyenka

  1. Did you know that if you place a full block next to a fence, it'll connect,and it'll retain the connected state even if you chisel that block until there's literally just one voxel left, but if you break and replace that chiseled block, it won't connect to it anymore ? Point being, block states are what they are, and what they are is usually weird and somewhat nonsensical by real life rules. Same goes for the rest of the game code.
  2. Not sure if I'm missing something obvious or not, but I've been looking for tapestries in the creative menu and not seeing them. I want some tapestries on the walls of something I'm building. Can I spawn them in (and if so, how) ? My only other idea is to go into spectator mode and look for ruins with tapestries, but I feel like that would take a pretty long time. Or spawn in a bunch of artisan traders and give myself gears, maybe. Would be great if there's a more straightforward way to do it, though...
  3. these would be a great addition for early builds, particularly in maps with little ore (or just playthroughs that avoid metalwork as much as possible, which is my favorite kind). I like the idea of horns being added as a bighorn sheep harvestable, especially if they could also be used as sconces, like in skyrim. do you think the horns could be cut with a knife (maybe a metal knife, as that's a bit more advanced but still doesnt require an anvil), or would it need to be a saw? the greasepaper and oiled linen windows are also super interesting as an alternative. i feel like all three have a much more yellowed light than glass, and would be really good for somewhat dim rooms, especially in less wealthy settings. would appreciate these from both an aesthetic standpoint and also as a functional glass alternative.
  4. dude, what ?? ive gone through the maze multiple times and been escorted by people who just show up, throw food at me, and lead me to the portal room. the only reason it stopped happening was because i learnt the route by heart after so many people led me through. no-one has extorted me for iron (or anything else). when i first started a more established player gave me a bunch of iron equipment, food, an anvil, gears, linen bags, etc, because i offered to dig up some clay for him. that's the standard behavior on mudwall. i'm sorry you ran into an asshole, but 1) report them on discord, the mods WILL care and 2) they are not representative of anyone else on that server.
  5. Thank you, this is very helpful. I'm not actually that big on chiseling (my later game houses might have a little chiseling in the structure, but mostly I just use it to make more interesting furniture or stuff to put on tables), but having no saw or chisel (and thus very limited stair and slab choices) has left me pretty stumped. Sadly I don't have large amounts of clay in this current playthrough (getting it from ruin vessels and gravel/sand panning only) which cuts out mudbruck, shingles, etc, but lots of your other suggestions are very doable, and all of them are great advice in general. Thanks for taking the time to write this out ! My sad little starter base is gonna get a big upgrade now, lol.
  6. I'm not a great builder, but I can make something that looks pretty decent when I have a chisel, a saw, a bunch of wood types, various special blocks from ruins, and maybe some stuff from a building goods trader. But my stone age houses are almost always just. Granite cobblestone walls, rough fence or quartz glass window, thatch roof. And even when I put the effort in to try and do interestingly shaped houses or add details around the yard, the outside is always boring at best and kind of ugly at worst. My current game is in a snowball earth, and I have larch logs, pine logs, granite/sandstone cobble, and sandstone bricks. How the hell do you make a nice house out of that stuff ??? Especially when the only slabs or stairs are cobble ? I'd hugely appreciate any tips/pictures/whatever, cause I've been running into this problem every game, where my starter builds are horrendous and my later builds are pretty great, and it's honestly quite annoying.
  7. I usually have node search mode turned on but accidentally left it off for one of my worlds, and I can't figure out how to change it. didn't see anything in the lists of server or client commands, nor in the wiki entry for mining (although that does have a command for changing the radius). does anyone know if it's possible ?
  8. Kolyenka

    World Seeds

    The slow tree growth shouldnt change the spawn at all, you can put it at whatever you want (I just like it slower). Also, you ought to be able to change time instability (unless this command doesn't work, I know that happens sometimes) /worldconfig temporalStability false
  9. Kolyenka

    World Seeds

    I settled right by spawn (spawn being directly to the right on the coast). I do keep temporal instability off all the time, so I had no idea that it was unstable, sorry. And yes, recommended setting to 50% less forested because of all the wolves, lol. But there should be lots of plains, so I'm not sure what's going wrong with yours. Here's a screenshot of the settings, in case I forgot to mention something important ? The only thing I can think of is that you set it to a different world height. Other than that, honestly not sure.
  10. you should be able to roast vegetables in a firepit without any tools, same way that you can with meat. theres no reason my seraph should be deprived of a roasted onion ...
  11. Kolyenka

    World Seeds

    been using a great seed lately: 1093170375 spawn is right next to (...sometimes on top of) this beautiful mountain range. massive pillar of salt along the coastal side of the mountain. lots of traders nearby (including one right by spawn), bauxite in the mountain. surrounding area is rolling plains, great for building and farming. pigs, chickens, sheep in the area. tons of reeds. world height MUST be set to 448, though (I did try it at other heights, but it wasn't good). recommended setting it to -50% less forested.
  12. The only time they can't handle hot metal is when it's in a mold. Which makes sense--if you try and pick up the copper anvil you just made while it's still liquid, you're not gonna get very far... whereas heated ingots, crucibles, and just-forged items such as chisels can be held easily. It's got nothing to do with Seraph's ability to tolerate heat. I agree with the 'drifters are what remains of humanity' thing ... meanwhile Seraphs seem like something else. Not humans at all, but instead some other type of being that's been put in the world. I don't necessarily think that they're supposed to fix things. Rather, the humans are gone now, and some other kind of being has taken their place. Much more old vs new, as opposed to good vs. evil. The traders are interesting diversion from that. They're more neutral. They don't often look very similar to either the drifters or the Seraphs. Maybe they're some kind of automaton left by the humans. It would explain why they don't move or starve or sleep, and potentially where they get their stock from (the humans seemed somewhat advanced--perhaps they'd come up with some kind of replicator a la star trek, and the traders were equipped with that?)
  13. Sounds like you have a great setup to pass the nights ! Long networks of travel lodges to go between seems like a good way to keep things interesting. And tbh, I'm not the most patient of men either. But knitting for me has nothing to do with patience and everything to do with keeping my hands busy. There's basically nothing else that I can do in every situation (grocery store, train, waiting at the DMV, hanging out at home) and if I have to sit still I get real twitchy. But I can definitely understand that it's not everyone's cup of tea.
  14. im knitting a hap (type of shawl) ! and that would be ideal, but it's only 12 day months in that world, so i'd be surprised if i did, lol do you knit ?
  15. lol, no. no good ways to pass the night in-game, unless you really enjoy chiseling and have endless blocks and metal.
  16. since sleeping at night depletes hunger so fast but the winter nights are so long and boring, I knit instead. this is two nights worth ! maybe I'll have the whole thing done by spring in this world, lol. anyone else here knit?
  17. Ah, interesting. I'd never heard of bighorn sheep, and assumed they were similar to primitive sheep breeds that DO have wool. Yaks would be very cool. Or perhaps wool-bearing sheep (Jacob, maybe? Mostly bc seeing a sheep with an odd number of horns would be very funny, and Jacob sheep are known for that). Goats, too. Especially if goats would eat the brush in whatever area they live--that would be a good utility animal, and Cashmere and Angora goats would give wool as well. And the wool blocks would be cool! I didn't know they're in the creative inventory, I'll have to go give them a try!
  18. As the title says. Linen is a great resource, but since sheep already exist in-game, why can we not harvest wool from them? Hell, shears even already exist. Sheep should produce 1 raw fleece every year when sheared (idk if it would be possible to set it so that they're shearable in the spring specifically, but that would be ideal). You can attempt to shear them at any generation, but until they reach gen 3, there's a high chance they'll attack you. Each raw fleece then needs to be sealed in a barrel for 12 days with water to clean it (this is an irl way to clean fleece! it's called a suint bath). This produces 1 clean fleece. The clean fleece can then be turned into twine and bolts of cloth like flax can. 1 clean fleece = 16 yarn = 4 pieces of wool cloth. The wool cloth should then have a much higher temp rating than linen cloth does, and could be used to produce warmer clothes. It would be ideal in climates too cold to grow much flax. And I don't think 4 pieces of cloth for a 3rd+ gen sheep is particularly OP (or particularly unrealistic--a small sheep might produce 2 pounds of raw wool. 1.25 once washed and well skirted. Once spun, that's maybe 1 adult sweater's worth of yarn. 4 pieces of cloth seems a decent ratio.) (I also think spindles, spinning wheels, and warp-weighted looms should be added to the game, but that's a whole other ball of yarn.)
  19. if you're looking for a high quantity of rot and have food to waste, meals produce a lot of rot (i just cleaned out a bunch of rotten bowls in my base and got 4 from each of them, tho idk if that's the only number you ever get or if it's a range). you might try making a porridge or soup or something, picking up all the servings, and then leaving it either outside in a reed basket or just sitting outside (whichever has faster rot time) until they're bowls of rot. and then toss 'em in water, let the rot float to the surface, and repeat. obviously it's more labor intensive than just gathering berries/hunting, but it's how i get the majority of my rot.
  20. Interesting! But I really don't use mods, and I'd love for it to be added to the base game.
  21. No idea! I don't really use mods. What is the recipe for the dumplings?
  22. For me, I have a lot of problems with just one or two ingredients that need to be eaten but that would be a waste of crock space unless I have a decent amount of everything. So if you have, say, 3 rye grain, 2 cranberries, and a piece of redmeat, then you can really only do two things: 1) make a 1 serving porridge with the rye and cranberries and cook and eat the redmeat separately 2) make 3 piece of bread, eat the cranberries, cook and eat the redmeat. The crocks are great in many situations, but not one where you only have scraps and really need the benefit of a bigger meal. If piroshky were added, with those same ingredients you could make 3 piroshky: grind the grain up, make 3 dough, and then make 2 cranberry piroshky and 1 redmeat piroshky. Even better if you have a bit more grain, and then a turnip or an onion or maybe a few other berries.
  23. These are just a couple experiments with a very new singleplayer world, so the houses are pretty basic, sorry. But I've spent a while figuring out smoke: This is woodsmoke for my cabin. The things on top are candles, and the 'smoke' is chiseled lake ice (I found it looks the most like smoke, although it's a pain to place because it turns back into water when you break it. Best to chisel it first and then try and place it). I'm not totally sold on how the candles look during the day, but it makes them look great at night. This is a smithy (in progress, lol, don't judge), so I wanted there to look like there's soot as well. The specks are fat lamps, and then a mix of different chiseled stones just a few voxels big. The 'smoke' is again chiseled lake ice. I tried glacier ice as well. It didn't really work with my builds, but it could look good for a more industrial smoke. You don't need to add light sources to the smoke (afaik chiseled lake ice isn't spawnable), but it illuminates the smoke at night, and looks pretty cool. My cabin at night. The smithy at night. The soot really comes into its own here, I think. Chimney smoke is also good for navigation in a mapless world, since you can see it from a long way away.
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