Jump to content

Vinter Nacht

Very supportive Vintarian
  • Posts

    163
  • Joined

  • Last visited

  • Days Won

    13

Vinter Nacht last won the day on March 5 2024

Vinter Nacht had the most liked content!

About Vinter Nacht

  • Birthday July 4

Recent Profile Visitors

5339 profile views

Vinter Nacht's Achievements

Ironsmith

Ironsmith (7/9)

177

Reputation

  1. Signs Of Life The mod is far from abandoned. Leaps and bounds are now being made in its progress, and it's much more than the experience that was had in the release we did above. All of the time and care taken to create this mod will be evident when it's completed. While I will not give an ETA (because we see how well that worked) I will say that Huldra_Nacht has been elbow deep in mycelium and substrate working to bring this mushroom cultivation mod to you all. I'll attempt to prioritize updating the initial post with more up to date information about the mod and where it's going.
  2. I apologize for the delay, I don't check the forums often. Fired hives have to go into the backpack slot. This is not a bug, it is an intended feature, and is prominently noted in the DB entry.
  3. Unfortunately, it's not yet updated to 1.21, and it is known to crash on it.
  4. did you find out how to redownload the game or no?

  5. I'm just updating since it's been a couple of weeks. Progress continues to be made, but life keeps throwing roadblocks in the way of us making progress at the rate we want to. The work continues, and things are looking promising for us completing the first growth cycle again soon. A full breakdown of the changes and what's been happening will be coming along as soon as possible.
  6. It's been a long time since I did a forum update on this. I wanted to let everyone know it's still in production, and coming along nicely. We took a look at where we were and realized we needed to roll back to the beginning and start building from scratch. Visually, the mod was beautiful, but there was an experience we wanted to produce that simply wasn't coming through with the original design. Things are moving along well, a fully realized experience rather than a patched-together series of steps. I'm excited about what's coming... It may be a few weeks, or a couple of months... But it's almost mushroom season.
  7. Here's the problem... One man's tedium is another man's gameplay. The problem with food, in my experience, is that it is *wildly* abundant, and it's far too easy to stock up a winter's amount of food in no time flat. Now, the spawn area does have a role to play in this, but not nearly so much as to make a significant difference. Berries, fish, the occasional chicken, and wild crops go a long way to filling my larder before winter. There's just *too much food.* Don't forget that tule and cattail roots don't rot until you cook them. Building a supply of those is a breeze; they're the perfect emergency food. Animal respawns are frankly broken, but, IMO, in the opposite way you suggest. Far too many of them exist, and no mechanic makes it possible to hunt out an area. This means, for good or ill, there's an infinite amount of animal respawns, and I never have to worry about running short of them. Animal domestication is *glacial*; a second-generation animal shouldn't still carry wild traits. Wildness isn't genetic (exclusively); it is largely the result of interaction and comfort with humans. (Edit: However, getting a penned combination of non-domesticated animals from which to generate food is entirely possible. The problem is that pregnancy and birth rates and growth to adult rates make it super easy to produce as much food as you need. Especially with so many animals feeding on dry grass.) The process of creating an internally consistent game focused on a slower pace would, by its very nature, automatically drive out those who aren't fans of what many would call tedium. There's a drive in this group for fast progression that constantly hits the dopamine button in the same way that "chips go brrrr" in Balatro does. Is there a possible balancing point? Sure. But that balancing point is likely to be unsatisfying for both sides in multiple ways. ("Both sides" is a false dichotomy, but fiddling over degrees isn't going to get us anywhere.) I will say this: So long as 4k is a "long way to go", the pacing of progression will forever be locked behind the "but I had to go so far to get it" mentality. It's not an unfair or a wrong one, but it is an enemy of slow-paced progression. If everything you need is within 4km of home... It's going to be hard to pace progression.
  8. This will probably surprise no one, but I prefer a glacial state of progress, with significant amounts of time spent in the stone age, and generally never reaching even iron. 30 day months, 2 hour day/night cycle, and deep need for more content that supports this style.
  9. I would focus on #1 and #2, and anything that deepens the survival aspects is good by me.
  10. Admittedly, me either. https://mods.vintagestory.at/download?fileid=32206 This is the current version.
  11. Sir, Madam, or Other... You are using a version from 1.18 that was released in May of last year... And you are using it on the 1.20.3 Vintage Story release. Get the latest release of FGC.
  12. I very much appreciate this post, it's something that's rarely commented on and I often overlook it since my focus is gridless crafting. This would "best" be accomplished by creating all "new" recipes that replace the vanilla reference to the axe to my axes. If you're interested in doing the footwork on that, I'd be happy to talk with you in Discord and help you along the way. Otherwise, I'll have to get to it "Eventually" (TM)
  13. Good catch! I mean, you can put unlined frames in them, but it's not a great plan over all. I'll update the file.
  14. Thank you! This is my wife's first mod, and I'm incredibly proud of her progress. There's a lot of work to be done yet, but the current patron-only release is stable and fully playable. I'll post updates as the project comes along. I'm excited to be a Husband, Wife, (and Wife...) modding team.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.