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PineReseen's Achievements
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Yes! They fixed the rawhide tunic!
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Regarding decor, could we perhaps have some sort of pelt/fur ornaments, like the Inuits used to make? Maybe scarfs or poncho-ish clothes made from dyed fur or simply different natural colours of it? For example: Beads also apparently were used as decor in Inuit clothing, made from amber, stone, tooth, and ivory before European contact. When European traders made contact with the Inuit, they started selling trade beads to them, which eventually led to the Inuit developing many different styles of beadwork. For example: I think these look quite nice. Perhaps even there could be a heavy pelt middle layer to go along with these?
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I don't really think you should be able to see in the dark, in a complete absence of light at least (like in caves). That said, maybe the world could be a tad bit brighter at night depending on the moon phase, at least some light has to be reflecting off the world if we can see the moon so clearly!
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I'm trying to fix my weapon content mod for 1.22.3, and the issue I'm having is that the tempering and quenching buffs apply to the tool head, but when you go and make the tool, it doesn't transfer. This is my code: I've tried adding the copyAttributeFrom: "T" attribute to the recipes already, and it did not work. The strange thing is that I remember my other mod that used a base-game toolhead in the recipe had quenching work, so I dunno now. Here's the toolhead code just in case: I dunno what to do now. Is this a base-game bug/hardcoded thing and is unfixable? Thanks!
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Eh, I don't particularly agree. Making temporal storms a wholly optional thing that you can go and interact with for a reward goes against the whole purpose of storms in my eyes. I guess that's a fair point. I still don't think that any "localized storm" or anything that'd make temporal storms essentially an optional thing would be a good idea, just like it wouldn't be a particularly good idea to make starvation only slow you down or something. On second thought, perhaps @LadyWYT's idea of making waiting storms out an unfun activity has something going for it. If we were to go with the Temporal Storms Require A Fight route of making temporal storms last very long, with the option to reduce the length by killing enemies, then it'd simply be very dull, time wasting, and even dangerous at later stages to simply wait. Another thing that could be considered is making temporal storm enemies have more loot than normal ones, and also make their corpses drop everything on the ground once they disappear. Since the player is already forced to kill creatures, then it could be more fun knowing it all pays off in material worth. Also, do storm enemies increase in tier in tandem with intensity? If not, then that would be a good way to introduce the player slowly to combat when they don't have as much stuff, and then ramp it up with time. Perhaps I should make a suggestion post that puts all this together sometime...
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I dunno if that'd work that well. If the player has to choose between possibly dying and having more fun, and being safe and having less fun, then many people would still choose the safer option because there's too much risk involved. Besides, how do you make the temporal storm different for it to be more fun without making it a free loot event/easier? That's why I want the player to actually have to care about their temporal stability during a storm, so they need to kill drifters if they want to not take any damage due to low stability.
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You shouldn't be able to hide in a hole or your base for the duration of an entire temporal storm.
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Guys, is the #9177 fix only going to be implemented in 1.23? This is gonna bug me so much for the next few months...
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Okay, I've experimented a bit with the worldgen again, and it seems the temperature is very janky (in cold areas at least). Take a look at this: This is the July 1st temperature in a snowball world with the coldest possible spawn location. 13 degrees centigrade in the day, that's quite warm, isn't it? But now take a look at this: Minus 41 degrees centigrade. In the day! That is an extreme jump! To illustrate how big of a jump that is, the Summit Camp base in middle-of-nowhere Greenland has a mean daily temperature in July of -11 degrees centigrade, and in December -40 degrees! What the hell is going on here? And you're telling me, that this place, that can also rival Amundsen-Scott South Pole Station in temperatures, can somehow support TREES!? And get +13 degrees in July!? I am going to go insane! Just, please improve this system. Or at least make it moddable somewhat.
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I've decided to make my own interpretation of the grass idea into a mod: https://mods.vintagestory.at/thegrassiestgrass Having RNG decide whether or not you get grass will probably dissuade people from only using your hands on grass, especially since with a knife you get even more of it, but it will still allow for quick firepits.
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I've noticed recently that the worldgen variables (raininess, temperature, fertility, etc.) are distributed rather unrealistically, at least when considering fertility and raininess. Here's an exercise, create a new standard world, and set your gamemode to creative and your spawnpoint to the coldest possible choice. Now, fly around and use the "/wgen pos climate" command and see all the results. Odds are, you might find a place like this: The yearly average is colder than it is in Aklavik, Canada! And that place gets only 266mm of rain, compared to Berlin's 532mm and London's 754mm! Hell, NASA said that: And you are telling me that this even colder place in the game is supposed to be 99% rainy? Oh, and also it's above 50% fertility! The only soil that spawns here is barren soil and forest soil, that does not deserve anything above like, 25%. What do we do to fix this, and why is this even a problem? The reason I'm making this post at all, is that while I was making a custom arctic plant, I kept running into issues where it was too fertile/too rainy in these sorts of areas. That was obviously not the case if you looked at the soil, but the numbers said otherwise, and so my flower couldn't spawn in way more places than was expected. Another issue is that this detracts from realism for no good reason. Trees should not be spawning here at all (or at least not as much as they currently do), and reducing rain and fertility would cull at least some of the larch trees. Fixing this may also provide the world with better-defined emergent biomes. So, how to fix this? I propose that raininess, fertility, forestation, and shrubbery be all dependent on one another (or latitude) in some way, unlike how it seems now. For example: - Raininess has a cap (maximum value) depending on latitude. For example, the place in the picture could have around 30% max rain. The world generation would then adjust itself so that a variety of rain values would be generated instead of majority 30%. This cap would also be reduced or removed in temperate climates, and reappear again in very dry ones. - Fertility is capped by raininess. I propose that the increase of the cap in fertility compared to raininess is a bell curve (Numbers not fully accurate): At 50% raininess, the increase of the fertility cap would be for example around 15%, so you'd get an additional 15% increase in the fertility cap for the transition between 49% and 50% raininess. (The numbers are really rough here, but I think it gets the point across). At 1% and 99% rain you'd get very little increases in fertility. - Forestation and Shrubbery would probably be capped by fertility. All these numbers would then be used to generate trees and flowers and shrubs like they are now. That's the suggestion! I really hope that an improvement to this system will be made eventually, since it seems very arbitrary as of now. Thanks for reading!
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I see #9177 still ain't fixed . Unfortunate, I guess my seraph will be forced to have their rawhide mantle hidden in freezing temperatures until 1.22.2 (hopefully not any longer).
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terrain generation make terrain on creative worlds
PineReseen replied to Torsten Anderson's topic in Suggestions
I think you can change the game mode when creating a standard world, so you'd have the normal terrain with creative mode enabled, like this: