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Chrondeath

Vintarian
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Posts posted by Chrondeath

  1. 1 hour ago, LadyWYT said:

    As I understand it, the nutrients are only used when the berries ripen, but even then it's only a chance to actually use up nutrients. I think it's supposed to take about two in-game years for a berry bush to deteriorate from bountiful to barren if the player takes zero care of the bush.

    How many harvests are there within two years....?  If it doesn't hit the nutrients every time, is it chunking them pretty good when it does hit?

  2. My understanding, though it's all secondhand information, is that the berry bush health checks are thresholds checking against total nutrition across all three types.  The only specific threshold number I've heard is that Bountiful requires 240% total, which would suggest to reach that requires--long-term, at least--fertilizing all three nutrients (assuming the bushes can't go over 100% in any one nutrient).  I don't know what the threshold between Struggling and Healthy is; I assume a pure-Bonemeal diet at least keeps them off Barren though.

  3. 5 hours ago, Stralgaez said:
    17 hours ago, LadyWYT said:

    Don't forget that Commodities and Survival Goods traders often have lime for sale. It's a good workaround if you have lore content enabled and a few rusty gears lying around.

    But that, too, is something RNG dictates whenever you are lucky or not to have those traders in your area. If you can manage to spot them.

    It would be nice if traders had options to point you towards the nearest trader of all types, not just treasure hunters.  I feel like the distance should be enough to make that balanced.

     

    On 3/9/2026 at 1:27 PM, LadyWYT said:
    On 3/9/2026 at 1:18 PM, Zane Mordien said:

    I haven't noticed a difference in crop growth, was that a thing I missed in the patch notes?

    It's for grain crops. Yields have been cut in half from what they previously were, so players will want to make their fields a little bigger. That's all. To balance it out, wild grains now spawn in larger patches, so it's easier to gather more seeds quickly.

    Wasn't there also a bug fix to crop nutrient consumption that was going to make all crops (15%?) slower?  And I thought at least one person claimed they were unable to get two sets of crops to mature before first winter, though there's a lot to confound that, obviously.

  4. 12 hours ago, LadyWYT said:

    The soil degradation stumped me a little too, until I thought about it a little more. One "strategy" I've seen mentioned to attempt to skirt the maintenance requirement for berry bushes is to just dig up old bushes and replace them with new when they start to wear out.

    Surely the maturation time for the replacement cuttings would be a large enough obstacle to doing this?  Or did the maturation time get cut short enough that you could dig up and replant all your bushes at the start of winter and have them matured by spring? 

    It would also be using up the once-per-year cutting to do that, preventing you from duplicating bushes with good traits....

    I'm still unclear whether the soil quality has an effect on bushes other than the initial nutrients.  Does bush soil try to revert to its base capacities like farmland does, or is the soul quality forgotten once the bush matures and it's just "add to it with fertilizer, consume some on harvest"?

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  5. Pies, because I'm making pies anyway to optimize the satiety from and lifespan of berries.  First winter I've always got a giant pile of berries going into it that will expire long before winter is over, and a significantly smaller pile of grain, so the main order of business is figuring out how to maximize what I get from berries.  Juicing reduces their sat instead of increasing it and takes up barrels to store, honey's too hard to come by in quantity and takes up crocks to store, porridge doesn't have as good of a berry-per-grain ratio as pies.  Since I'm making pies anyway, there's not much need for something else to cover the grain nutrition.

    Now, second year when the fruit trees are producing and I have boatloads of grain and a full container of pears or something that have significant duration by themselves....yeah, then bread might be the plan for the excess grain, though the fruit pies are still on my mind.

  6. I think it depends entirely on how much you already dug out the area.   If you dug one shaft, hit a cassiterite vein halfway to mantle, dug it out, and that's all you've been using?  Sure, there's almost certainly more veins around there, because if there was only one vein in the area then it's improbable that you found it with so little effort.  If you soda-crackered all over (dug multiple shafts in a pattern like the holes in a saltine) and they all went to bedrock without finding anything and then you finally found one cassiterite vein after a dozen shafts, then yeah--I would still guess there's probably more veins in the area but the expected effort to find them would be even higher because you're getting further from the peak.

  7. On 11/10/2025 at 4:53 PM, LadyWYT said:

    They might be irritated at first, however, I think players would warm up to such a system relatively quickly once they figure out it allows most foodstuffs to qualify for meal saturation, and not just things stewed in a cookpot. The main concern, I think, would be pies becoming too strong, however, pies are locked behind the quern and it's not really feasible to carry a whole table and bread oven with you for cooking on the road. 

    I have never been convinced that the hunger pause is actually tied to the cookpot.  This explanation is more plausible to me (roughly: the hunger pause is proportional to the highest nutrition value in the last bite you ate, but most things you would eat before getting a cookpot aren't high enough to really notice it).  Pies certainly do pause hunger, I've watched the hunger value drop at a roughly consistent rate in the character pane and then stop dropping after eating a slice of pie, at least in the immediate term.  If the linked theory is correct, a red meat pie slice should have the same hunger pause as a 2x red meat + 2x vegetable stew, which is something I vaguely want to test sometime but I'm not sure if I could measure accurately enough.

    The relevance to spices is that spices can't apply the "special cookpot effect" to other things, because there is no special cookpot effect.  Applying a multiplier to the hidden-hunger-pause-nutrition might be plausible but without making it un-hidden it would be hard to explain what benefit the spices were having, though?

  8. On 3/31/2025 at 10:05 PM, Thorfinn said:

    But as mentioned in another thread, Tyron mentioned something about adding a mass restriction to inventory. Personally, I'm not that broken up about it, but all those people who wanted to make a dressed limestone tower? Better build it right next to the limestone. If that stuff goes to stack size 1, it's going to get really tedious really fast.

    Well, that sounds like an extra nightmare to add on top of searching for thousands of blocks for limestone and bauxite to make leather and steel....

    I do really like Valheim's cart mechanics, but over the distances that are needed for different stone types and with the mountains and hills that generate currently, it seems implausible.  Maybe if the 1.21 "more easily traversable" thing works out.

  9. I really liked how Valheim's smoke mechanics required me to incorporate some kind of chimney or smoke solution into my builds.  If there's no mechanical reason for me to build something like a chimney, I end up either not building it or feeling a little disappointed that there was no purpose if I do.

    I feel like cellars are a similar existing nudge.  If food preservation and cellars hadn't been a mechanic, I probably would have ended up with all my food stored in a pile of chests in my main room, as usually happen in my minecraft bases.

    I have a semi-related desire to see fire safety apply to more things than pit kilns; I kind of wish that the standard campfire required a little preparation (maybe an opportunity for the tutorial to teach new players about packed dirt and rammed earth), leading to a mechanical need for fireplaces (though preferably paired with it being easier to recover from screwing up a fire--maybe limited spread, or converting blocks to "scorched" variants instead of destroying things).

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