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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. 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...
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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?) .
  7. 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.
  8. That turns it on as well.
  9. 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.
  10. Very nice, @Silent Shadow! N00b question: How do I determine the center?
  11. On review, I'm going to agree, @Philtre. I stared at a couple zoomed in maps and correctly identified 11 locations, 6 peat, 2 fireclay and 3 blue clay. No false positives. There were also 6 deposits of all three types that I stumbled across checking out my suspected deposits, and even when I knew exactly where to look, could not tell it from looking at the map. I think probably what happened is that when I first installed 1.16, the deposits I first found were the stealth ones. I could not distinguish them at all, and just assumed none were detectable.
  12. Subtle? According to GIMP's color picker, the difference is non-existent. There are lots of pixels with identical colors which are not peat. Please post your seed, and we can discuss. [EDIT] See, on your first screenshot, if clay were a uniform color, there are a couple tile right west of you that would be the same, with maybe one just north of it reflecting the color of clay with grass growing on it. And yet, not so much. On the second screenshot, one would expect the low-fertility soil, having the same cover, would be the same color. Nope. Not so much. Check it and see. See if GIMP agrees with you. [/EDIT]
  13. The only one that really matters is spring. I just started a new game. From the given map, how would anyone have any clue he had access to peat? And yet, clearly from the screenshot, I'm standing on peat!
  14. I don't often play with a map, but as of the 1.16 (stable) release it looks to me as if you can't really distinguish clay or peat from the map anymore. At least I can't see the difference. It just comes down to wandering around the map, looking for regions like @Philtre describes. The clay is there. I usually encounter at least one of them on the first day. It's just not as easy to do as it used to be.
  15. Yeah, I'm missing out on animal husbandry, but I tried that a couple times. It was just more enjoyable to go hunting than it was to try to keep animals well-fed. It would probably be more fun to play as a nomadic herdsman than a hunter-gatherer, sure, but the game does not allow that choice. It might be fun to be able to bring my herds along with me come spring to my already established homesteads in the north, complete with fenced pastureland, and move as they graze, but, alas, the game does not (yet) support that. Yes, ideally it would be nice if there were some game reason to settle down. But at present, it just does not exist. The reason to settle down is to be able to build the stuff you need if you settle down. Bees are not that big of an issue. I just don't move them to my "base". Set down a dozen skeps close to any wild bees, surround the area with flowers, remember (or mark, if I'm using the map) the location, and come back as needed. Bees are pretty much everywhere. Or at least can be if you are willing to sacrifice one basket slot for a skep. The time going out to harvest from the skeps is more than made up for the time I don't spend travelling from home to whatever ore veins I'm working. My home is always by definition right next to where I'm mining. But, yeah, I don't know why I'd ever want to grind large quantities of grain or any of the rest. What's the point, other than to fill storage containers you otherwise would not need if you were not grinding large quantities of grain? Re: stored food, of course I do that. It's just trivial to store up enough to last to spring unless maybe you choose to settle down in the far north. It's hard not to if you always are growing flax, at the very least. That's why winter often ends up with me starting a new game. I look at the grain, veggies, and fruits I've got stored, raw and preserved, realize there's no chance of going hungry, and no challenge to sitting in a rocking chair in front of the fire and sleeping the night away, such that my in game winter will be mostly IRL reading a book, well, that's it. I enjoyed this run, and will apply the lessons learned to the next.
  16. Leather is not that big of a deal. You have 4 or 5 days at each location waiting for flax to ripen. If you replant once, you are golden. It's not like you need a lot of leather anyway. One set of backpacks. Some clothes. More jerkins when you need to replace armor. That's about it. And realistically, when I find iron, I'm probably there for a good month anyway, so it can cure while I'm delving. I'd really like to like steel, but from what I can tell, I don't see much of a difference between meteoric and steel. Yeah, some of the numbers look like it would be a good idea, but practically speaking, I don't see much difference in terms of actual battle. The amount of effort involved in getting a steel longblade vs. a meteoric longblade, when all it gives you is roughly double the durability, is just discouraging. For the most part, avoiding combat is by far the better idea anyway. I've probably had 3-4 drops from locusts, and it was never worth the risk or the expense in terms of damage to equipment or use of bandages. Now maybe there are combats worth doing where the tier makes a difference. It's just not enough of a difference that I've noticed it. And sure, windmill power. Did it once. Check. For as much effort as it took, I might as well have done it by hand. Not true for all people, I'm sure. People who like that kind of thing will find it's the kind of thing they like, and all that. The reason I'm starting a new game every few days, and trying out mods, is best captured by Helga in Erik the Viking. "If the only reason for going on an expedition is the killing and looting and the only reason for the killing and looting is to pay for the next expedition, they cancel each other out." I need to produce steel so that I can produce more steel to replace the steel equipment I've worn out seeking more steel. Nah, I'll just start a new game and get the edge of my seat game experience dodging wolves for the first couple days again. My actions and choices for the first few months make a big difference. Later in the game, all it does is give me AFK time.
  17. I had issues finding tin in the first couple dozen worlds I played, but that was mostly because I was going with the idea in mind that ore would be distributed more like minecraft or minetest. I should have realized that this was not the experience Vintage Story was going for from the absence of a stone pick. The methods I had come up with in those games simply would not work in this game, because chipping away at stone nodes does not give the materials for a new pick. For a while I messed with the prospector pick, but because it was not the default, figured that was not the creator's vision for the game, either. So I had to come up with a playstyle that would work with this game's defaults. The best one I've figured out turns out to be more of a nomadic lifestyle, settling in one spot only long enough to tap all the resources in the region, then moving on. The prospector's pick in default mode tells me nothing more than how much effort I should put into exploring this area's cliff faces and caves. If there are no exposed ore veins, cest la vie. I'll go check out that outcropping off on the horizon. Maybe there's some ore there. It's a huge world. There's always another outcropping. True, it helps that I'm not interested in building cathedrals or towers or anything. I usually don't even bother with a roof, just a packed earth overhang above the pit kilns and firepits. With the way drifters now work, even large, open concept houses are a bad idea. Which probably explains why all those are in ruins...
  18. That's cool. I don't care about any of my worlds. Kind of like Gallagher -- I don't want to run the place, I just want to set them up.
  19. Oh, cool. I can do that. Surround them with fences and so long as I get there sometime that day, we are probably fine. Works for all crops, I assume? Though I don't have much use for carrot seeds, I don't mind adding carrots to a stew.
  20. No, I prefer unmodded, too, using defaults to see how the game designer intended the game to be played. I just found it too tedious to spend that much time spelunking. Ore bombs are the only solution I found, though I had to find enough surface coal to build the first one. I would have just set it aside (or looked for a mining mod) if there were no way to get the second mode. TBH, I'm not exactly sure why the modes could not be combined.
  21. There are two modes of using the prospector pick. I'm guessing you are only using one of them. To get access to the second one, that lets you track down the ore veins, you need to enable it. If you are starting a game, select Customize, move down to Survival Challenges, and most of the way down is ProPick Node Search Radius. It defaults to disabled for some reason. Most set it to 8. I'm guessing there is a way to enable it with a server command in an existing world, though it probably would require you to reload the world. [EDIT] I should have looked before submitting the post. The command is: /worldConfig propickNodeSearchRadius 8 or whatever radius you like. I wouldn't go much above 8, though. 8 will count the number of tin nodes within 8 nodes of you, i.e., a 17x17x17 box with you at the center, so it's going to count all tin in a region a little shy of 5,000 blocks. More information is available at the mining page. There's even a couple of videos linked there. [/EDIT]
  22. By default the prospecting pick is turned off. If you don't turn that on, the only options I know of are Look for surface cassiterite nuggets (very rare), Look at cliff faces for exposed cassiterite (very rare), and, Go spelunking for cassiterite in appropriate stone layers (rare). I don't know of any other sources of tin, though I've only been playing 16 for a few days, and there may be something new. If you didn't know, press Shift-H when your cursor is on a rock to see what kinds of ores that rock might contain. No point in spelunking in caves that can't have tin.
  23. I don't see a whole lot of difference there. At least so far as I usually play. For me, every home is Fort Dirt. I've never been interested in the building aspects of really any game, but only the survival aspects. Yeah, maybe it's a challenge to get enough of a certain kind of material for your architectural design. That's just not the kind of challenge I enjoy. I prefer the less "grindy" challenges. I just create homes about a day's travel apart, using whatever materials are at hand. Which is usually cob or packed dirt. Cobble on occasion. Plant every seed I have. Next morning, head south, build a new shelter, and prepare some fields. Go back in time to harvest the crop, and head out to my new camp to repeat the process. One harvest per camp, one day between harvest and planting, which means never worrying about crop rotation. If the game is still holding my interest come winter, I will have pushed into warmer climes by then. I am intrigued, though. How do you rush flax enough to get linen sacks earlier than mid spring? Is there a way I don't know to get more than 2 harvests per month?
  24. Not before mid-spring, unless I've been insanely lucky with drifter drops or cracked vessels. By which time I have a home set up and don't much care anyway, and won't care until I start doing significant caving. And not even then. It's pretty common for me to leave caches all over the place rather than having to head home to resupply. But berries have a much shorter freshness, so I'd rather use those up first, even if berries weren't generally the smaller stacks anyway. Day one, I've generally got a knife, an axe, flint, obsidian, grass, logs, sticks, horsetails or poultices, and some kind of dirt I can use to nerdpole away from wolves if necessary. That's almost the entire hotbar. Reeds and roots take up 2. A couple three types of berries I have not eaten yet. Four to six spaces for crops and seeds. Not a lot of space left for mushrooms and polypores. Of course, I'm ignoring or caching any cracked vessels I encounter which are not sacks or packs. I try to camp out on some form of clay so I can start cooking. Day 2 is worse, as I also now have a torch or two, a stack of clay, possibly some peat, a cooking pot and bowl, possibly a crock or two. Maybe a few unfired storage pots. And by the end of the day, several more spaces filled with mushrooms, berries and crops. Up until I decide where to settle, I'm often setting down caches of a half-dozen firepits to offload everything I don't absolutely need. And, yeah, usually that means things like grain, vegetables and mushrooms get cached, and hopefully I can find some of them before they all go bad.
  25. IMO, the biggest problem with a plethora of berry types and eleventy-five mushrooms and a shabillion species of trees is that the inventory space was designed around a much more limited set of blocks you could carry around. While 10 spaces and 4 three-slot reed baskets was OK a couple versions ago, it's getting pretty tight in 16. I'm to the point I'm often throwing away the second knife blade and knapping a new one when I need it. If I knap a shovel at all, it gets either used up or thrown away.
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