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Anthony frailey

Very Important Vintarian
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Everything posted by Anthony frailey

  1. don't matter if i had outdated version on my system, that's not an authors fault. The skivvy there ... expanded foods is wonderful system , no doubt. it gives variety ... but in just a single player custom setting world on survival, it both had bit too much to offer , combined with fishing, and crab killing, plus traps ... , and I like Prim Survival too much, not to use it ..., it was bit too easy, and too much variety for a lone single player really. ( Such would be great for multiplayer, if someone or some-ones was playing a "cook" or baker roll in game.) I stopped using Expanded foods quite a few versions ago. I had the mod still, just left it unchecked in the mod manager , but this latest update, re-applied all the mods i had unchecked for some reason. Portions of various other mods wouldn't work, throwing errors at me ( or the log) , sometimes crashing trying certain things. It took me a bit to discover what went on, I wound up removing outdated mods , and replacing a couple with latest available versions.
  2. Ha no, it was one of the outdated versions of Expanded foods, i guess when i updated VS to latest version, it did not keep my active mod settings.
  3. Yeah, i discovered a bug or two because of another mod , removed the offending mod , started working for meals.
  4. I think it has to do with blocking temperature air flow and light levels. I got significantly worse preservation times, using various stone cobbles , the best is to dig your 7x7x3 , one more than that, 8x8x4 and line with either clay brick, or hardened clay blocks ( takes forever to do.) with a entry way, no matter if door, trapdoor with a hallway that no light from the open door can get into the room, even if you use torches or oil lamps in the cellar itself. I found just about -anything- you seal the room with, increases preservation time, even noticeable difference if door is open or closed.
  5. I had shown the bedroom upstairs, but not the original hut , Only packed dirt I used was the floor in original hut, rest was harvested cobble and mudbrick. I added some decor blocks here and there. Been considering changing it up , however, nostolgia of the humble origins, keep me from doing it. View is from one way, to the other. Outside a couple shots of my always work in progress homestead. Probably this weekend, I'm going to tear down the entire windmill tower, relocate it and re-design it. One shot of my Milk farm , and one of my humble apiary , i think i got 10 full skeps in it ( I usually harvest 8 at a time, leave two for repopulating.)
  6. Funny, ok I forgot i had primitive survival enabled on my play through, and while it's not early game ( need a saw for boards and flax for twine) , I discovered this: It works too, meat outside after smoked, last a year in warm climate. In the cellar in storage, 7 years. However, once smoked, you cannot cook meals with it, only roast on firepit. But it is preservation.
  7. back when i discovered mods, i used it... Expanded foods, and Primitive survival ... what i discovered, while variety was nice, it at the same time gave way too many options, that tended to detract from the base game , and good portions of it, i did not really use, like making sushi. I had nothing against sushi , just fishing doesn't yield anything for you, except for proteins/meat ... and technically speaking, I wind up with loads of meats just trying to attain leather and fat thats needed, but you get so much less of hunting, or even raising animals to slaughter. So the option is, try to store it best you can, use what you can ... salt it for longest term preservation until ready to cook with it , or let it rot. Like last night i went took stock of my cellar, winter is arriving again soon, and i got enough stored, cook sealed in crocks, I don't have to cook the surpluses i got in the storage vessels, nor do i need to make bread, pies, or cheese to survive ... and i probably will be able to have many of these crocks unused. If i was playing with one or two more players , it might be a stretch making such last and not run out. So the smoked preservation, is really just a realistic aspect that would fit in the game, and be variable to conditions , area, playstyle, and SP and MP friendly alike. Unlike slat veins ( halite) , where even if two people are looking, will only yield one harvest of resources .. and thats IF you find it. I've played many seeds, where salt was never found.
  8. I always play longer months. I also always go south where food spoils faster. Yeah, you do kill more than you want , mostly for leather and fats, which ironically are needed more in mid game and needed more than meat to progress. I found expanded foods to be a bit too much, i almost always use Primitive survival ... but for reasons other than food prep. Making Jerky in it, only extends meat to around 30 days if left in a vessel in the cellar. Better than regular cooked meat, worse than salted meats. As it stands, just going solo, I seem to always over-plant, and raise enough animals to feed probably two or three players all winter. I myself, like the homesteading portion of the game, along with basic survival , but I am also one that hates wasting resources. If one was able to smoke up meats, where it was comparable to salted meats ( simply because salt isn't always easy to find, and is needed for other things too ) in "storage life" , i feel it'd make players stress a lot less about extra hunting. This is taking into account, i purposefully "rot" a good portions of my foods, to compost for my green house and farms , tera preta will drain of nutrients, I try to fully fertilize it when I leave it all fallow in the few cold months. While i do not experience true winters in the region I go to, usually in the temperature zone, just before tropical, it gets just cold enough, in winter to make growing non-productive. However, the higher temps does mean cellars are a must, and food does spoil quicker too. But "prepping" part of me, wants to keep my cellar stocked "just in case". Bad part of me, i seem to always over-shoot whats needed. Smoking meats, i myself want, just to be able to do , more than it's a need. Its an aspect, i can live with-out, but I feel should be in game. I'd like a early game way to smoke meats, and later on make actual smoke house too. ( Just to do it , more than a need.) This is my first play through as well, i hadn't started over in bronze age , and have a couple years in game .. typically, i get bored long before reaching making windmills, automation, and iron. This one here, i've actually gotten iron, working it by hand currently, made cheese too. Since i've went so far, I just plan on keep going see where it leads me.
  9. true, which is why i offered the hay bale closure as well. Temp "fix" , haybales also suffice for cellar doors I recently discovered.
  10. but if you do go along, and have surpluses to store, meats do not keep as long as veggies even in sealed storage. it doesn't matter if its easy, or if theres enough food, its trying to minimize the spoilage and waste of resources. so far, its full on cook and sealing ( as you need wax or fats to do) , or salt. and, smoking meats requires neither of those, taste better, better for you , and was the earliest way of meat preservation known. I simply do not think it's to far fetched to include.
  11. Alternately, strawbales are easy to attain, and fast to remove, put back. I never use the silly rough door that falls off, i just use fence gates doubled up until attaining a saw and boards.
  12. Because it takes two salt per meat, and 20 days of "curing", which is fine if you got time to spare and loads of salt found. Most players lack the time and salt. I got lucky found two salt vein veins , but only yielded three stacks of salt. You can only salt half a stack of meat per barrel. I agree there should be more sufficient ways of preserving meat a long time.
  13. yes, rift and natural stone area = direct spawn in.
  14. The bed room coming along nicely - got my first bite of self made cheese, entered early iron stage last night.
  15. Frogs would be nice, form of meat ( frog legs) , less sat than chicken, but more than bushmeat?
  16. Ryan, i actually love that! Did you bucket all that water in, or do this in creative?
  17. i wouldn't say useless in all cases. there is alleged crop rotation, always options to build more farmlands elsewhere if establishing multiple homesteads in different regions of the seed. If your soil ever goes barren, you might want a hoe to get that fresh terra preta tilled up for use. theres always little things, like readjusting pumpkin patches every so often. Greenhouse maintaining over several seasons of over-use, Is a bit silly scythe harvest roots, but equally you can punch leaves with fist to get sticks, or sound like a badly tuned harmonica when you mistep to fast off a high ridge getting minor hurt even more silly.
  18. I don't like the bears, or at least how they are currently implemented. The killing of one, the rewards seem low in value resources ( fat being the most valuable there) , and huge pelt is all thats really gained. I understand others somehow enjoy the op beast , mistaking major annoyance as being a "challenge". they can traverse terrains unlike any other creature, and -can- get right over two and three high fences. Only "challenge" is probably to those players without access to iron gear , making the beast rather just a way to frustrate new players, or fresh starting out players, more than anyone. I do not equate that as fun. I do like how they look though, the pandas are cute at least. Impressive size on the ones in temperate zones. I think if tweaked to be less spawns, and far less aggressive ( especially in warmer months when food is plentiful), have bears target fenced livestock less ( they actually eat berries and fish more than go hunting smaller mammals for food.) , i'd change my stance. Currently, they are just a annoying aggravation , cool looking, but annoying.
  19. Is there updated tutorial on how to get and run a server for VS? Anyone got links , i found some old youtube instructions... not certain where to get a server hosted, or how to get that started. also, what mod or server tools to use that works currently, and is easy/user friendly?
  20. For some reason, my sceenshots are loads darker than what light was in game, and i did lots more than these. First off, made cheese, got 4 waxed cheddars curing ..first time i ever did that. Bit of a pain, as my goats were only gen 2 still stubborn, and can only extract milk every 24 hours from last actual extraction. First time trying though, accomplished. The big one, automation, i got 2 windmills set up, and after several frustrating attempts, i finally got the helve hammer to work , and waiting on finding iron to make pulverizer caps... Iron so far has eluded me. Found and fixed 4 translocators, ...the last one took me to a far off area, with lot of neat ruins. The last screenshot was a ruin of a big ol church like building, had several underground rooms, lots of loots , and external graveyard i got to dig up as well. The main accomplishment, my first set of real armor ... making chain is a royal, pain. far too many resources needed , huge time sink crafting leather, and metal ingots for full set.
  21. Kilns are not that complex. ( I think i got an idea if chiseling will work on surrounding blocks. Will test this in a few. ) You could make a simple kiln, thats coal fired much like a bloomery in game. fireclay. but you shouldn't lose bricks in use. Just basically remove top off to load/unload. Technically pit kiln would never get hot enough for real ceramics , you'd get utility bisque temps only, and have to smooth your clay with slip-mud made from even finer clay and water mixes, and re-fire to hold liquids. Then combo of scrubbing black soot off, or polishing with a smooth stone after that. I'm a potter/stoneware artist in RL ... my hobby has bit of influence on whats available in game. I find it fine, to pit kiln for wares... I usually craft one from early game cobble and slap up a crude roof over it, anywhere from 4-6 "pits" in a square-honeycomb like fashion.) I just find those bulky and outdated to use, after reaching ability to make copper and glass and bronze.
  22. Sea shells i found, on my current seed though they are rare. Borax and chalk, I have never found on any seed I've played. I've also never found bizmuth on any seed, all my bronze has been black or tin based. Traders, meh... currently i've collected over three maxes stacks of rusty gears on my sp latest seed, in only 60 hours of playing it. To this date, i've found every trader around me to have noting of value in them. Most are clothing traders as well. I found one artisian very far off, i'd spend gears at for new art, other than that, in any seed, seems the traders do not have items i'd find useful to buy, once i get gears to spend. Issue i got with multi-pens there Malestrom, is my pigs gave birth and the littles grew up on a Transporter trip south i made, where i spent an in game week to find a handful of halite.
  23. I've only ever done up to one generation for husbandry myself, and utterly neglected to make any cheese on any seed i've played. Chickens are to much a pain to wrangle into a coop. Rabbits/hares do not breed in captivity. too many in a farm trap pit can trample/crush other rabbits. ( I've found the small ones dead in the pits , saying were crushed.) Pigs seem to breed alright, but its a pain culling the herd so they breed a second generation. Goats are fairly simple, but the mechanics of husbandry is slow, very "meh". I just now after playing many seeds, did my first windmill/automated quern. Every seed i play seems to lack, halite ( salt) , limestone , and resin is always just a few trees very far off, very far apart. Bees i find easy to do, it's just a pain on default no bee mods to keep making skepts every harvest. Bears i think are worthless for the game , beyond the "wow, look a bear!" first time seeing one. Most the time it's F**** ME, It's a BEAR! In my animal pen! Too OP of a creature tbh, resource "rewards" for them do not match the level of difficulty. Mounts would be a good use for them, I can't really imagine how to tame one though. I think modes of travel could include rafts, boats, even air-ships to build eventually. Old lain pathway " roads " that might come across connecting larger ruins here and there would be neat feature. Mounts i'd be ok with, Rams, wolves, even bears lol... just eliminate the "need" for saddles/breeding up front. I myself have found creating leather a mid-game, late bronze age thing, because limestone seems to always be vey far off, and sparse. I know for a fact, you can ride bare-back. Native Americans domesticated wild horses , rode with no saddle, and simple-crude tackle/harness. I have issues with most mods on the mod pages, they always seem to have one or two features you want, but add in loads of extra features you don't want or need. I do use step up, and carry carry capacity , which I think simply should be part of base game in the first place. Most the others just seem to add content for the sake of adding more complexity and more complicated measures, to an already resource-grindy, complex game.
  24. I think its more of a " this works, its primitive way of firing pottery" , and that was that. I think focus shifted elsewhere , and was just left as "good enough".
  25. As we advance through VS, is the pit kiln the only way to fire ceramics? Surely there's an more advanced means to have regular controlled kiln for proper ceramic baking , but i can find nothing in handbook or online via youtube suggesting. I found bloomeries, coke ovens, steel smelters... but no kilns?
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