doomstrike53
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I have my farm right next to my house, and am constantly bombarded with the sound of water sloshing around (farm design is repeating pattern of 3x3 sections with water in the middle). It would be nice if water wouldn't have any sound if it's just 1 block by itself.
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Just a couple ideas to make farming less annoying, not that it's super annoying to begin with but these would definitely make it better. If they were both separate mods users could use both or pick and choose what they want if they don't like one or the other. 1) Instead of starting at 75% and dropping by 25% hydration per block, water adjacent farmland would start at 100% and drop by 15% (possibly 10%, could maybe make that configurable). Any number below 70% is practically useless anyway, so it wouldn't be too unbalanced and would remove or at least alleviate the need for watering from a can, especially in the late game when your fields are much bigger. 2) Watering can waters a 3x3 area instead of just the 1 block you're looking at. You'd still have to water as often as before to maintain 100%, it would just be a faster process and allow you to more easily maintain 100% hydration on those late game fields, especially with the upcoming changes to grain. If used together with the first mod the can might be obsolete in the late game depending on how you design your field, but would still very much help in the early game before a saw can be made for a bucket.
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I'm at the point in my game where I've got plans for a new house/homestead, and I'm working on designing the cellar. Problem is, I'm not sure about what foods are best to cook, and that makes designing difficult. Should I bother making bread when pies exist? Should I be making porridge at all or is baking with ground flour better in every way? Soups vs stews? What's the point of crates when clay vessels preserve vegetables so much better? I'm overwhelmed at the options and not sure where they all fall in the progression of the game, what's better or worse. Attached pic is just my creative mode WIP This is mainly for a vanilla server I've been playing on with family, but I've also got a solo game going on with expanded foods/culinary artillery that's almost to that point, so information about that is very welcome too.
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At some point I want to try hosting a game that can be left on 24/7, but there are some issues that I'm hoping changing some settings can solve. I want to have it be 20 days/month to make the seasons not go by so fast since it's always on, but that creates an issue of food spoilage which I want to keep in line with the default 9 day month. Does changing days/month affect food spoilage or crop growth at all? Any other suggestions for other settings I haven't considered?
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Recently started playing with some people in multiplayer, but it's hard to keep track of where everyone is when they disappear off the map after a certain distance. Is there a way to not have that happen, like a group invite or mod or something?
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I'm not near ready for leather yet. Should I just be making enough pelts for backpacks and then throw the excess away? Or is there another use for hides/pelts I'm not aware of? I'm still in spring, so no worries about winter yet.
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Animal droprate seems to HIGHLY prioritize raw hides, when there's a much bigger demand for fat. Am I doing something wrong? Is there a way to get more fat out of animals? What do you guys usually do with all these extra raw hides that will soon spoil because there's no fat to oil them with?
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Yep, thanks for explaining that. I'll just buy it with my current email and I should get 4 keys I can give out.
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I'm confused. It sounds like you're saying no I can't just buy it with the same email address, but the other guy is saying yes I can.
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I bought my copy a little over 2 years ago. Now I would like to buy the family 4 pack, but the description says you get 1 personal and 3 giftable keys. What happens if I buy it already owning the game? Do I get 4 keys to gift or can I only get 3 and the 1 is wasted?
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Some settings don't exist, like temporal storm length or global deposit spawn rate just as a couple examples. In fact there are very few parameters concerning world gen in the serverconfig.json. If you're talking about making a serverconfig.json from a single-player save file, if I go to the save folder all I see are .vcdbs files. I can't do anything with that.
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Well I guess I'm hosed then because that PC won't even boot up the game, it instantly crashes (though it runs the server part just fine as I said). Might be in part because it's running a debloated windows 11 23H2 on hardware from around 2013. I guess my solution then is to make a world here at home, then next time I go visit my cousin where the server is set up use a flash drive to transfer the world there. Actually I should create several worlds with the same settings in case I need a fresh instance for whatever reason.
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Why is the serverconfig.json missing a ton of parameters concerning world gen? I'm running my own host PC remotely using hardware good enough for a server but not a game, so I can't just create a world and move it over to the server like everyone seems to suggest as far as I've seen. Is there any other way to change settings like random respawn radius or polar-equator distance or am I hosed?
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Every bear mod I've found has either outright removed them or nerfed them to the point they're less dangerous than wolves. They're definitely overpowered in vanilla and unnecessarily frustrating, but all they would really need to make them a serious but manageable threat is a change in their AI. Wolves will give up after a certain distance, but bears will continue to chase FAR too long. Reduce the chase distance to at most what a wolf does (probably even less considering their size), and they become a dangerous encounter but one you have a chance of surviving if you're fast. If your intention is to hunt one, chase distance could be increased a bit if you deal any damage to it, to help counter cheesing. But this way a random encounter won't be an almost guaranteed death sentence. If their AI can't be changed for some reason, another solution could be simply to reduce their speed to just a tad below a wolf. This way it's easier to run away and gain distance, so the bear looses interest faster.
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Is there a reason we have to do this for sticks and saplings? It just seems unnecessarily tedious to me, and realistically I would chop down the tree first then scavenge all that stuff on the ground instead of having to climb it. If by chance anyone knows of a mod to change this I'd be interested to try it out. Yes I know there are shears later on that really help, but either way my point is that it's unnecessarily tedious and doesn't make sense from a realistic standpoint.