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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Or are useful at least part of the time, under certain boundary conditions. A fellow traveler! We had that range in May. Wiped out the apple and crabapple blossoms, but the cherries were late enough that they look to be OK. Nice idea. Seems like it would be a nightmare, though. After a couple game months go by, how many fruit trees are in the 10-20k block radius that you've generated? Tens of thousands at a guess. Each of which now needs to have weather generated to see whether or not it is stunted, and to what degree. A garden with a few hundred crops is not a big deal. It mostly has the same weather. I think I would prefer a more "realistic" form of doing cuttings, using the leatherworking mechanic and loosely based on how nurseries actually do that. (Though it does not work with all fruiting trees.) Place some arbitrary number of soil blocks into a barrel full of water to leech out the fertilizer, the better quality soil, the better the fertilizer, reflected in an improved chance of cutting survival. Transfer the liquid to a bucket. Place cuttings in the bucket to let them root. Transplant into planters to let them develop a root ball. Transplant into the wild.
  2. Used to happen with, I don't remember, Culinary Artillery, maybe? Looks like you have flowerpots, vials, bottles, etc., so that's plausible. I don't recall what fixed it. Clearing the config, I think. One of the extra molds mods did it, too, but I'm not sure that's been updated in a long time, so that's probably not it.
  3. I could see this for seeds, but unless you crank hunger and spoilage way down, what's the point of collecting something that's just going to rot before you get around to eating it? Yes, the variety is interesting and all but is there some other purpose you have in mind? Particularly in the early game, I'm always sprinting so that I'm always eating so that I'm always increasing my HP. The only time I can think of where a botanical bag might be useful to me is after my vegetable bar is full and I want to start long-term storage. At which point I've got storage vessels in whatever I'm calling home then anyway. Though it may seem sub-optimal, I think probably the most efficient use of early food is munching on the short stacks (usually vegetables and grains) until you max out those bars, and if need be, let the berries rot. Rot stacks, which you are not going to get from veggies or grain anytime soon. And if you need the space, cache the rot in a firepit or just toss it. You need barrels before it's useful anyway. Which you might even find on a trader's wagon...
  4. In vanilla, see @dakko. However, https://mods.vintagestory.at/show/mod/4246
  5. Digging it up is a problem, as is covering it up. Grass is not. If you use map, just set a marker. If not, use something to mark the area. An unlit torch, or a block of sand, or a block of dirt with some prominent flower that doesn't exist in that region or something. Alternatively, SpearAndFang revived the Wild Farming mod, and with that, you can culture mushrooms at your home.
  6. No worries, @PhotriusPyrelus. It's often easiest and quickest to post a suggestion and hope someone can point you in the right direction. I doubt anyone minds. I just point out mods that exist to help people fine tune what it is they want in the game. If you decide that mod is what you want in game, that is easy to recommend. "Please put X into the game. Thank you." If you want something different than that, explaining different in what way is very helpful. BTW, Primitive Survival is one of the most popular mods out there. Between that and Medieval and Expanded Foods, you get most of the servers out there, or did last I looked. I'm not saying that should hold back development, no. Just that it's nice to demonstrate awareness of how much any given suggestion will affect such a large number of players.
  7. Using hoe causes problems with mods like Primitive Survival where there is already something the hoe does to tilled soil. The mod (Farmland Returns Soil, maybe) returns the best dirt block which does not exceed the current fertility level of the farmland. Or at least that's what it used to do in 1.16 or so. I have no idea what it did when you were fertilized over the max for the type of soil. Bonus feature: you don't have to create a new tool for it. Shovel, open hand, whatever, it just returns dirt.
  8. I think that would be boring as heck. That's the main reason I choose procedurally-generated worlds over map-based games. I just think it's vastly more fun to think of this world as something no one has ever seen before, and for all practical purposes, cannot ever duplicate. A completely unique experience in terms of details. But then again, for me a good share of the fun is reacting to the world as it is, and doing the best I can with it. Please understand, I don't object to that kind of functionality in the game. I just can't imagine myself in a circumstance where I would ever use it.
  9. OK. Is that roughly the landscape you are looking for, @PhotriusPyrelus? Or should it be flatter than that?
  10. Here's a limestone start with a pretty decently flat area just to the south. All defaults, survival. [EDIT] Oh, wait. Permadeath, doubled hunger rate, 10 HP, Extremely Rare copper, no tin. I don't know that any of those should affect it but... [/EDIT] 611749270
  11. The problem isn't so much the rarity, but the fact the stinkers don't stack. Kind of like mushrooms. It's only a couple days of more or less dedicated collecting, during which you will likely find chalk or limestone anyway. That's kind of the problem with several things, though. Clutter doesn't stack. Butterflies don't stack. Mushrooms and shells. If you harvest quartz bits, you end up with 1 silver or 1 gold or 1 of each, yet they each take a full stack.
  12. Conglomerate can also be huge. I generally don't bother with translocators, but, yeah, there are a lot of spawns where you are going to be running your feet off to get limestone. For what its worth, there are always shells, pretty much everywhere.
  13. I'd be hesitant to give some attribute to rafts that will have to be "taken back" later when whatever other features are implemented, like something closer to real (science-based) heat loss in cold water, or water predators, or faster watercraft, or whatever. The first complaint will be to bring back [whatever it is]. When the canoe needs to have the speed of a motorboat to be an upgrade from earlier craft, that's going to be a problem. It does need some reason to exist, though, or it won't get the playtesting that is (probably) hoped for. Speed, maybe, but as I said above. Keeping dry is nice, but hardly necessary, if you spent the time prior to winter making warm clothing. Even on Wilderness, a well-clothed seraph can swim for way too long in ~0C water, much longer than one would expect to make it in a survival suit IRL, let alone in furs or even tattered rags. Maybe butch that? Though that just makes things harder for n00bs in early game, when the water is likely still quite cold. Swimming also burns a prodigious amount of energy. Maybe increasing the hunger would do the trick? Though, again, harder for n00bs, and a big nothing-burger for someone with a couple crocks of meals along. Make a raft in deep water a safe haven for storms? You can't sleep through a storm, but you can fish through one. But maybe only if you have a cooler of beer. Or how about something simple like it functions as a mobile storage container, like a reed basket? Yes, that's cheaper than a basket, but it's not a game-destroying exploit if you have a half-dozen of them tied up on your dock.
  14. Thorfinn

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  15. I find loose surface tin maybe 1 in 20 games in Survival. I think in Wilderness there's no surface tin. Probably a good third of the time, the tin for my tin-bronze anvil comes almost exclusively from cracked vessels. I actually iron more often with bismuth bronze for the anvil and black bronze for the pick, never having found any tin.
  16. Depends on the rationale. If the idea is that a new tech should result in an improvement for the seraph (or he wouldn't bother developing it) sure. Keeping out of the water in late fall is not such a big deal in Survival, but Wilderness is another story, because your tolerance to cold is so much less. If your rationale is realism, not so much. A long range swimmer has roughly the same average speed as a long range raft propelled by paddle. However, this is with a modern lightweight inflatable raft, not one build of logs.
  17. No, they just wander aimlessly, but if I build small enough pens, 2x2 or 3x3, when I slam all the gates shut it's pretty easy to find at least one pen of old generation stock or excess adult males. Slaughter, open gates, go process into meals, and by the time I get back, another set of cullable critters has randomly ended up in one of the pens.
  18. Used to be that sitting gave you enough reach to harvest loot from the dead drifters 2 full blocks down, much like what I think you are accomplishing with the slab. Don't know if that's still the case. Haven't bothered to check. If @Streetwind is correct that ladders stop spawns in that block, putting ladders on top block of each corner and on the lower block of each side, and running the fencepost to the ceiling would absolutely prevent any spawns in your kill box. [EDIT] I also suspect that you could make the trap just a bit bigger so the center block is dry, and you being resourceful think this would be an ideal place to fire some pottery during the storm. You wouldn't need any spears, just a knife. [/EDIT]
  19. Don't even need that. It's easy to find a pond that's at least 7x7, place blocks around that, sop up everything you want to become flowing water with blocks of some sort, then remove them. And a single fence post in your kill room above that hole in the floor will keep you from falling in. Though it used to be better to sit on the edge anyway. Might still be. It would be an easy build for morning of day 1.
  20. Targeting the right hitbox does leave something to be desired. I usually just build multiple pens with gates between, leaving the gates open, and then when slaughter time comes around, shut the gates and kill all the stock in whatever pens have the older generations. Is your idea that you could designate certain tags for culls? That would certainly make things easier, though maybe limit it to the cleaver? Making a good reason to bother with one and all? Weapons still use the hitbox method?
  21. Thanks! I've always been a little hesitant to bring the ladder down because playing permadeath, it wasn't worth the risk. So you are saying if I leave the first two blocks of the cliff empty, and a ladder on the 3rd, that's bear proof? That would be a heck of a lot easier of a jump to make. Almost not missable.
  22. Don't know. I'm not complaining, just saying that since I'm more about gameplay, that was not a big draw. On the other hand, back in the '90s when I was writing mods for Baldur's Gate, having an invisible, invulnerable creature that could be summoned made a whole slew of "magical" effects possible. There are all kinds of ways this could be put into VS. A swarm of fairies, for example, could spin the stability wheel at up to breakneck speeds in whichever direction that kind of fairy does. Another could nudge the percentages for more or less favorable drops. (Think panning or harvesting crops.) Possibly one could capture some live like in Primitive Survival to get a permanent, relocatable effect. One could use a truly invisible (no model, or whatever that means) to give a region a temporary character that lasts until the creature despawns or is otherwise unsummoned. I'm seeing not the butterflies, but the game potential. Right. And with sand somewhere between 1.5 and 2 tons per block...
  23. Heck, chickens can kill you. Ask me how I know. Re:cooking, are you talking about bread and pies and such? Honestly, I don't think they are worth the effort anyway. If you want that for aesthetics, that's fine, but stews and porridges are really the way to go. I rolled my eyes at the butterflies, too. Yeah, I get that the collectors out there will love that kind of thing, but not my cup of tea. To be fair, though, the whole idea of temporal storms and rifts and transporters and eldritch horror and player characters who sound like musical instruments doesn't strike me as pseudo-realistic. At least not in the universe I find myself in. Inspired by nature, sure. Modeling nature, to some degree. Realistic, no.
  24. Haven't yet seen any that managed to jump at the right time to climb a ladder starting on the 4th block up. Course it takes some practice for you to do it, too.
  25. Oh, there's a new RC? I really should look a little more often... I did several 1-3 day starts on RC-1. I'm not sure I was seeing a lot of difference from 18.1. There isn't a whole lot of change in terrain that I could tell. Occasional widely separated spaces with water, flat enough for me to do an early farm, which is all I'm really shooting for. I'm still getting lousy luck with loose copper on the sedimentary layers. Out of 4 starts on conglomerate, I've only found one set of bits, and those were revealed in the cliff faces anyway. Got one more slate start, still no copper. I did get a few patches of bits on a chert start, enough for the triple set of tools on late day 2. But it still looks to me as though basalt is king.
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