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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I can't be sure, but it sure looks like @Soulstuff's blooms are the same. Has anyone looked to see if their deficient blooms are the same? That would sure make tracking it down easy. May take nothing more than overwriting one of the children with another.
  2. OK, now that I have that out of my system, if it really bothers you, just have the bloomery drop iron ingots, like it does for everything else. The file is: .\assets\survival\itemtypes\resource\nugget.json Or alternatively, if you want to retain the idea of blooms, likely one (or more) of the children doesn't have enough voxels for a full ingot. .\assets\survival\shapes\item\ironbloom.json I don't know that it's necessarily a bug. As easy as it would be to voxelcount and figure out which was short, there must be a reason they chose not to. [EDIT] If you want to go the latter route, the first thing I think I'd look at is trying to figure out why they set some of the faces to "enabled": false and whether you need to just delete that, or if one (or more) would set something out of bounds. Either way, creating an "enabled" key and implementing the code to use it doesn't sound like a bug to me. More like a conscious design decision.
  3. Another way to solve the problem is when you fill the bloomery, you select what tool you want popping out when you open the thing up. Get rid of the whole banging stuff on an anvil nonsense. Or maybe select what block you want mined, and forego the whole absurd business of seeking out rare stuff like cinnabar and chromite. Pop open the bloomery and you get 1000 durability's worth of that material. [EDIT] Oh, or how about during character creation, you look through a selection of homesteads, choose the one you want, and it teleports you there and gives you credit for having beaten the game, including filling your journal with all the lore?
  4. I just realized I think I described the cooking system from My Time at Portia. Cook it once successfully and it becomes a clickable recipe, and in volume.
  5. FWIW, Wilderness defaults aren't that much harder so far as hunger goes. Spoilage goes up a bit, hunger rate, too, cold kicks in earlier, such that you can go hypothermic into June, but its real effects are the reduced HP and increased strength of monsters. That and learning to go without a map. IMO, it's not that food lasts too long -- when I was a kid, we had potatoes and carrots and apples keep in the root cellar until late spring and early summer. Canned meat and veggies lasted years. Keep grain dry and away from rodents and bugs and it lasts for years. My grandparents used to keep grain in milk cans, and I remember my grandpa making flour out of 20-year old grain. Maybe it requires too little food to remain sated, or, alternatively, crops are way too prolific? But a square meter of carrots is a lot of food. Maybe it's that you can harvest that several times in a growing season? Dunno. But you are right. Even if you crank the settings to max, it still is not very hard to stay well fed once you understand the food system. But like others said, many people come here and complain about it being too hard. Tough to balance the two, considering that most likely, you would have to drastically change the crop growth model. There have been mods to do that, though I never found any of them that much more difficult, and I couldn't think of any tweaks they didn't incorporate. I suspect it has to do with how many wild crops there are, such that you can create a farm that provides more than enough food with just your first day's foraging.
  6. Wouldn't have said a thing if he weren't fairly new here. Granted, you've only been here twice as long, but most of us got used to you. Say that to a regular, and I wouldn't have batted an eye. I agree with you pretty much right down the line. Including that the handbook does too much handholding. For essential stuff, yeah, it needs to be spelled out. But for example the dying of cloth could have been left at one recipe, then, "Experiment with berries and flowers and other materials", and a brief explication of what mordants do, and which materials are mordants. Even materials that are not in the game, at least yet. You can probably figure out right quick that cassiterite nuggets don't work, so try all the other things you know for altering materials -- hammer, quern, pulverizer, firepit (like with flint)... People who want the handholding could check out the Wiki, which would have a purpose to be kept updated. I don't think you could probably treat mordants like real life, making the dying job much longer lasting, but you could make the brighter and more vibrant colors require mordants.
  7. I should think if you half tried, you could work in more, like "used", "stew" and "loo". "Used" isn't quite right, but I've seen far worse rhyming schemes, and I think you need some adjective for "stew". And that adjective can't really be "new".
  8. I don't know of an in-game way to do it. That's what I'd prefer. Open your journal to any given section, and if you have an empty book in your current hotbar slot (possibly with a quill in off-hand? Or vice-versa?), a "Transcribe" button is selectable, if you don't it's greyed out. Either way, when you read the lore, it's obvious that there must be some way to transcribe it somewhere, so you could open the handbook to the guides section to find out how.
  9. Not being rude. I don't personally use any of those mods that do that, so can't recommend anything. I was trying to put a little more light-hearted response than the other one of "Just deal with it" But I can nudge in the right direction. Go to the mod page and you can find something with pretty much any reasonable search -- temperature, fahrenheit, freedom, etc. TRIGGER WARNING: Joke in preceding sentence.
  10. Couldn't tell you, other than I'm not watching "C" as closely as I thought I was,. Might explain why getting the mill ready seems a whole lot easier anymore. Used to be I was never ready when the flax ripened, now I always am, often with time to build paths to the mill rather than climbing ladders up the cliff face. Guess I edited that out. Bees. That's it. If you don't do crop rotation, and instead put the same crops back on depleted soil, they stay in the stage that they count as flowers for pretty much the rest of the season.
  11. Re: your suggestion, I'd vastly prefer being able to transcribe the books in your journal into books you make when you get home. Gives you a reason to make them, and you can create various color schemes to show off your lore collection. Also gives a point to making the effort to find the last few books, whether through exploring ruins, panning bony soil, visiting traders, whatever. (Yes, I think you should be able to make book versions of the various tapestries, too.) Something like that I could see spending some time after finishing the story to create. I think it would be worth it to create a visually stunning library.
  12. Not true. With med fert soil, whatever flax you planted in the first 2-3 days comes in. Large farms are mostly for the bees, though. Which, yeah, I overdo, too. Not a real speed run when you quit harvesting skeps because you already have lanterns and several barrels of honey and a couple trunks of wax.
  13. While true, as explained above, n00bs learn strategies useless for the boss battle. Things like digging pits and jumping into deep water and running backwards in a circle while stabbing with a spear, and missiles from far enough away that you don't activate their AI. Including running away.
  14. Dunno. You can reach RA with absolutely zero combat. I often do anymore. Between permadeath and no map, TGs are next to useless. Jonas parts are too random to even hope to assemble a single tech, let alone one useful to your playstyle. Bears and wolves you can pretty much always evade, and even if you do a lot of spelunking, being quick and decent at parkour means you rarely even have to take a swing at a rustie, let alone kill him. Rabbits and fish and chickens, single spear "foes", provide more than enough protein. Deer and goats get you leather, assuming you care -- if you don't loot the RA, why do you need more than sacks? There's just no point to ever bothering with fighting unless you choose to.
  15. I think that's probably true, though I do not consider that a speed run. That's way too much effort for a speed run, considering that if you are good at dodging, Chapter 1 is achievable with day 1 equipment. You could do it right away, or, probably more realistically, put it off and do Chapter 1 and 2 back to back, maybe using jammies. A real speed run would use much smaller farms, as you could put off the jammies until just before doing the story, you don't need the sailboat at all, and a 3-sail set mill is plenty if you have it at altitude. The mill isn't even worth doing on a real speed run. If you are only making enough leather for 1 set of backpacks, and maybe one piece of borax, and only enough flour to make the pies you want, that's not worth automating. Probably isn't even worth building the ovens; stews work just fine. And since you don't care about making it through the winter, there's not much sense growing more than the bare minimum that you cannot forage, which is pretty much means you only need flax. Though people often turn their noses up at flax grain, I usually use it for porridge and pies, because otherwise your grain remains topped, and everything else drops. All told, this would probably have little to no effect on a true speed run. Only those who, to use the terminology from AoE/AoK, want to use a boom strat.
  16. You are not getting the scale I'm talking about. I consider my run a "fail" if I don't have battle jammies, a windmill with two full sets of sails and the sailboat by the end of June. Usually that takes on the order of 1800 blocks of farmland, though that depends on the mix of wild flax to everything else. I believe the story @LadyWYT is alluding to is once I tried one of the weed mods, and before I got all the way through my field, it was time to start over. Hoeing the fields was all I was doing, 24 hours per day. And that still was not enough. Granted the rates can be tweaked, but there is a world of difference between what most consider a reasonably-sized garden, and what I consider a minimum-sized field.
  17. Huh. I've never yet had to outrun a cave. They just sit there, waiting to swallow me up. But I can imagine leading them on a merry chase through the woods, you should be able to give 'em the slip.
  18. I agree with you, @Facethief. I've never thought the boss thing made sense in terms of gameplay. Doom was OK, up until the Cyberdemon, Doom ][ was just silly. Though we are apparently the only people in the world who think "boss" challenges should have something to do with the combat loops so far experienced. 50% stronger, 100%, OK, Once you get to 1000%, it doesn't have much to do with the combat you drilled on, it's almost completely your ability to dodge. OTOH, that IS the combat strategy I drilled on, so... In answer to your question, open .\assets\survival\entities\land\eidolon-immobilized.json, scroll down to the line { code: "health", currenthealth: 500, maxhealth: 500 }, and set those to whatever values you think they should be. Turn it into a mod or not. Your choice. You are not the first to ask, FWIW.
  19. That's when you invoke option 3. You don't really need anything flammable that's there, anyway. @HumanDude, since you already know some of the Way of the Ladder, it's time for you to master another rung. There is very little terrain a bear can hide in if you recon the area from a sufficiently tall ladder.
  20. Oh, I love that idea! Unless the codeblock for scythes is hardcoded. Then I think I'd be happy with 2x3. Two great ideas in the same paragraph. That's got to be some kind of a record here. I particularly like that changing back to regular dirt is on the game's timetable, not the players. Me, too. Though I would appreciate the extra planning and "strategery" that would be involved in crops drawing from two or more nutrient pools, or, for example, like in real life, legumes actually improving one nutrient while depleting others. Not quite true. Opportunity cost. The time you spend making them larger you cannot also spend doing other parts of the game. Depends strongly on what you think the game is. I'm not the personality type that enjoys puttering. I vastly prefer hitting it hard, making a homestead appropriate to the needs of the game, finishing, then starting again, applying the lessons I learned from mistakes in the last playthrough. This, of course, implies that as new chapters are added, that homestead will have to evolve. Things like groves and animal husbandry might become more desirable or even necessary, which they obviously are not at the moment. You cannot get Gen 10 or even fruit trees before the story content is done unless you are intentionally dragging your feet. Puttering. Great mod idea for those who like puttering, though.
  21. So add them to the Luxuries trader, who has the other jewelry. I mean, if the thread is about how combat is too shallow, I don't see how the solution is to add items which have only a cosmetic use. At least a trinket which affects spawn rates has some applicability, albeit not very much.
  22. Agreed. It's a lot of stuff to change around for, so far as I can see, not much gain. Unless one really likes clicker games. I already have to shut down after an hour or two because there's enough clicking to aggravate incipient carpal tunnel.
  23. Yes, currently you get multiple crops per year in a default start. I'm just saying if you are adding complexity for the sake of verisimilitude, it doesn't make sense to do half measures. [EDIT] And like @LadyWYT says, making it more complex just to have something to do strikes me as more of a mod than base gameplay. Particularly when it's not something you solve creatively, but merely increase the number of clicks.
  24. That's a good take. Can you make it work without some progressive mode? I mean, if you can just look it up on the Wiki, having a cookbook isn't all that much, unless, for example, you can click on a recipe and it takes the oldest ingredients out of your nearby storage and places them in the pot. I could see three reasonable buttons -- x1, x6/max, whatever in the recipe you have the least of.
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