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PineReseen

Vintarian
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Everything posted by PineReseen

  1. I know this is late, but it would be great if such an option were to be added. Also, this was actually an option before (I swear there's some outdated popup/article that tells you that you can register using the forums, and links to the post), but it was locked to relocate all requests to the discord server. Now I registered an account and I can't do anything about the fact that the wiki says that 4 linen can be used to make 1 bolt of cloth. Edit: The forum post I'm talking about is here:
  2. Free thatch!
  3. Did you try prospecting? I know this might be a bit of a silly question, but I haven't seen you mention it. I generally get a prospecting pickaxe to look for high tin concentrations, and then mine a staircase down on the location while making 4 branches at roughly the same intervals to use the Node Search mode to see if a given ore is nearby. This is how I mine. Basically, the Node Search mode on default world settings has a 6x6 cube detection centered on the mined block (If I am interpreting what I read correctly), So when I do get a message telling me there are ore nodes nearby, I start branching out of that path to figure out where it is, as you can see in the lower right corner. Be aware that the ores spawn rather flat (At least from my experience), so you might want to dig a bit up or down when you can't seem to find the ore vein. I'm probably not the best at this, but it works alright for me. You can read the wiki guide on this here: https://wiki.vintagestory.at/Guide:Prospecting
  4. Do you think all the other arrowhead mold mods are too janky/overpowered/add too much along with the arrowhead mold? Well, I have the solution for that! Yet Another Arrowhead Mold introduces an arrowhead mold that creates 6 arrowheads from 100 units of metal. It is intentionally the less efficient option from the anvil, so that you can either go the easy way or the higher reward way. This is for all you hunter players (including me!) who don't want to use 75% of their hammer's durability on only forging arrows. Try it out now! https://mods.vintagestory.at/yetanotherarrowheadmold
  5. Nice! I have a world with no bees anywhere near me (Like actually, my spawn averages around -2 degrees since I made it that way), so maybe this will be of use for me!
  6. PineReseen

    HI!!

    Welcome to the forums (and the game)! As for tips for beginners, I guess don't be afraid to use the handbook. Upon loading into a world, you'll also be asked if you want to start the first steps tutorial in the top left corner, I personally did, and I think it teaches the player the basics well enough. You can also press H to open the handbook (if you didn't change the key in the settings), and go to the "Tutorials" tab to start the tutorial from there. Also, another thing, if your temporal stability is dropping in the area where you want to build your house (you can learn what that is by searching for "Temporal Stability" in the handbook), I'd recommend doing it elsewhere, the handbook entry explains why having it too low is a rather bad idea. About test versions, I personally prefer to play only on stable releases, so I don't really have any experience with that (They're only release candidates, so they could be buggy/unbalanced). Other people probably do, though. I hope you enjoy the game!
  7. Guys, please bring back wiki account verification via the Forums, I don't have discord. (Not like I'd use it anyway, I deleted my account for a reason.)

  8. I always thought sinkholes were bigger than that, like this: But I guess it does make sense that sinkholes would also refer to ones formed by erosion, chemistry, etc. as you mentioned that'd be way smaller. That's interesting. There's no water in the in-game sinkholes every time I fall into them though (Also they're supposed to form in limestone bedrock? Maybe if they're ever added they'd be a good sign of limestone.)
  9. I don't think there's much sense in making a new thread every time I want to add more screenshots of my world here, so I guess I'll just post them here! I decided to chisel a bit to pass the time, and I made these two chiseled blocks to mark my greenhouse and forging rooms! Fun fact: These are made from Pine planks! it just looks like it's purple because of a lighting mod I have installed.
  10. I mean... I'm pretty sure that modern titles like Garry's Mod, Half Life 2, Terraria, or Fistful of Frags can compete with E.T. the Extra-Terrestial for the Atari 2600. I'd even say they are way way better than E.T. the Extra-Terrestial for the Atari 2600.
  11. Realistic caves sound pretty cool, I think I'd prefer ravines over random very deep holes across the landscape (Is that even realistic? Do entrances to caves only a few metres wide just pop outta nowhere somewhere in the geologic history of Earth in real life?) It also seems pretty nice to have different caves associated with different rock types, so the player knows what to expect based on some prospecting. But PLEASE, I NEED the limestone spelothems. I'm not gonna travel 5000 blocks every single time I want to make a significant amount of leather (If I ever could find any limestone), and from what I have heard, granite rock itself doesn't really dissolve in water.
  12. Do you think all the other potash-making mods are too complex? Do you think they add way too much? Well, maybe this mod is for you! Plain Potash Process introduces a simple process for making potash, through roasting firewood or sticks in a firepit to make ash, mixing it with water, and finally boiling the solution to obtain potash. It is resource-intensive, giving only 2 potash for 32 firewood or 192 sticks, but if you only want to have some quick and easy fertilizer, then you can simply use the ash to get an additional 1% Phosphorus and 3% Potassium for your crops, although that won't be as efficient as using the refined end product. Try it out now, and get your greenhouse more fertile early! https://mods.vintagestory.at/plainpotashprocess Geez, I'm making these recipe mods like crazy.
  13. Okay, so I remembered that I could just download a mod that does a similar thing off the database and steal its homework, and it turns out that it is actually a JSON feature. In the case of flint, it has a "combustibleProps" property that allows it to be smelted. This is also used in things that can be used as fuel. So, in the case of flint, it looks like this: For me, I just needed to make firewood and sticks smeltable, so I could use JSON patches to add onto the firewood's existing combustibleProps property to make it smeltable in a firepit (So it can be used both as the thing being smelted and the fuel for the smelting). This looks like the following: I'm a bit rusty when it comes to JSON patches, so maybe this can be used for things that don't have the combustibleProps thingy, but I'd recommend checking out the modding tutorial on the wiki for that. I hope this helps anybody that is looking for the same thing!
  14. I'm trying to make a recipe for wood ash, similar to how you make Calcined Flint, or cook Bushmeat, Redmeat, Fish Meat, etc. for 1.21.6, and I don't know how. There are no recipes in the recipes folder that look like they'd be anything like that, and somebody had already asked this exact question on the legacy mod development forum, but received no answer. Is this for some unknown reason restricted to only code mods? Or is a JSON way possible? Thanks!
  15. Yes but imagine if you put it because it looks nice *and* gives you a small boost. Wouldn't it be nice? Well, I'm not LadyWYT, but that is absolutely not nice! Pelts piss me off, they clip into other decorations/blocks, and also I can't walk off ladders properly in my basement where I cure raw hide. And I'd be essentially making the game harder for myself by storing all my pelts in a chest instead of on every free block on the floor? Why?
  16. I don't think buffs for well-furnished homes are a good idea. That seems way too arbitrary for a game such as this, perhaps it'd be better for an RPG or something of that kind, where your character could have preferences for decoration. (On another note, having limited energy doesn't sound like a great idea either, that just seems like it's arbitrarily punishing the player for doing anything.) Although, if we were to stretch the definition of "comfort" a wee bit, keeping your temperature within an acceptable range (So for example, lighter clothes in warm times, warmer clothes in -20 degree weather) to for example, lose less hunger, I'd consider a good idea. Maybe staying wet for too long could also have negative consequences. Perhaps keeping your rooms cold/warm enough could also have benefits, maybe through that "keeping your temperature in a range" mechanic. I think disease/condition effects that @LadyWYT mentioned would fit pretty nicely too, so for staying in extreme temperatures you'd get hyperthermia/hypothermia, which could even kill you. Maybe sleeping could impact the player too? For example, you'd get a faster running speed after sleeping for some time (Or you could run slower after not sleeping enough, it could be the same thing if you adjust the base running speed).
  17. I've started a new world not too long ago, and since it's nearing the end of the year (I'm now in winter), I figured I'd post some images! (I've linked the images to a slightly higher quality version on Imgur) This is the first night if I remember correctly. I later changed the walls to debarked logs with the help of a mod that adds a mallet, and after that to grey bricks. I don't exactly know when this was taken, but it sure looks great! The image is of the island I spawned on, I think taken from between it and the mainland. This is a clay patch I use for my clay. The excavation significantly ramped up when I needed bricks, so that's what happened to it. This was taken in Autumn, and I think it's particularly nice! This is a picture of the winter. It started getting sub-zero around October, although this particular photo must be somewhere around November or even December. I've also got the Wanderer's Sketchbook mod installed, so I've been using that to keep myself occupied during winter. (Also, being able to write and/or draw in survival games would be an extremely cool thing in my opinion, so this mod is exactly what I've been looking for!)
  18. Well, it is certainly the depth where you start drowning when trying to resurface after prospecting. I think I'd be at around half health if I didn't use a bandage after I dived three times to get the samples.
  19. That's both high Cassiterite (0.69‰) and decent Sphalerite (6.08‰)! Should I mine here?
  20. Doesn't sound like a bad idea. To add onto this, debarked and quartered logs should be able to be split into firewood like normal ones. Perhaps brick blocks should be able to be broken up into individual bricks too? On another note, maybe it should rather be done with a hammer and chisel like it is for making ashlar blocks from polished slabs?
  21. Are you planning to do a cold start? Or do you just have too many pelts because you don't replace your clothes every week? Maybe you'd rather spend your time harvesting copious amounts of reeds rather than making a somewhat sustainable flax farm? Yes? Then you might enjoy Different Fibre! Different Fibre allows you to make Flax Fibers (Mod changes the name to just Fibers) from pelts and reeds, thus allowing for advanced development in cold areas via hunting, or extremely hot areas via wet retting papyrus. This mod also changes the names of flax products to more generally represent fibres, to not be as immersion breaking (Animals aren't exactly plants, y'know). What are you waiting for? Convert YOUR spare pelts into fibre NOW! https://mods.vintagestory.at/differentfibre
  22. Huh. I forgot that was in the prerelase versions at all. But since they serve the same purpose, I guess that doesn't really change anything. Pit kilns do average around 1100 degrees centigrade, and the result is proper usable earthenware, so I reckon that the red clay isn't significantly more impervious to heat than blue clay.
  23. I'll admit, I don't have a lot of experience with bricks, but from what I've read, clinker bricks are simply wet clay bricks that have been heated so much that their surface has vitrified, aka. turned into glass. Both the blue and red clay in the game, when fired in a pit kiln, produce exactly the same ceramic (which seems to be of adequate quality), so I think they should have rather similar firing temperatures. But why then does red clay not make clinker bricks, but blue clay does? Blue clay is also rather difficult to find on some worlds, so you just can't get clinker bricks reliably. The wikipedia page for clinker bricks has an image of a vitrified red brick: I think a voice that has actual experience with this would be appreciated. Besides, we could always have light and dark clinker bricks with slightly different shades. Thanks for reading!
  24. Have you ever tried to start in a cold place? Well, you won't be getting leather without this mod! Actually you won't be getting barrels anyway, unless you want pain and suffering, but that's a topic for another time. You see, oak really doesn't spawn below 2 degrees centigrade, so you're screwed. Except not anymore! Since pine trees grow way below that, you can get loads of nice, orange pine logs, which probably have a non-insignificant amount of tannins in them. Get your leather tanned now, with pines! https://mods.vintagestory.at/pinelogsfortannin
  25. Yeah, but that's like, 10% stability left or something. I don't think the storms can actually reach that point from 100%. Maybe if the threshold was higher during storms, like maybe 30% or 40% and it drained faster, then that could actually be an issue that'd make you go out and fight something.
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