coolAlias
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Everything posted by coolAlias
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The cooking pot is essentially the poor nomad's crock. Now if only you could eat from the cooking pot directly and save that precious inventory slot for something other than a bowl.
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Watched the video, looks good. I do have two more suggestions, if you don't mind: 1. Picking up the grapple with a right click instead of "breaking" it with left-click would be a nice QoL / immersion improvement 2. If possible, make the grapple hook a thrown projectile so we can see it fly through the air before it attaches to a block. - Might give it a maximum Y distance it can travel, and/or a parabolic arc - Would also be cool if we could "miss" and it falls back toward us Cheers!
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This looks great. My only suggestion would be to angle the grapple handle down so it rests against the top edge of the block.
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Even as a non-nomad, I find much of the items traders want to buy are things that I can seemingly only procure from other traders. Of course there are some I can craft, but during the first year, my leather and bronze and other things are so much more valuable to me than a rusty gear or three. Not to mention the traders are all spread out and it's quite a trek to make it to one let alone multiple in a single day, which costs time, food, and risk of bear, plus inventory space, so I tend not to bother going back unless there was something really enticing in their initial inventory.
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I want my early bone tools! Specifically a bone + rawhide strip sewing kit I can use to make and mend various leather goods. Broth would also be great, but would probably mean our bones get an expiration date like other food sources - fresh bones are the best bones! As for the berry rework, I can't comment on it since I haven't really interacted with it at all even after nearly a full year in game, but I appreciate the detailed writeup.
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Due to the biomes being tied mostly to latitude, traveling North/South will lead you to more different things than traveling East/West. Check your world settings, specifically the "Polar Equator Distance" (assuming you used realistic world generation rather than patchwork) - the default is I believe 100,000, which means you may have to travel 5000 or 10,000 or more blocks either North or South to start finding truly different things.
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I've done nearly all my smithing with brown coal and a small bellows and it's been fine. Only downside I suppose is I really have to work those bellows and can't quite keep up with my helve hammer when I help it out by knocking most of the slag off. Granted, I haven't made any metal armor yet, so maybe my opinion will differ then, but so far I've really enjoyed the occasional 24h (in-game) smithing session.
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Ah, I see now. Yeah no, I'm not going to do that lol. Glad it works for you, though. Cook on!
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It's a convenient mechanism to build / look down when on a precipice, and is a feature in Minecraft so probably just got copied as is. I agree it's not very convenient when trying to hunt. It would be nice to have both somehow, for example a double-tap forward while crouching could let us off the edge.
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This matches my experience as well. In fact, the tooltips on the different fuels tell you a +X or -X amount, which you add to the base as shown here, and that is the temperature it will stabilize at when bellows are not being used. That's... very different from my experience. For me, peat lasts either 10 or 25 seconds total off the top of my head, and I can easily cruise through 5-6 just to cook a single pot of stew. Are you by chance using any mods?
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I, too, ate a mushroom without reading the tooltip, but luckily only lost about half my health. Worth it at the time because I was starving lol. An immersive mode that hides the names of things until you somehow "discover" them could be interesting, especially given the detail on a lot of the models - people with real-world knowledge can often identify things by sight alone.
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I have not tried it myself, but I'll copy again what I found and posted here, which I found in the description of the Terra Pretty mod but can probably be used in an unmodded world, too.
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farming It's Croplicated... -- Complicating Crops!
coolAlias replied to Lakul's topic in Suggestions
Someone had suggested somewhere an option to slowly improve soil fertility over time, too, which I think would complement your suggestion nicely. Rather than digging up our farms and replacing the soil with High / Terra, we could instead add fertilizers and compost to e.g. Medium fertility soil over a longer period of time. As for having to weed, I did a little bit of millet farming once upon a time, and I followed what everyone else did and we only weeded twice - once about 2 weeks after planting when everything is sprouting, and again 2-4 weeks after that to get whatever weeds we missed. This was done with a thin blade sort of like a flat V on the end of a long stick that we pushed through the topsoil, taking care not to hit the roots of our plants, which were in rows about 12" apart. I could see doing a pass with the hoe once for crops after they reach growth stage 2 to semi-replicate this real life process, and playtesting could determine if it's too tedious and/or what kind of harvest penalty it warrants if skipped. Rice, flax, rye, and other densely packed crops might behave differently, perhaps not needing any weeding at all. Btw, I think a reduced harvest is the correct punishment for not weeding from a "realism" standpoint. -
If you do start a new world to ensure you don't have any issues, but also do not want to abandon your home, there is apparently a way to copy it from your old world to the new. I haven't tried this, but it is from the TerraPretty mod's description:
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To throw my own first mid-winter experience into the ring: I, too, have had basically zero fruit, but even with fairly modest fields (maybe 60-80 blocks total, including flax) and only 1 harvest (2 of turnips and carrots), I have more than enough grains and veggies to last the winter and probably even much of the coming year. Of course I've been supplementing with hunting and a little fishing, but I still have more than 2 full stacks each of carrots, onions, and turnips, plus the same for spelt and rye. I'm using the default 100% hunger rate. I also have bees, and I think honey counts as fruit, but I stopped harvesting them after I filled 2 x 3L containers. I was also running out of storage space for the raw honeycomb and had more important things to do than keep harvesting cattails to replace the skeps. Having 3/5 food types reliably covered in my first year feels okay to me. I'll work on fruit trees and bushes next year, and hopefully my gen1 pair of goats turns into gen3+ by summer.
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For sure, it just sounded like they might really need to know the time and date, so I mentioned the info is already available just in case they didn't know. A functioning in-game clock we can find or craft would certainly be cool, too.
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Not sure if you know, but if you press 'C' to view your character, it displays the current time, date, and year in the little info box down below it.
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100%, if someone were to make this mod, they would want to support configuration options to limit range and possibly depth for it be useful to more people. If it were me, I'd probably just make it into a server command with range parameters. Trying to search the whole world probably wouldn't be performant and could crash the game, but it should be able to handle a 5,000 or 10,000 block radius around the player. It would probably need to force-load and/or generate chunks, and if done outside of the game by reading the world save file would probably be limited to only chunks that already generated.
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Yeah, I get that. I just need such huge quantities of it for processing steel and, not knowing that, I had mostly stopped gathering flint. I won't make that mistake again lol.
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I have had a similar experience with no mods. My first world had native copper galore just laying about everywhere, surface borax, limestone, everything. I didn't know how good I had it lol. My new world in 1.22 I had to pan for my first 60 copper because I couldn't find any anywhere (I have since found 2-3 surface copper bits nearer to home, but that is all). No limestone for several thousand blocks, and I only found that because a translocator dumped me right next to a limestone mountain. Found plenty of cassiterite and borax though, so I made do once I got to the bronze age. Now my bottleneck is fire clay - I have prospected for days and days in a pretty wide area and there is no sign of bituminous coal (TONS of lignite) and my one miniscule lead on anthracite didn't turn into anything more in any direction. So I guess I have to gather several stacks of flint by hand and make my own fire clay if I want to get to steel. Also still have not found any salt. Anyway, all that to say you are not alone. I was getting very frustrated by my lack of prospecting results day after day, so to salvage my fun, I've decided to just settle into the iron age and take it slow - I'll get enough flint or stumble on some fire clay eventually, and there are animals to domesticate and crops to grow.
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I don't think it fits, either, it was just an idea for a temporary solution to the crafting recipe conflicts until they can fully flesh out a more fitting solution. Perhaps being able to cycle through recipe outputs in the event of duplicates would work better for now and also shouldn't be too difficult to implement.
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I mostly agree, but it also sounds like you got very unlucky. Usually, I've found most rock types to be within a 5000 x 5000 area, and you've gone much, much farther than that. Have you used the prospecting pick at all, specifically in density search mode? It won't help you find the first three, but it can help you find borax, and it's what I had to do to get leather on my latest world.