Thorfinn
Vintarian-
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Everything posted by Thorfinn
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TBH, I've kind of stopped bothering with fish because game is so plentiful. My protein bar is almost always filled from wolf-flesh alone. And the occasional bear just takes things to the next level. @Spear and Fang's excellent Primitive Survival mod does this right, IMO. When you clean the fish, toss the junk back into the water to keep harvest rates high. I hope that when the base game nears completion, some of that mod's concepts make it in.
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Right. Plus, in any kind of brush or even grass more than a mowed yard, pretty much any arrow that misses is as good as lost. On occasion, you will hear it "thunk" into a tree trunk, and even a modern broadhead in a tree is probably unrecoverable. Not just stuck, but broken, and even if it appears to be fine, you would want to do some real careful inspection before you fired it again, just in case the shaft has internal compression splitting so it explodes into your bow hand. Oh, trust me, I do. I only monitor suggestion threads because I want to make sure the devs remember that not all of us want an easier game. Good lord, how much easier do you want it to become? Have you checked out the Wiki on mod development? If you can read English (JSON) you can make a content mod.
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Right. But there are also a solid group of people who want more of a survival experience, and, reading the code, Tyron can accommodate that in a jiffy, by changing the global rates in mapgen. FWIW, I'm pretty sure the long range plan is to add more of everything, once the core functions are coded. Look at how often mods have to be updated to work with the current code. Now imagine that all those things that are currently mods were base game. The devs would have to do the updating, and we'd be lucky to get one update a year. And I'm pretty sure the idea is to switch to the fruit tree model, rather than the model that comes from that other game. Those who want greater quantities of nuts can easily add mods like Acorns, like the OP mentions, or Wildcraft:Fruits and Nuts. Or even use those mods as templates for adding their own trees. Better yet, use the fruit tree model, but grow them from seeds.
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And making them come back over time, like mushrooms.
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To each his own, I guess. After the first couple three, most of my charcoal pits are about 6x6x6 (time permitting -- it's a nighttime project) and I can make about a dozen such off a single iron axe. I don't even use all those in a normal game. And, yes, I do make steel armor and tools, I just don't use them.
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As long as they are coon-proofed, you can change up their cycles just by harvesting only as many as you want at a time. If you want to make a half-stack of fruit pies, once you have the flour ready, harvest just one stack of berries and get to baking so you get max freshness. Just get in from a big hunt? Pick only as many berries as you have meat add head to the kitchen. Of course, they will all be in unison again next spring. If you are playing a multi-year game, rot and animal husbandry make a lot of sense, and that takes a different berry strategy than "go with the flow."
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Yep. Or more to the point, there's not enough benefit to booze or steel to make it worth the effort. The cutting speed difference from flint to copper is nearly doubled, bronze is kinda meh, copper to iron is 60%. But steel is, what, only 20% faster than iron? It consumed way more seraph-hours to produce that axe than that tiny boost merits. And juice is just a dead loss -- you cut the satiety nearly in half. Might as well harvest only half the berries, and save yourself the harvest and processing time. plus the time and materials to make the fruit press and barrels. I think probably by July, I'd be comfortable enough with my flint supply to make axes out of flint, but not sure its worth it. 5 stone axes will split as many logs as 1 copper axe, in the same amount of time. Think about how much more resources and time are involved in mining, smelting, and casting that copper head than just knapping 5 axe heads. At least 5 durability off your pick, 2 peat and 3 charcoal vs. 5 stones. At some point you have to figure opportunity cost, or at least put some value on your time.
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Charcoal is a downtime thing for me to do in the evening. I can't explore very well, but I can find another tree easily enough. Nighttime is just one of those things you have to come up with something useful to do. Dig clay or peat. Make charcoal. Go sticking. Cook and preserve in sealed crocks. Knap the next few stacks of axe heads for splitting firewood. Gardening, once in a blue moon. Make juice, I guess. I'm not much of a builder, or that would be an option. Even beekeeping is a bit of a pain, because with only torch radius light, it's hard to know how many and which Harvestables you should take. [EDIT] Oh, and @Maelstrom is spot on for efficiently filling your pit. Put a stick or something in each slot as you take stacks of logs out for splitting, and throw firewood into the pit as your hotbar fills. That way, your hotbar refills with firewood as you place it. I'm not really sure what the big deal is anyway. How much charcoal do you really need? About 40 pieces makes a full stack of calcined flint. 132 bricks-worth, or north of 40 bloomeries = 240 iron. Maybe 10 pieces for a typical crucible pour. A couple three pieces for each 4 ingots worth of smithing. Bloomery is one charcoal per ingot. Only the cementation furnace is a charcoal hog, at slightly more than 10 charcoal per ingot. Brown coal is a substitute for all uses except bloomery and steel, I think. I always end the year trying to decide what to do differently next world so I don't leave so much charcoal unused.
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Pretty sure there is not. When I looked into modding the main menu, it appeared to me to be not possible, that is dev only. But that was several versions ago, too.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
DRG? -
For those questioning the viability of spears through the ages, my goal this next RA is to see if he can be taken with rock spears. Granite, andesite, etc., not flint or obsidian. I'm pretty sure he can. Last time through, I'm pretty sure he was taking damage when I used the 4 I brought with. Time to put it to the test bringing only that.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Thorfinn replied to jeremy13621362's topic in Suggestions
It's probably true that being drunk is worse for missiles than melee, but as any bouncer can tell you, there's no fight easier than one against someone who's been drinking. -
Yeah, stones worked until, um, maybe 1.17? You should still be able to get by covering the floor with pelts or that first piece of grass for a firepit or a torch, lit or unlit. Unless some of that is coded elsewhere. But I don't know what you could hang from the ceiling. Before lanterns, I mean. In a 2-high space filled with ground "clutter", that means it's still possible to spawn a crawler.
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The reason I say it will work until it doesn't is that it will probably take a dozen keystrokes to make any place the player can stand into spawnable. They all have the following line in spawn conditions: So using fences and slabs are probably safe in terms of being future-proof, but pretty much anything else is just whistling past the graveyard. If Tyron decides something should not work anymore, it won't. With almost no effort on his part, because he's already done the hard part. And why put that much effort into something if he didn't plan on taking advantage of it?
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Holy cow! I had completely forgotten how fiddly that is. Crank it, then wait a week or so for it to stop dripping. Then release, dump the bucket, put the bucket back, empty the mash, refill the press, crank the press, go back into wait mode. I thought you were the one who thought charcoal was tedious.
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Oh, not sure I've ever wanted to do that in VS. I don't generally do a lot of remapping until a game gets close, because you have to keep re-doing it. Worst case, go into clientsettings.json go into the key mapping section, and delete anything you want to go back to defaults. I mean, it is in alpha, right?
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Interesting. Wild game does not replenish fast enough to count on. Neither do fish. You would almost be forced into a nomadic start until the first of your crops came in. Which would work so long as seasons are carefully planned. Cranberries are a fall crop, currants are mid-summer, and around here, blueberries show up sometime late June, early July, so berries in the game are right out for May starts. Temperate, anyway. Obviously all your grains are fall. Spring? Lambsquarters? Plantain? Dandelion? Lettuce is pretty fast, maybe late spring. Pine bark could be anytime, but that means people would have to scramble for pine forests. Nuts, if you drastically increased the drops. Grubs, worms, squirrel, etc.? Not sure. There would probably have to be a lot more biodiversity.
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You guys wear clothes?
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No, shouldn't. Probably look at the mining bag, or even tweak the Lumber Sling mod, assuming that still works. Personally, I wouldn't use it. Probably not even if it gave 20 extra spear slots. There are far better ways to do it that do not limit your inventory spaces.
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Of course you can. I do it every time. Every single time. You might not be able to if you've made any changes, so don't be tempted.
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I don't think that would be OP. I wouldn't even consider it for less than 2 extra spaces. The mining bag adds 4 spaces, as it's almost certainly replacing a leather backpack, and that is a questionable tradeoff.