Jump to content

Thorfinn

Vintarian
  • Posts

    4023
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. Turns out that's a great plenty space. No, I don't have the seed, and deleted the world, but that's pretty much ideal for some terraformed terrace farming. Split off the waterfall a half-dozen blocks up, and running water irrigates the same as standing water, so if each terrace is 1 block lower, 5 or 6 blocks long, you can get a great plenty farming. The stream is already split once; if needed, you have plenty of vertical drop to split it elsewhere as needed. And then at the end of your farm, the stream cascades down into the lake. What's not to like? A whole new way of looking at a region, at least from my perspective.
  2. I don't know. This strikes me as more of a case where it's realism for realism's sake. Maybe I'm just not getting how a change like this would improve the game rather than just another box to check off.
  3. Near as I can tell, they give drops based on whatever stage they were in when they died.
  4. Could you add "Last Updated" to the All Mods page? Much more important than number of downloads or comments, IMO.
  5. Thorfinn

    Fire Spread

    Peat? Lower temperature firewood is more forgiving. I find I need a fire ring 2 across for peat. Sometimes, anyway. Haven't figured out exactly which set of circumstances its a problem.
  6. Pretty common. Mark of what I consider to be a good mod -- that it does not replace your settings with the new default setting when you update. Fills in the values for the stuff you don't have assigned, but works the same way it used to until you actively go in to change settings. Yes, if you want to start from scratch, delete everything in modconfig and let the mods regenerate their new defaults. Sometimes it's the only real way of deciding whether its some incompatibility or whatever. Though you might want to save a backup...
  7. If you mean the minimap, it is off by default. Press F6.
  8. I grew up on a ranch that dabbled in farming, and wheat heads bore 20-30 grains, 40 or more down on the lowlands near the creek. Barley was nearly as good, oats a tad better. We never grew rye. We would bring the seed out to the field in the spring in a pickup, and have to haul home several truckloads at harvest. The deal is that a serving of porridge is a whole lot more than the 2 grains you put into the pot, just as it would be more than 1 blueberry. But it takes only around 1.2 seeds (plus whatever the birds get) to average 1 plant. So you are comparing drastically different scales of measure. If you are going for realism, around the Chicago area, we can plant spring wheat in the fall, harvest it in the spring, and grow a crop of soybeans or maybe even corn by fall. Huge benefit to getting out of the Great White North. But I don't play the game for realism. If I want that, I'll just shut down the computer and go outside.
  9. Use Wildcraft for Good. Lure drifters and other foes into the brambles and laugh at them. Better yet, put a ring of raspberries around your home and collect the sweet, sweet loot. OK, essentially non-existent loot. A few flax fibers here and there. While I don't mind combat itself, it's almost pointless, particularly in permadeath.
  10. Also @Pamela Wild. I've been playing around with mods for some variety, and @Novocain's VSHUD does exactly this right out of the box. Just put the mouse look (cursor) on whatever you want marked, hit the \ key (right above the enter key), and it places a star on it, and fills in the text field with the node name. My only complaint about it is the color sometimes leaves something to be desired. I think I'd prefer to use some neon color like chartreuse or something to make it really obvious which I added "manually" and which were added via Auto Map Markers. Both mods (this and VSHUD) seem to play together nicely.
  11. Cool idea Another possibility is that good food might counter stability, so with good food and good drink, you might be able to settle in that spot where the gear is slowly turning the wrong way.
  12. Thorfinn

    Fire Spread

    Packed earth works as a fire ring too, and gives me something to do with all that low fertility soil I end up with.
  13. Just trying out Wild Farming and Bigger Stacks and stumbled on this. Nice looking place. Couple waterfalls inexplicably falling from the top of the mountain, looks like chert, limestone, sandstone, andesite and bauxite. Though desert is nearby, temperature is only 18. Granted only day 2, so early spring, but still, I could work with that if it weren't just a pocket.
  14. Looks like that's the answer. Put dirt around a reed like this: [code] MMMM MRLM MMMM [/code] M-Medium fert soil L-Low fert soil R-Cooper's reed When you remove the L, the water does not flow from the reed to the tile. When you then remove the R, water flows into L as expected. The conclusion I draw is that while the water/'reed block and the land/reed block have the same drops, they have a different replace, the land reed with air/nothing, the water reed with a regular old water source block. Doesn't necessarily mean we have to wait for devs. All we need to know is how to specify the replace element. Which might lead to some really bizarre mods, like replacing lead with gold or something.
  15. If I hold flint in hand and right click on a flint on the ground, it appears in the stack in-hand. If I right-click on a torch with a torch in hand, it places another torch, similar to behavior of placing blocks, I guess. I can see the point there. It would be a major pain to have to crouch every time you wanted to place a torch. But empty hand makes no sense to me. While flint just bounces to wherever the stack happens to be in inventory, torches do not. Left click breaks the torch and leaves it on the ground, just as flint does. But right-click seems to do nothing at all. I'd really prefer empty hand right click worked the same way on torches that it does on berries, or stones, or molds, or bowls, or crocks... you get the point. It either adds to the current stack wherever it is in inventory, or if there is none or the stack is full, it starts a new stack.
  16. Not a big fan. I wouldn't mind a little more monster diversity, but there's very little upside to battling monsters other than to keep them from eating your face. I'd much rather the time be spent on other aspects of the game. If one really likes battling iconic monsters, there are already plenty of games for that. Some of these have the potential to become very grindy. As mentioned in another current thread, carrying food everywhere is already taking up some valuable inventory slots. I'm guessing that's more from not establishing dedicated forward camps and survival caches, and doing everything in your base, though. I can't see that taking up another few slots to carry a cup and a couple waterskins would improve the game experience. I agree that food might do with some rebalancing, but there's already a steep learning curve, and it just seems wrong for n00bs to die of hunger while having the survival handbook open reading about how to cook food. If one wanted to nerf food production, you are almost going to have to boost the effectiveness of food at the low end of the satiation bar. Which may not be a bad idea anyway. When you are very hungry, a few berries and a carrot should go a long way, while if you are already full, it mostly just passes through...
  17. Personally, I like it that way. Once you are familiar with the game, you kind of have to go out of your way to be hungry on default settings, so it's easy to forget that it's not the base, it's a bonus. But kind of like the fact banks charge you more money when you run out of money, additional punishment when for whatever reason you are struggling for food just seems like kicking you when you are down. Might be that more could be done with it. Add a 5% move bonus for every full nutrition bar. An extra inventory slot for every nutrition bar over, say, 75% to simulate the added strength and stamina. Bonus to mining/digging/chopping speed. Of course, that comes at a cost -- as you are removing more nodes, you are going to get hungry faster...
  18. I have not yet taken the time to check yet because I do not want to go into creative because it might be different there, and I rarely build a scythe, but I'm starting to wonder if maybe being cut by a scythe is different than cut by a knife. @Maelstrom is hardly the only one to have witnessed a behavior I have not. I still have that world we were talking about in the thread about wild crops respawning, and let it run an additional 3 years, and I've still got over 20,000 blocks that are all solid green, not a bit of tall grass. So just shy of 6 years, running at speed 2400, nothing. But that is when all the harvesting has been done by knife and fire. Maybe when I'm bored, I'll tweak the recipe for scythe or make it so I can knap one so I can get one "legitimately" right at the outset, and see if that makes a difference.
  19. I believe there are mods which do that. I don't know whether they are compatible with 1.16. [EDIT] Yeah, look at Wild Farming (allows tapping trees) and More Resin (restores 1.15 resin spawn rates). Both have been updated to 1.16.
  20. Good idea, @Jacob Kos. You would really want to speed up the animation if you were going to force farmland to be two hits, though. Particularly since it hoes the block where you ended the animation, rather than the block you started on, and were even highlighting, right up until the very last frame. Not a huge fan of burying modes of use where it's not intuitive how to switch betwixt, but maybe make it two different modes, like with the pro-pick? One mode returns any non-farmland soil it to bare soil, the other mode converts any non-farmland soil to to farmland?
  21. Must just be bad luck. I usually find several my first day. I just started a new game, survival, all defaults, and had 2 by noon, a third at 12:27. I was a bit worried because I did not start in a pine forest as usual, but found the start of a pine stand about 600 south of spawn. Now it's 13:48. I just spotted my 4th, and I am 3 fiber short of a linen bag. That's a little better than usual, but not by much. [EDIT] I just switched to this and had just hit escape to exit out when I noticed a second resin in the same view. So that's actually my 5th resin before 2PM. The problem from my point of view is that I have very few copper. Usually I've got a dozen or more by now, and I only have 4 because I've been focusing on the trees rather than the ground.
  22. Some trees do it much more readily than others. I don't know of any that actually regrow per se, but rather grow one or more shoots off the side, right behind where it's pruned. It's the basis for a coppicing (sp?) .
  23. I'd much prefer the option to Save Settings from within the Customize screen, such that it gets added to the list of playstyle options, so when you go to Create New World, you are presented with the options: Survival, Exploration, Wilderness Survival, Creative Building and as many settings playstyles as you care to create. And, ideally, at the top of the list is the playstyle you last used. Though I'm kinda odd there -- I vastly prefer Player Lives = 1, and like to play the heck out of the same list of settings several times before trying something different.
  24. That turns it on as well.
  25. I'd agree. I suspect it's a glitch, and might be a bit OP. On the other hand, I've been trying out a number of things, like finding out that if the terrain is not completely awful, it's entirely reasonable to traverse more than 6000 blocks on day 1, and having covered that much distance collecting as many berries as I need to eat, plus copper, flax and turnips, ended up with a day 1 linen sack by just after 2 in the afternoon, and within 2 fiber of having a second by the time I stopped for the night. I have not started day 2 yet, but I think it's entirely plausible I could end up with linen all around by nightfall. And I'm not quite ready to say sprinting is OP. I had been wildly overestimating the need of an early base camp and pottery. And, really, the early-game growing crops at all. The time spent collecting hand baskets turns out not to be time well spent, unless you place a high value on early settling. Now, that was sprinting more or less the whole way, eating on the run, and stopping only when it got too late to see where I could go without running into box canyons or dense forests. Which is not too interesting of a way to play the game, but I suppose neither is hoeing wild crops.
×
×
  • 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.