Thorfinn
Vintarian-
Posts
4260 -
Joined
-
Last visited
-
Days Won
96
Thorfinn last won the day on October 26 2025
Thorfinn had the most liked content!
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
Thorfinn's Achievements
-
That lumpy marsh is very similar to places I've hunted in Wisconsin. The Boundary Waters Canoe Area, too. If anything, the screenshot is less hilly than real life. Some of the ridgelines separating the finger lakes are quite a bit taller. Portaging can be a real pain. I didn't spend a lot of time there, and it's been about 40 years, but it's also a lot like some places in Yukon and NW Territory, too.
-
Yes, fire-hardened wood works well. Even pine.
-
Fire-hardening is a thing, and fire-hardened wooden spears are nearly as good as stone-tipped. Dock them a half point or even a full point and your first deer isn't an issue. You could pretty easily have the current rock-on-flint break off a blank, which you could use to harvest kills or cut the grass for the firestarter, or you could further knap to a better tool with antler or bone. It's also how you produce a crude hand axe. Alternatively, you could just throw rocks to get your first kill. Rabbits and coons are easy. If you are lucky, maybe you find a jackalope and get its antlers, and are able to skip the whole deerslayer thing. Sure, it can be done, and has its appeal, but only slows you down, what, maybe a half day? [EDIT] On reflection, one thing it would do is make more consistent rock placement. Currently, soft stones, hard stones and flint all place differently, some just placing, others go to knapping. This would add the step of making the blank (one hit with the hammerstone) but placement of any blank takes you straight to knapping.
-
True. My point was vanilla hunting is more efficient. Too much so to bother with raising livestock. When I tried it, it had blood and steaks and viscera and all manner of edible products if you put in the effort. (Probably not remembering the names right.) What I was trying to get at is that it doesn't take much of a hunting trip to end up with enough crocks of meat stew to last all winter. And that's assuming you care about keeping the protein bar filled. If you go vegan, no problem. I've never tried Blood Trails. Just that if you approach the deer deliberately, and choose the terrain it's going to flee into, it's pretty easy to track already. Sure. Which is why I think it's better left to mods. Indeed, I use one that just reskins apiaries. Though it looks like wood, you still (admittedly unrealistically) build and harvest it like the vanilla skep. Like someone said, do we really need 14 varieties of walking sticks? But the tediousness is intentional. Otherwise it's easy to make a couple ceramic hives per night and end up with way too much honey (which is not an issue) and beeswax (which is). You are never forced to wait for reeds to regrow, or range far and wide for more shallow lakes. Indeed. Wonder why no one has done something like that yet. That is definitely something I could see becoming vanilla. Particularly now that they are adding spices.
-
I'm much more interested in seeing where Anego wants to see the game go. Some specifics: Step Up, Catch Ledge, etc. -- The game is plenty Super Mario Bros already. The typical NBA player has an occasional 28" vertical, vanilla seraphs already have an unlimited 40". I know the seraph is not human, but the major superhuman power the seraph has is respawn. Oh, and his crafting grid. It would take much longer to make a reed basket if he didn't have that. Blood Trails, Butchery, etc. -- Hunting is already so hyper-efficient that raising animals is mostly a competionist checkbox. Bee stuff -- Unless you add limits in how fast flowers produce nectar (which would be a good idea in its own right), anything that increases bee production (even things like reusable hives) seems OP. Stone age skeps are a tad slow, sure, but once you get the scythe? Quarry -- Someone here posted a method that approaches 40% productive as you approach infinite quarry size. That is, you get 4 solid blocks per 10 mined. There are crags and outcrops that can produce a limited number of 100% efficient, and quite a lot where you can never have to drop below 50% once you learn to look for them. Nothing against the mod, I guess, but if that's what they wanted, they could have just done that like they did with the saw removing one log at a time, leaving the rest of the tree unaffected. Instead they developed code for unsupported blocks. Foods -- Yeah, I suspect something like that is in the works, though I suspect it might not be as popular as one might think. The more ingredients, the harder it is to be stackable. Unless they develop some kind of "flavor" bonus...
-
Respawns are a non-issue if you focus on not dying.
-
Why are reed roots such a finite resource? They are a classic survival food!
Thorfinn replied to DeanF's topic in Suggestions
Sure you can. Unzip the file. Use your favorite text editor to open .\zippysreseedingreeds\assets\patches\zippysreseedingreeds.json. Edit the line "value": { "type": "item", "code": "cattailroot", "quantity": { "avg": 0.15, "var": 0 }, "tool": "knife" } to anything you like. (0.15 means 15% chance.) Zip the folder. Congratulations. You are now a secondhand modder. [EDIT] Probably should mention that if your favorite zipping program doesn't preserve directory structure, I use BandiZip. The free version is fine. -
Why are reed roots such a finite resource? They are a classic survival food!
Thorfinn replied to DeanF's topic in Suggestions
@DeanF, one that is kind of hard to become obsolete is from @Zippy Wonderdust (search ModDB for "zippy") because it just changes drop rates. It's a little different in that it gives an occasional bonus root when you harvest the tops. It seems to me it's something like 25%. Which is not as unbalanced as one might think. Easy enough to change, though. Look for the "drops" lines of the mod and change 0.25 to 0.01, or whatever you think appropriate. -
Anymore I only take over lakes, and still usually do some watering at first. Used to be that flowing water was laggy, at least in quantities sufficient for a decent farm. It's probably fine for your terra preta farm, though. My luck with counting on rainfall is sketchy. Even in "Almost all the time", I've gone well over a month without rain, though I would not rule out the possibility that it simply does not rain when the chunk is unloaded.
-
Seas aren't seas per se, they are just regular old landforms that are below sea level. Probably so long as the default is minimal seas (99.7% land, or whatever it is) terrain will be JIT. I once thought occlusion culling of mapgen would be a good idea, but it doesn't make that much difference. Most crusts will require 2 chunks, and there's only 1 more at sea level, and maybe 3 more in the highlands. So generally you save somewhere between 1/4 and 1/2, not counting the algorithm to decide if you need to generate another 1 or 2. I have not looked into FarSeer, though my sneaking suspicion is it does regular old JIT terrain gen. Otherwise it would be kind of a pain to make sure it looked the same once it came in range. You can pregen your world, BTW. Something like /wgen pregen [radius]
-
Uncompromising survival shouldn't mean unrealistically costly
Thorfinn replied to runnybabbit's topic in Suggestions
I think I'd just create a new tree (or modify an existing one) to give it a higher proportion of sticks to leaves. I wouldn't play with bushes, though. You kind of need to get through them, sometimes in emergencies. Other possibilities to relieve some of that would be to reduce the "durability" (I forget what the tag is called) so you collect them in a single hit, or even make it "collect on right click, like sticks on the ground. (In my server, I've done that with mushrooms. Never made much sense that they are that hard to collect.) Sticks are not so much unbalanced as they are a little tedious to collect before shears. They are kind of like reeds or thatch. If you want a thatch roof or an 8x12 skeps apiary, that's a lot of time in stone, but once you hit copper, it's only a few minutes. -
Uncompromising survival shouldn't mean unrealistically costly
Thorfinn replied to runnybabbit's topic in Suggestions
I'm looking at you, sticks. -
Interesting thought, @Gummyslav. It just means rivers/streams form the boundaries of at least some of the landforms, then do your Perlin noise between them, rather than just use an arbitrary boundary between them. Probably have to create some landforms that are smaller scale, but that should not be terribly difficult. That makes enough sense that I would not be surprised if that is the way they are implementing rivers.
-
I don't know what I'd change exactly, but before we got the first release, I was expecting something that would put berries approximately equivalent to farming or livestock. Maybe even fruit trees. They are still vastly easier than that. After doing some cuttings, though, I'm likely to go back to my pre-1.22 practice of just gathering the wild ones, same as mushrooms. Re: seasonality, until they nerf mushrooms, food isn't an issue on default starts. Like someone else said, berries definitely needed to be dialed back a notch or two. MP? Yeah, that's going to be an issue unless wild crops and flint and maybe even bushes and trees start respawning. That's just a problem with MP, though.