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Karel Vranovský

Vintarian
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Everything posted by Karel Vranovský

  1. Yeah, if we were to stick to realism, it would make more sense if in general, water (or other liquid, like wine) was required for ALL cooking except for maybe jams. A cookpot should just not work without some liquid at all. In theory, they could add another extra slot to the cooking interface: an extra slot for liquids. Bare minimum: One unit of water, four slots for other ingredients. Wine/ale/milk could be also used instead of water and add some nutritional value of their own. More water would make soups which increases the amount of portion at lower nutritional value. That could make for an interesting It would also probably need to make a change to how the jugs work and allow you to transfer water to the cookpot more easily without buckets. I'm not sure if adding the necessity to drink would REALLY add anything more interesting to the gameplay itself. At least not until something like status (health, sickness, poison) mechanic would be added with it. Which I hope they do. At this point, eating spoiled food does nothing but decrease the nutrient effect. Causing sickness could be interest, What I would like to see with that is actually an element of seassoning. Salt and herbs could add a lot of additional recipes and systems into the game. Some seasoning could for an example, negate the sickness otherwise caused by the food being spoiled and so on. There is a lot of space to play with in the cooking system from a mechanical perspective, honestly. It's cool as it is, but some elements of it end up being a bit too OP and trivializes the survval somewhat.
  2. I'm not so much concerned with realism, but I think it would be good for the game to have alternate recipes that would make those regions viable without mods. If they don't want reeds in cooler climates: great - let us make hunter backpacks from something else. Like using more leather to make leather straps or something. Every region should be viable, safe for maybe deserts without any oasis. Ideallly, every region should also have slightly different viable strategies. Having the game depened so heavily on a resource that is limited to half of the biomes is a problem. Each environment should encounrage new and creative ways of solving problem, but here, you are just locked out of basic options, and it is diminishing the fun. I'm otherwise enjoying the cold climate playthrough a LOT. I find the world gen and the biomes exceptionally beautiful and the lack of some resources makes me get creative... but the Reed one is an issue because in vanilla, it does not give you an alternative for items that are more or less essential in early ages. As a side note though: I did actually end up finding around 50 cattails. From cracked vessels in Ruins. But it was too late and too little...
  3. Well, my name should give away that I'm not American. Central Europe. And the Scythe I used to use is virtually identical to the ones that were used in the region for at least four centuries - I do happen to know that because that instrument has a certain symbolic significance in my country, and thus happens to be frenquently on display in historical documents, museums etc.... As for the your other point: well, I honestly feel like a sword maybe SHOULD cost more than one ingot. But if you go back to my original post, you'll notice realism isn't my main argument (if I REALLY insisted on realism, I would first of all suggest scythes were limited to iron age tech, because you can't make one from bronze or copper - bronze age cultures used sicles instead, as bronze is still to soft - but I don't think that would be a meaningful gameplay alteration). The core of my argument really was related to the relative speed with which these two items (scythes AND knives) wear down relative to other equipment. Creating these items in pairs from one ingot would keep balance between relative realism, and the solution to the mechanical issue here. Of course the other alternative is to just increase the durability of these items (that would achieve the same result) but it would skew the "realism" even further away - since yes: Scythes in particular do get worn down very fast in real life, that is not something that needs to be changed. Just the gameplay balance of how much material / time you need to keep them in repair compared to other items. That is what really needs to be addressed.
  4. Yeah. I actually edited the backpack+ mod a json and replaced the reed resource with rope (which I can make from the scarse, but present vines) and it seems to work! My very own first tiny mod version. I still feel like it's going to bit me in the behind soon, but I'll try to make it work. I still feel like it may be worth considering reballancing the game in the long run to make other biomes more viable. The vines and the rope resource in particular feel like they don't have any use in the current state of the game anyway... So I'll see how far I'll get.
  5. So I recently figured out I would like to play the game in a state where it has a little more "bite" and the survival conditions are rougher. So I started a new playthrough, set the starting environment to cold (Not the icy-cold, just the one above temperate). And it really is something. The landscapes are far more interesting, the atmosphere stronger, it all feels amazing, except... There are no reeds. They apparently don't grow in the colder regions of the world. At ALL. I traveled thousands of blocks to visit every single pond and lake on the map. I've restarted the game with different seeds. There are NO REEDS to be found anywhere. Now, the issue is: as far as I can tell, Reeds are indisposable. You need them for all early-to-mid game inventory expansions (baskets, hunters backpacks), as well as early game storage items. So I want to ask: How do you deal with this? Anyone has any experience? I've installed a backpack+ mod that adds grass bags which I suppose could help, and make all storage items clay jars, but for anything above that the reeds are still needed. Not to mention: Beekeeping. I can do without honey, but you need the damn wax for candles. Though I'm not sure if beens even exist in these climates either. It feels odd that this resource is so absolutely vital to early game but has no alternative in the colder climates. Am I missing something? I could hope to find enough flax to make Linen bags, but in my 4 hours of looking for reeds, I haven't found any either. Is the game just kinda unplayable in colder environments? Am I getting extremely unlucky with the seeds? Are there any mods that allow alternative recipes for making bags?
  6. Actually, I'm very much talking about simple iron scythes that were used in my country's countryside until very recently, as I used to use those a lot in my life. And you are right, they were made out of hammered iron. Cold hammered iron sheets as thin as possible, to be precise. That does not change the fact that they were made out of incredibly thin material. Hammering was also how they were kept sharp. When I used to use a scythe, I would spend more time sharpening it than actually using it (they dull incredibly fast). This is done by technique known in my country as "tapping". You would simply take a hammer a lightly tap along the edge of the blade, simply flatting the already thin material to a point where it would act as a sharp blade. This is how scythes were made and maintained since very much early middle ages. The metal goes progressively thicker towards the end to ensure stability, but "thicker" here means two or three milimeters tops usually less. And as the blade wears down, you flatten the "thicker" parts (just by light tapping) to produce a new edge - wearing the scythe out from the inner sade to the outter one. The whole point of a scythe is that it's not a damn blade, it's just a thin sheet of iron that cuts by the virtue of it's low thickness. Nobody actually sharpens a scythe with something like a whetstone, it's too flimsy for that. You just flatten the edge a little more than it is and you are done. This is also why scythes actually made for really crappy weapons, as was discovered during various peasant uprisings. And yeah: you can ruin the blade if a minor pebble gets in the way. Or even some more durable plants, like thristle. I've screwed up a scythe blade that way more than once, and had to spend hours hammering it back to usable shape. But again, the metal is thin enough to be hammered cold, so it's simple, just boring. I have actually never seen or heard of anyone using a STEEL Scythe in my life. It's pointless to waste steel on something that is by it's core function, flimsy and largely disposable. I think you are still imagining a scythe as something comparable to sicle, but it's not. Sicle was thick, and relied on the weight of the blade (and it's curvature) to cut. Scythe has to be as light as humanly possible, as it relies on the sheet being so thin it cuts just by it's own thickness, basically.
  7. Hans: Thanks for the suggestion. I feel like the mod goes overboard and makes many other items cheaper too, which I think could mess up with the ballance, but still thank you for the reply. Philtre: Without wanting to be confrontational... You have never actually held a scythe in your hand, have you? A scythe may seem like a relatively large blade due to it's surface. But in reality, it's made out of INCREDIBLY thin sheet of metal, between one to two milimeters thick, usually. Several times thinner than a knife blade or even a sicle. The surface may seem large, but the actual amount of metal used is miniscule compared to anything like a short sword. It's also why it gets dull and wears down very fast - in the game and in real life.
  8. A minor tweak suggestion: Knife blades and scythe blades should come in pairs when made on the anvil. It not only does not make sense from a common sense perspective that you would use an entire ingot (enough material to make a sword for heaven's sake) to make a paper-thin scythe blade or a small knife one. Creating these items automatically in pairs would also make sense from a gameplay perspective: Generally, it is these two types of items that get the most wear-and-tear in my experience. I burn through my scythes and knives two or three times faster than any other item (safe for maybe pickaxes during heavy mining operations, but there it makes sense). Collecting reeds and grasses takes up a lot of actions, thus making these items wear down very fast. Just spawning two blades for these two specific items per each ingot would be a small but significant improvement in my opinion. The save-up on material should not be major enough to dramatically affect the game's challenge of the game, while user comfort would increase a lot. The game already recognizes that knives should take less material than other tools (both logically, and due to the speed they wear down) in the kipping stage. This would just be a logical extension of the same idea.
  9. Thank you for the reply, Trying to place the condenser down while the boiler is empty and unheated was the first thing I did. I only tried filling the boiler and later even heating it up later, as I was desperate trying everything possible. However: I restarted the game again, moved everything around randomly several times, and suddenly: the damn distiller popped down on the ground. I have no damn explanation why, and I'm afraid to move the things now in case they decide not to work again, but I have my distillery now, so all is well with the world.
  10. Hello, dear community and developers. So, I'm not sure if I'm doing something wrong, but it seems to me that placing Distillery (the Condenser) on the ground. I have both the Boiler and the Condenser ready, I can set down the Boiler, fill it up and heat it up, but despite having the phantom image of the Condenser, and having it connected to the Boiler's top, I can't place it down. I've tried everything - changing locations, surfaces, tried to place each on different level, connecting from every single concievable angle, scouring all the forums and wiki's for help, but to no avail: The character just waves the item in the air, but it does not actually get placed on the ground. I am not sure if there are any files or logs I should/could attach. There are no errors popping up in any logs. I have just no idea what is causing it. I'm using some light-weight mods, mostly hud related, nothing that should interfere with how the Distillery is set up. Any help or info would be appreciated. if there is anything more I can provide to help diagnose what I'm doing wrong, please let me know. With best regards, New-ish Player.
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