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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Wait did I miss something? VS now has bacon!?!?!?! Mmmm, bacon. Speaking of which, I'll be back in a few...
  2. A lot of valid points, @Kaldo. It's hard to get too excited about raising swine when it gives pretty much no advantage over just hunting. The only reason to make juice is to make wine so you can make brandy so you can make aqua vitae so you can make alcohol bandages, which are only useful in some situations anyway. But I strongly suspect the Status Effects System in the roadmap is the plan to address things like this. Well rested could give a productivity bonus or something. In any event, based on the moddability of the game so far, it should be easy to add new effects, and tie them to the coziness of your home, so you construct and decorate it so as to obtain those buffs. Like @LadyWYT says, for now that's mostly only of value to those who like to roleplay, but I can easily see it becoming quite a little more worthwhile.
  3. Not even that it gives you a hankering to do some gardening or beekeeping?
  4. I have not checked AoG in probably 6 months, but when I did, I didn't think it was harder, as in reduced yields, but rather more detailed or "immersive", and added variety to the "always harvest when ripe". routine. I wanted to make the biennials true biennials -- their seed stage is in the second year, so farming is both more realistic and a long-term commitment. but I didn't want to put too much work into it before farming was more or less in a finished state.
  5. You need to run it before you update. Either that or copy your changes back after updating. But ModMaker is even easier than tweaking the values. Start it, select (I think) "1", create a mod from changed assets, or something like that, follow the prompts, and it bundles up your mod in the default mods directory. Run ModMaker again with (I think) option 3, to restore your vanilla assets. Start the game, make sure your mod is enabled, and that's it. Uploading it to ModDB is almost as easy, though there are some things you will want to do first, and there are a couple quirks, but, still, pretty darned easy.
  6. Obviously, you've probably already tried cranking the spoilage rate and the hunger rate? That still doesn't help the fact that you will have way more than you can eat. Particularly with wolf spawn rates. The problem with longer months is it makes farming even easier. Or did when I last checked. The nutrient depletion rate is based on crop growth, so with long enough months, you don't have to worry about crop rotation. Used to be a mod that tweaked the grow rates and such. Fields of Gold, I think it was called. Might have been ababdoned. I don't think it's been updated since 1.18 first came out. But never fear. Much of what you seek is well within your ability. All the crops in the game are detailed in .\assets\survival\blocktypes\plant\crop Open one of the primary offenders, turnips.json in your favorite text editor. (FWIW, I use Notepad++.) Scroll down a bit and you will find the magic numbers. Currently it starts at line 58. dropsByType: { "*-4": [ { type: "item", code: "seeds-turnip", quantity: { avg: 0.99 } }, { type: "item", code: "vegetable-turnip", quantity: { avg: 3, var: 1 } }, ], "*-5": [ { type: "item", code: "seeds-turnip", quantity: { avg: 1.2 } }, { type: "item", code: "vegetable-turnip", quantity: { avg: 7, var: 1 } }, ], "*": [ { type: "item", code: "seeds-turnip", quantity: { avg: 0.7 } }, ] }, cropProps: { "__comment": "Use 1/3 cup of a nitrogen-based fertilizer, such as 34-0-0 or 21-0-0 - http://homeguides.sfgate.com/fertilize-turnips-24795.html", requiredNutrient: "N", nutrientConsumption: 30, growthStages: 5, totalGrowthMonths: 1.0, heatDamageAbove: 27 Most of this is pretty easy to figure out. Want to reduce the number of turnips from a stage 4 growth from 3 to 0.5 (a 50% chance of a single turnip), and the mature crop from 7 to 1? Like you might expect of a root crop like a turnip? Change avg for those lines to those values. I'd probably drop the var to 0, as well. Reduce seed drops if you want to have to explore constantly to get new seeds. If you set the avg seed drop to 0.9 (from the current values of 0.99 and1.2), and the drop for the * stage growth to, say, 0.2, you will have to explore just to have seeds to replant your existing fields Want them to take lo take longer to grow? Change the totalGrowthMonths to something more to your liking, or, increase the nutrientConsumption, so that growth slows down dramatically as the soil depletes, and it gives meaning to fertilizing and composting and improving your soil. Save, repeat for all the rest of the crops that need to be nerfed, make a copy of that folder somewhere else (it will load twice if you put it any deeper than your game directory, so I'd just put it somewhere like Documents), and give it a whirl. When you get something you like, bundle it up into a mod using ModMaker. Congratulations! Welcome to the modding community. Expect your membership pin to arrive via passenger pigeon in 5-7 business days. [EDIT] Oh, and don't worry too much about screwing up your game's data files. If you run ModMaker (in the game directory) there's an option to put all your files back to their defaults, so you don't even have to reinstall.
  7. You are right. I forgot about onions. But I don't think bell peppers do. Not ATM. Maybe you can get them in creative, but I don't think they are a game thing.
  8. I think the only way to spice it up in vanilla is to fill it with salt.
  9. One of my first times through, I was doing lots of creeping about the edges to see if there was a way across/around and got hunger-knockbacked across.
  10. Solid answers from @Vykintas. Expanding a bit: 1. Yeah, looks like you have mostly pines. That suggests maybe you are somewhere north of central temperate. If the ground was snow-free when you started, it should be gone by sometime in April, latest. though you may not be able to plant quite yet. 2. Spawning will probably be fixed soon, but I don't think you are lit up well enough anyway. Torches only protect a 7-block radius, oil lamps are 4, IIRC. (I don't use them, as they are basically worthless.) 4. I mostly skip caves. I'll take a peek inside, maybe a bit more, but only really go into those near very-high and greater ores that I want. The way caves cut through almost guarantees that the ore body will be mostly gone. That's fine for tin, where you don't really need very much, and for the coals, and iron, because they are massive, but at default settings, I don't find it worthwhile to chase all but the very best readings. Caves are also a good place to be using headphones.
  11. When I play with map, I find it fairly easy to see the borders between the regions. Even without a map, when you know what to look for, you can usually see the transition from tall ladders, and sometimes from the ground. I find it a little unnatural at how abrupt many of these transitions are. Gives it more of a fantasy vibe than I like. FWIW, I believe that's what the roadmap is talking about with regions of distinct flora/fauna. Because of the huge range of climate most life can inhabit, it's probably going to take something more like the other game's biomes to define a particular set of life for that region. I just don't see that as what is "holding back" the game. I know there are improvements on the roadmap, and looking forward to them, but until then, a somewhat unrealistic terrain generation requires less suspension of disbelief than Dave or any of the other lore.
  12. You are most certainly welcome. And thanks for the kind words. FWIW, a few days before, what should have been a 20 minute drive turned into a 7 hour ordeal because of nutters staging a sit-in on the freeway. I toned it way back. My first thought was how they cleared the protesters in Soylent Green. Welcome to the forums, @Temporal Christ
  13. This game does not use biomes per se, like the other game does, though the roadmap has something that if you squint just right, can be interpreted as if there may be some biomes in the sense you are thinking.. The closest to what you are talking about in the current world gen is "landforms". There are currently 48 such landforms. The problem is likely not too few, but rather too many. Depending on the RNG, "very flat lands with occasional bumps" may look much like "Very flat lands near sea level" which looks much like "flat with small and big bumps" which looks much like "Flat lands with very thin small hills", etc. It can take a lot of practice tinkering with terrain generation to know how to distinguish betwixt them, and not just think it's repeating. Check out the wiki page on how this game does world generation for a good overview. Do note that most of this is on the roadmap. I think that's why Tyron asked a couple months back what we would like them to be working on. I never did tally up the answers or anything, but my impression was that the general feeling was dejank, mechanical power, animals, and cooking, more or less in that order. In the meantime, Better Ruins does a great job of adding landmarks and decorations and there are several mods for terrain. Which parts of those are closer to what you like?
  14. Primitive Survival Mod Expand the Even More Crap section.
  15. You can just adapt the instructions on @Streetwind's Try it out on a stick, but I suspect you will not be satisfied with performance. An external SSD might be fast enough? Depends on how demanding you are performance-wise.. Another option is to use something like FreeFileSync to quickly transfer the game and data files to and from your stick. Since it updates only those things that changed, that would usually be just your worldmaps, but it would also include any changes you made to config settings, too.
  16. Be sure to leave a note at Plains and Valley page on ModDB letting the author know.
  17. Tried it a couple weeks ago. It's a late game solution, as you need pulverizers. I'd like an early game solution that is simultaneously not OP in later game.
  18. The easier way, of course, is to just implement the slabs into the back wall.
  19. Yes. I've switched to doing just that so I can keep my old posts intact.
  20. Oh, yeah, my bad. 1% is too low. Not sure what I was thinking there. Must have multiplied something wrong in my head. Realistic geology is tough. Flint is quite common in mudstone or siltstone (maybe what the game is calling claystone?) because it's the result of river rocks being carried out in floods. Even more common in conglomerate and sandstone. Deepwater deposits like limestone or chalk would require a special situation, like how the seafloor falls away so fast like Monterey Bay in California. But I'd just keep it simple and make them all the same. Find a sedimentary layer and you can get a small but useful amount of flint. Gameplay-wise, I'd think something like a quarter or possibly half stack of flint would be reasonable for your test case of 512 blocks. Might be a bit rich for those who quarry a lot of blocks, or even those who build with cobblestone. Think it's roughly what I'd try for a first iteration, anyway. If my players thought it was too common, I'd nerf it. I'm looking for that sweet spot -- if you can come up with a couple dozen flint, that will cover all your fireclay needs until you are ready to make you 30k trip in search of more flint, or with luck, fireclay.
  21. Limestone is a little thin on the ground, both from gameplay and realism viewpoints Pebble beaches should be a lot more common, and those tend to be heavy on limestone. Maybe coral is coming in the sea update which would solve that whole problem. As would the addition of mussels. And lime speleothems should also be reasonably common, at least a little in any caves/crevices more than a half-dozen decades old. Rain scrubs CO2 out of the atmosphere, and as it drips through the rocks and evaporates, the lime has to end up somewhere. If there's a config setting on the mod Limestone Speleothems (or something like that) that's a great adjunct to the game. As is, it is way too much lime. Smaller rock layers, not a huge fan. They are already pitifully small.to be realistic. Gameplay-wise, I don't see anything wrong with taking a day or three to get to a new rock layer. Not like I have to be back in time to work by tomorrow morning or anything. Same with pole to equator. If you travel only during daytime, it's only a couple days to redwoods, another couple days to at least subtropics. I think there's a reason that the story locations are spread out east-west -- you would be bouncing over the equator otherwise. The way its done, you get the impression of a world larger than your back yard, which is a good thing.
  22. I don't bother with aggressive management on my browser settings, nor do I clear on exit. I just checked and I have a little over 7GB of images cached in my browser. Glancing through, a lot of them are from here.
  23. Me, too. But that just means that in 3-4 year old worlds, those will now be gone, too. There should be something other than just panning. Or force n00bs to do the 50k exploration loops, to get outside the range that's picked clean. Maybe a low frequency spawn? Once a month or so a couple pieces of tall grass per chunk care replaced by a loose flint?
  24. Pretty sure that was also a design choice, @Glaciers. When I started a few years ago, most caves (and thus most translocators) had no path to the surface. Ones close to the surface would snake their way through and have lots of more or less horizontal access points, and those still exist, but the deeper caves you had to find by sinking shafts at random. Though I suppose there's no reason that they, too, could not go horizontal just below the surface, so they resemble the old style caves.
  25. The latter. That might be all sedimentary rocks? Which is why I think it should be a very low number. If you were mining malachite disc, you might end up with 4 stacks of limestone rocks, but, off-hand, I'd say a half-dozen flint, a dozen max. It's an option if absolutely, positively can't find anything anymore in a reasonable range. I think what you've done with the ones with flint nodules is great, BTW. Hadn't occurred to me to give a greater yield for using a pickaxe. Great idea!
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