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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Did you look at Simple Weight? It's not the kind of thing I do to make things harder, but I did give it a try in 1.19 or 1.20. It does more or less what you are asking for, including letting you configure weights of materials to your liking.
  2. Depends on your location, but IRL, most caves are pretty steady year round, somewhere between 50F and 60F. (42.5-79.4 gigaNewtons/lumen) Very few are below freezing, and even then, not by much. There are some ice caves up by Barrow that stay below freezing, largely because the Ocean is wicking away the earth's heat. A Russian exchange student talked about some land-based caves like that somewhere in Siberia. I have never found out any more about them, and not from a lack of trying. I think the major discontinuity is trying to get something that represents the range of real conditions, from refrigerated to lava pool, in 100m of depth. The near surface cellars are reasonably accurate, assuming you are below the frost line. I don't know whether that would be easy to change up or not. I looked at it once back around 1.14, so I could make mountains more "realistic" but don't remember what I decided other than it was pretty good after all, if one went by % of worldheight instead of meters.
  3. Welcome to the forums, @Vincent Schneider. Poplar would be a good addition for ultra-compact woodlots. Not sure they would look good with a log at the center. There's a tree that looks kind of like the poplar in some of the lower latitudes but it does not have a central core. How do you see it looking? Top view would be a"+", with the intersection being log, the arms being leaf blocks? That would let you nest them tightly. Resin is kind of oddball in that a single stack (32) is a lifetime supply. Maybe if you collected sap, had to boil it down, and had to break the cookpot to get it out? Maybe a pot full of 24 sap boils down to 4 or 6 resin? Have to play around with it. I suspect even 4 will make resin way too common. Two pots would give you a large gear, IIRC. Annual crop seeds are likely that way to keep food from becoming even less of a challenge. The game does not have compensating mechanisms like germination failure, cutworms, rot, etc. This way, the game limits how fast you can expand a field. Biennials, I think you would have to make the time between mature and seed much, much longer than a couple days. If you log out at night, by the time you wake up, an entire month might have passed. Plus, there being a story and all, t would be nice to be able to head out for a few in-game days on the story and not completely wreck your garden. It doesn't do that IRL. Carrots can sit there all winter long if need be, and still be OK to eat. Don't know much about tule, other than as currently balanced, you really need to be committed to the look to make it worthwhile.
  4. On further review, I think you are right, @Teh Pizza Lady. I was focusing too much on the definition of the bloom itself, and the mix of voxel ranges being disabled, and not enough on the implications of the means chosen to add voxels and turn it into a usable ingot, the helve hammer. It would have been easier to just let the helve nudge voxels around, and just add those voxels to the original bloom, that that was not the route chosen.
  5. I thought so, too, until I spent some time reading the json and the code. There's a lot more work than needed to be done just to fix a bug. And he didn't even use the variation on all of them, just a few. Maybe he added the code so he could tweak the frequency of missing voxels, sure, but adding that code only makes sense if it were intentional at some point. I don't get the complaining, though. Course, I didn't get the complaining about ebony and purpleheart and redwood not dropping enough seeds to have an ongoing woodlot. Maybe that was intentional? Sure would have been easier to have all uniform drops rather than adding extra code to treat them as variant drops. It's the game. Play it. On its terms. Or set up your own terms. He's bent over backwards to make that easy.
  6. Why did they instead create something that disabled some of the voxels in the json AND created the C# code to use those keys? No one has even made a guess yet. If they considered it a bug, it would have been much easier to just fix it rather than create a new key/value and the code to use it. Change it if it bothers you. I do not believe it was a mistake. I think it is in the same vein as the nerfed leaf drops if you just chop down the tree. It's an incentive to make shears. Maybe @Teh Pizza Lady is right and this is the same thing. This is an incentive to build the helve.
  7. Right, @TFT. Once you build your helve, you will never encounter the missing voxels again, which is why it's so rare. The people who will encounter it are those who for whatever reason can't find resin, or who choose to skip the bronze helve for some reason. There's very little point in putting it off and using up durability of your hammer for forging when a helve is so cheap and easy.
  8. Sure. A lot of it depends on how much cassiterite I find. If I find a decent amount, of course it's quicker to cast a few axe heads instead. But the beauty of splitting with stone (or even bronze) is you need so little charcoal. Yeah, I used to focus on several pits about to 6x6x6, but anymore, I rarely need much more than the initial 2x2x1 and a later 3x3x2, well within reasonable for stone or flint splitting. It's the bloomeries and blooms and steel that make things so charcoal intensive. That and calcining flint, which you don't have to do much of if you aren't processing much iron. Yea, that's one of those efficiency things, some might even go so far as to call it speedrunning. I just consider it opportunity cost. You only need lots of durability if you want to make lots of high-durability stuff.
  9. Meh. I've already explained how easy it would be to count voxels and figure out which blooms are problems, and most likely fixing it by simply re-enabling the problem "children", so easy that anyone here could do it, there has to be a reason it's remained. I'm with @Teh Pizza Lady -- someone miscounted, and liked the result, so it remains. But by all means, fix it if it bothers you so much. Literally no one is preventing you from doing that except you. Who would apparently prefer to have something to bitch about. [EDIT] I remember you once got around to patching something that bothered you. Don't remember what, but I do remember it was nowhere near as popular as one would think from all the bitching and moaning there was. Linen sacks being too expensive maybe?
  10. I still use flint or even stone for most of that. Admittedly, I'm making a lot less firewood, not needing nearly as much charcoal, but it seems I always have some slack time, waiting for cooking to finish, for example. Or waiting around for the last of the turnips so I can get stuff growing. Ripe crops do not count as flowers, so I want them at the first and last stages for as little time as possible.
  11. Interesting. Recently I've been focusing on copper and especially bronze for exactly the same reason. I can cast new tools vastly faster than I can beat them out on an anvil. By the time I have bombs, it's hard to justify making things out of iron. A stack of bronze axe heads works out a lot better than a single iron axe. Steel, dunno, maybe the faster cutting makes it worth it the extra effort and materials expended? Then again, I need a whole lot less resources like charcoal or iron ore if I'm using mostly bombs and bronze. The only point of a helve hammer becomes to make plates for lanterns, and with a "properly" sized apiary, candles are even better than lanterns. [EDIT] I still make the helve hammer and all, but it's mostly out of habit. Why waste the time getting resources for it if it has so little use?
  12. Sometimes Wildcraft feels like this. You've got to slash and burn some of those on a regular basis or they do the Pinky and the Brain thing...
  13. I do. I'm not sure it makes any difference, and the bronze is cheaper. The anvil does make a difference, I'm pretty sure. By the time I'm making a second helve, I'm second guessing myself, and always make it out of iron so I don't get blindsided if it really does take iron to do steel.
  14. If you have one of these blooms now, you could try overwriting the definition, close the world, open the world, see if the bloom you have still looks the same. Undo your change, apply it to a different child, close, load. Repeat until you find out which it is.
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. 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".
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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