Jump to content

Thorfinn

Vintarian
  • Posts

    4212
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. @Rufkut as I look at the sails whist standing next to the rotor, they are cambered, aren't they? Or is that my old eyes playing tricks on me? @Cosmic Hermit interesting! That's probably why the angle of attack changes as it reaches the end of the blade in a modern wind turbine? It must change, or the wind speed is not sufficient to provide lift at the tips? Also, if it's a function of area, why not make the blades a bit wider? Obviously it is not optimal, but why? (If this is too OT, someone say so. I just find it fascinating.) @PhotriusPyrelus isn't the wind direction always the same? I use cloud motion to orient myself and that appears to be constant worldwide, independent of seed, even. Or are you talking in a future release where both wind speed and wind direction vary?
  2. The Rust World breaking through is supposed to be the point, and drifters avoid the light (no big secret there) so darkness spawning drifters makes sense, particularly with the kind of darkness that is VS. It's darker than a moonless night. In the real world, if you are out in the middle of nowhere, if you have a cloudless, moonless night, you can see the shadow cast from the light of the Milky Way. VS is darker than that. I've never investigated the spawning mechanics themselves -- having that knowledge seems cheaty to me, at least until I want to change the game experience, which kind of has to wait until the game is in it's more or less final state. Instead of static (or even semi-static) spawn blocks, including the cavern mechanism described above, my preference would be for the game to pick some arbitrary air block outside some range of any PC. If there is currently game within an arbitrary range of that block, then the spawn is likely predator. If there are berries in range, likely a trash panda. If a certain density of tall grass, and no livestock, likely them. Etc.Obviously, your homestead as we currently build them would favor spawning bunnies, coons and predators who are seeking your crops, berries and livestock, respectively. If you want the area around your homestead to be predator-free, easy enough. Grow no crops or berries, keep no stock, and remove all the grass or keep it closely cropped. If you so much as let the grass regrow, you will spawn rabbits who will draw predators. But that's why there is very little wildlife in cities. Keep your garden and livestock out at your country estate.
  3. Warming shelters. If you have enough of those spread around, you don't need winter clothes. If you remember to put ladders on the third block up, they are also very convenient for getting on top of, out of the reach of bears. And though it doesn't really apply if you play with map, packed earth makes great breadcrumbs. [EDIT] Though I do have to admit my playstyle does not generate thousands of dirt blocks. I'm always having to grab a shovel to get a few to work with. [/EDIT]
  4. Fair enough. When the fruit trees first came out, I thought I would give them a fair chance, so every one I saw I would trim all the branches and plant them in the general vicinity, figuring there would be all these Johnny Appleseed mini-groves throughout the world. I envisioned it that they would be the fall and early winter equivalent of berry bushes. Turns out that's not the case. Either they do not fruit at all the first year, or I just never happened across one in fruiting season. They do "take", though IME, probably not 40% of them. Offhand, it seems closer to 1/4 or less. My mini-groves are most often 1 or 2 live trees amongst 3 or 4 dead sticks. But it's not that they die off that bothers me so much as knowing that I'll be off in a new world long before they bear fruit, so to me, they are a complete waste of time and durability. One of my first night priorities is a stack of ladders to use as a nerdpole because when you are done, just take out the bottom ladder and you get them all back. From about 20 in the air, fruit trees stick out like a sore thumb. Not that I'm using them to find the trees anymore, but you can't not notice them. But that's the best way I've found of spotting copper and especially flax in the first few days. And affixing a block or three of packed earth to the top of the ladder leaves a nice trail of very obvious breadcrumbs. Useful for those of us not using maps.
  5. The method is too cumbersome for me to bother with. The success rate doesn't sound too bad if you just went with artificial selection, something you could realistically do at any tech level. On a typical 200 plot garden, 0.01% would mean you'd have about a 2% chance of an improved crop with each and every planting. Giving a full 1% would be about 86% chance per planting of getting at least one mutant. 0.1% would be about an 18% chance, which still seems high. I think you would want to tone down the bonus a bit if you made mutations that common. Particularly if you allowed plants within a few tiles of the improved seed to at least potentially cross-pollinate and become hybrids. Just spit-balling here, but how about the same model that water uses -- tiles adjacent to the mutant have 75% chance of becoming hybrid, tiles 1 space away have 50%, tiles 2 spaces away, 25%?
  6. I ran into one of these the other day playing Wilderness. Just the one so far. But then again, unless I spawn in the middle of that, I would never know the extent. I would just look at it and head in some other direction. Now there have been several worlds that may well look like that, but all I do is run through the valleys looking for resources and suitable terrain. Starting from either of the entry points on the bottom of the screen, I think you can probably go past that lake then head NE through that valley. Not familiar with the perspective because I don't nerdpole that high, and climbing a mountain that high would be pointless, but it looks to me as if you can weave your way through there. But I certainly appreciate @1Joachim1s point that it is decidedly n00b unfriendly.
  7. 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.
  8. 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.
  9. 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...
  10. In vanilla, see @dakko. However, https://mods.vintagestory.at/show/mod/4246
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. OK. Is that roughly the landscape you are looking for, @PhotriusPyrelus? Or should it be flatter than that?
  16. 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
  17. 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.
  18. 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.
  19. 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.
  20. Thorfinn

    redacted

    redacted
  21. 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.
  22. 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.
  23. 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.
  24. 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]
  25. 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.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.