I prefer to build in warm-temperate places that are temporally stable, visually interesting, and have a reasonably large body of water nearby. It can vary how long it takes me to find one of those locations, per world, however.
It burns hot and quickly in my experience too. I like to get my fires started with them, and then add in harder woods like cherry to burn together once the stove temp is where I like it.
Like Ryagelle, I can't play without the Carry On mod, it's just too convenient to not have.
My list:
Simple HUD Clock
Carry On
Better Ruins
A Culinary Artillery
Expanded Foods
Alchemy
Wildcraft
Wildcraft Trees
Workbench Expansion
Helve Hammer Extensions
Medieval Expansion
Yabba Forge (I dislike metallurgy)
Knapster
Alchemy
A Wearable Light
Hide and Fabric
Ceramos
Feverstone Horses
Joy of Sailing
Humanlike Skins
Primitive Tools
Shelfish
Simple Footsteps (no drifters can sneak up on me now haha)
Lichen
Ye Olde Keg
Ancient Military Tech
Though the last three have not been updated and my distillery is really hurting without those pretty kegs T_T
I'm curious about ChemistryLib and Lavoisier to see how they work vs Alchemy, and the Kingdom of Sciences mods as well.
I've been liking the 30% landcover and 400% landcover scale. Still get descent sized lakes and the ocean can be found within a few days worth of travel.
Since books are about to become really important to the game, I'd like to suggest the bluebell flower be added. Historically, its sap has been used as a binding agent for both books and fletching for arrows, and it would be a nice decoration to add to pots and planters.
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