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PineReseen

Vintarian
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Everything posted by PineReseen

  1. 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.
  2. 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!
  3. 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).
  4. 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:
  5. Stick or other material firepits are definitely a thing that should be added. Like, say I'm starving, and killed a deer. Now, to cook and eat that meat I'm gonna have to chop down a tree, convert one log into firewood, and only then start building a firepit. Now I'm left with a bunch of logs I don't need, even though sticks are common and I carry them with me all the time. Sure, a deer's worth of redmeat could warrant firewood, but if I instead had gone for a wolf pup or something (Canada-climate winters can get really crazy, y'know) then I'd probably not need 4 firewood to cook a single piece of bushmeat. As for the grass thing, I don't particularly care. If I had to add it, then I'd probably make it like a 50% chance for dropping dry grass upon breaking grass with no tools.
  6. Have you ever noticed how little flowers there are in cold environments? Have you ever wanted to have something else as healing than a bandage? If yes, then this mod might just be for you! An Arctic Willow adds the arctic willow, a quite resistant plant that grows in the tundra, and even mountains located in temperate regions! Not only does it serve as decoration, but it also can be skinned of its bark to get a bark poultice! Be aware though that it currently can't regrow, so you might want to consider conserving them. Try it out now! https://mods.vintagestory.at/anarcticwillow
  7. FYI, the lupine has different coloured variants that apparently spawn in purple or blue patches (They're just recolours of the standard model's flowers as far as I am aware). Coincidentally, they also have every colour you mentioned except for green (and technically yellow, but orange is essentially yellow), since it seems that there aren't really any fully-green lupine species out there. But with some creative liberties, I made a green-tipped lupine (close enough) that is at least somewhat realistic! https://mods.vintagestory.at/agreenlupine
  8. I think that Debarked Logs to Firewood and Quartered Logs to Firewood are the prime targets for being added to the base game. I mean, how isn't this already a feature? The quartered logs already look like firewood, for crying out loud! Imagine you've decided to make your house outta debarked logs, that just means you're stuck with 32+ wood logs that have barely any use and take up a lot of space. Even worse if you want to build your walls outta clay plates or brick, then guess what? You have to chop down MORE TREES even though you already have perfectly good logs sitting in your chests, but NO, they CAN'T be used for firewood for kilns because... No reason, really.
  9. Yeah nah. It seems a bit too oversaturated, and the colour pallete is a bit all over the place. I dunno how to describe it, but there's too much blue and gold for it to be just accents. And, the greens and browns are terribly bright. It also seems to be going for the blocky feel of the game too much. I think I like @Watch-The-Skies's desaturation and decluttering of the logo, it fits way more with the dull and gritty look of the game.
  10. If we're on the topic of adding fibrous plants, then I must mention rushes. They're a cosmopolitan plant, meaning they grow almost everywhere, and they can be used for thatching too! Rushes could spawn in temperate and cold environments, to provide sub-freezing places with a way to progress in the game effectively, which currently they do not have.
  11. I want to make all the berry bushes in my existing world to be wild ones from 1.22, but /bir remap-ing it isn't working (it just turns into a question mark block). Is this just impossible or am I doing something wrong? Here's the command I made which doesn't work as expected: .pastemode multi /bir remap smallberrybush-blueberry-empty fruitingbush-wild-blueberry-free force /bir remap smallberrybush-blueberry-flowering fruitingbush-wild-blueberry-free force /bir remap smallberrybush-blueberry-ripe fruitingbush-wild-blueberry-free force /bir remap smallberrybush-cranberry-empty fruitingbush-wild-cranberry-free force /bir remap smallberrybush-cranberry-flowering fruitingbush-wild-cranberry-free force /bir remap smallberrybush-cranberry-ripe fruitingbush-wild-cranberry-free force /bir remap bigberrybush-redcurrant-empty fruitingbush-wild-redcurrant-free force /bir remap bigberrybush-redcurrant-flowering fruitingbush-wild-redcurrant-free force /bir remap bigberrybush-redcurrant-ripe fruitingbush-wild-redcurrant-free force /bir remap bigberrybush-blackcurrant-empty fruitingbush-wild-blackcurrant-free force /bir remap bigberrybush-blackcurrant-flowering fruitingbush-wild-blackcurrant-free force /bir remap bigberrybush-blackcurrant-ripe fruitingbush-wild-blackcurrant-free force /bir remap bigberrybush-whitecurrant-empty fruitingbush-wild-whitecurrant-free force /bir remap bigberrybush-whitecurrant-flowering fruitingbush-wild-whitecurrant-free force /bir remap bigberrybush-whitecurrant-ripe fruitingbush-wild-whitecurrant-free force Any help would be appreciated! (Also I did back up my world, don't worry)
  12. I think it'd be nice if we could have an alternative for all reed items honestly. Imagine your spawn has no reeds within, like a 5000 block radius or more? (Fun fact, this is the if you try to set spawn in a colder place) The first mod I ever installed was probably Grass to Ropes followed by Limestone Speleothems. That's how early in my journey with this game the lack of reeds in certain climates bugged me. Also, the first post I ever made on the forums was a suggestion about adding rushes to the game for cold climates! Leaves, sticks, grass, wild vines, a new reed, whatever, if it is realistic enough then it should probably be added to fill that lack of reed.
  13. Did you ever think about how silly it is that you can only make one sword, the falx? And how there's a whole armoury of weapons just sitting there for you to reverse-engineer? Well, this mod aims to reduce that monotony a bit! Expanded Gladius expands the ruined gladius* to be its own weapon line! now, you can make gladiuses from copper, types of bronze and iron, and steel! But wait, there's more! It also has different properties! That's right, you can choose between longer range and higher speed but lower damage, or higher damage but lower speed and range when picking between the gladius and falx (At no durability changes)! Perhaps you want to enjoy a different style of sword? We have that too! In fact, the game already has a fully-modeled gladius just sitting around for use! That's dev-approved quality! Interested? Check out the mod: https://mods.vintagestory.at/expandedgladius If you're just looking for a falx reskin, then this mod unfortunately doesn't do that. However, you might want to check out Evotyrant's Roleplay Weapons! * - Doesn't actually change the ruined gladius. I fear the day I will have to fix all these mods Also I'm not affiliated with Evotyrant, I just think their mod is cool
  14. 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:
  15. Free thatch!
  16. 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
  17. 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
  18. 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!
  19. 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!
  20. 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.)

  21. 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.)
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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