#primeval Wednesday 23 August 2023
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- DSo far, instant first impression, it's neat that this world type (or biome?) instantly is a little more dim and grungy looking to set the tone04:03The grass can't be packed down into paths though, which is almost certainly just a "This is in alpha" thing(edited)04:04A lot of what I end up talking about might be answerable with that so bear with me. I like it so far though -u-04:04I am just starting in a Creative world to get a feel for things04:06What also catches my eye is that there are some Vanilla items replicated in the mod's Creative tab, seemingly to add extra traits to them. Will this be changed later? o:
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- CIn the mod, no vanilla items are obtainable, anything that's a duplicate is what you will 'actually' find in the world, but yeah the dim/grungy tone is intentional, glad it comes across well 😄04:26also I really need to make this clearer but there's a wiki here: https://github.com/devs-immortal/Primeval/wiki
GitHub
HomePrimeval for Fabric 1.19.2+. Contribute to devs-immortal/Primeval development by creating an account on GitHub. - D04:26That's super useful
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- D05:01At very least, it should be allowed of coarse dirt, I think
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- DAlso, what is your ideal difficulty for this mod? I feel like making shelter a little more difficult to come by early would be an issue with mobs running around06:03I am playing Peaceful currently06:03And I think i'd be neat if there was a little more options very earlygame that wasn't logs and planks06:06Think we could maybe re-light burnt out Crude Torches? I really like how they gradually fade over time and you can reignite them. Would be nice if them burning out wasn't a total loss
- DReeds also grow REALLy really fast. I don't necessarily want a drawn out grind, because if the early game is the most interesting part and it then just gets too fast and tapers off, I can see interest dwindling06:14But I do think they should grow a little slower06:18Balancing seems like it might be tricky06:18Will gather my thoughts a little more06:19One thing i'd really really like though is panning06:19Or getting metal from water and mud in some fashion06:19Digging down seems a lot harder and finding a cave will require some exploring and resources I don't have right now06:19Would be nice if I could continue to get bits of metal from my area now that I picked everything up
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- DActually y'know what, just got thinking. Using Advancements as means of guiding the player through things without needing like, a guide book or something would be neat07:17But also having a book that fills in with information to look back on would be great07:18Like, fills with information as you figure it out. Such as recipes and alloy recipes and such07:19Burning logs should definitely give you ash
- DPresently, in terms of storage, progression is weird. With just two Logs with of wood, you can make either a Wicker Basket, or you can make a Storage Crate The Wicker Basket is significantly faster and easier to make than the Large Clay Pot. And not only this, but the Storage Crate holds more than either of these two containers07:34I'd say either reduce the storage size of Crates to nine slots, or add something like "Crude Nails" that you can carve from rocks or nuggets or something to make Crates with07:36I also reiterate that I would really quite like to be able to reignite Crude Torches after they've burnt out
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Replying toDakotaSpine✨I also reiterate that I would really quite like to be able to reignite Crude Torches…
On this again, at least let us pick Crude Torches back up after igniting them so long as they have not burnt out, if we are going to be unable to reignite them. There's really no reason to use them on cave explorations seeing as most caves are so tiny. Or at least, the surface ones I have found so far. I cannot speak for caves farther below08:02I know there ARE in fact deeper larger caves but, many surface caves are rather small dips in the ground not worth spending crude torches on08:04Exploring a cave in Creative. Sheesh man, there's like no metal down here. Not sure if it's an Alpha thing08:07There should deeefffinitely definitely be an increased frequency in ore veins08:07I've been flying around full speed for like five miuntes and have found only two. I couldn't imagine exploring a cave like this in pitch blackness with only Crude Torches08:14If you ask me like, every redstone torch here should be a vein of some sort at very very least. Somewhere in that ballpark
08:19Is INSANE - K
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Replying tocr24https://github.com/devs-immortal/Primeval/milestone/3 here's all the stuff for next…
Spicy update 👀 - C
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Replying toDakotaSpine✨Think we could maybe re-light burnt out Crude Torches? I really like how they gradually…
Ill add this, I wasnt sure about it quite yet but yeah you should probably be allowed to do this - C
Replying toDakotaSpine✨Also, what is your ideal difficulty for this mod? I feel like making shelter a little…
Idk if there is an ideal difficulty, though it is worth noting that skeletons dont have bows - CI need to add a wiki page for this, but all wood items will burn to ash in their item forms
- Cin my experience sometime the veins are everywhere and sometimes not. I will have to rethunk distribution
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Replying toDakotaSpine✨How the heck do you make Dry Mud?
I didnt get around to adding it, having it dry when not next to water would be cool though thats a good idea - C
Replying toDakotaSpine✨I don't know if you can like, add something to the botched alloy or not
REI will show you the ratios of metals that you need for alloys but botched is purposefully non recoverable. I will add a wiki page about alloy ratios.13:03also, ore veins are very large when you find one, they shouldnt be TOO common in my opinion but yes the caves are a bit bare at the moment - C
Replying toDakotaSpine✨I'd say either reduce the storage size of Crates to nine slots, or add something like…
this is also an intereating idea. I will think about it - C
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Replying tocr24I need to add a wiki page for this, but all wood items will burn to ash in their item…
What purpose does the stack of eight logs serve outside of decoration? Because, I do definitely think that it should produce ash when burnt. If not for a good source of ash, then just for consistency. Since the process is very very similar to pit firing which also produces ash - D
Replying tocr24REI will show you the ratios of metals that you need for alloys but botched is…
Also fair! I think it's valid to have a sort of "failed" state for metal, so that you are careful. I do think it'd be nice if you could make flimsy tools out of it though; Flint-tier more likely than not, but metal is metal. And certainly not the outcome you want either way - D
Replying toDakotaSpine✨Presently, in terms of storage, progression is weird. With just two Logs with of wood…
The progression of storage items is in a bit of a weird place currently. I do think that Crates need remain an upgrade, but should definitely come at least a little later than large pots It's really great actually, that you can make use of Large Pots with a Quern wheel once they've been a bit outclassed. But with Crates coming so soon after it's just almost not worth it But then again, in Vanilla Minecraft, full chests are just made with eight planks. So, things are in a tough spot until you feel it out and know where progress takes us17:12Also, it's worth noting. The Primeval versions of Carrots and such don't lure animals, making it really really difficult to wrangle them17:13I actually kind of like it in a way, but I do think it'd be nice if we could like Have a lasso or lead to get that job done(edited) - DA couple little off the cuff things -Would be nice to have a slightly more reliable way to get Flint, outside of picking it up off the ground. I think the idea of making a pan with straw or reeds to sift things like Gravel would be really great -A super rough hoe made with Flint, but with a high cooldown, would be really nice as well. Really anything can tear up and prepare dirt for farming, I think barring that behind metal is troublesome. Especially when food is so scarce early on. Either that, or providing a more reliable food source that doesn't need farming. Like roots or other ground vegetables a little more frequently20:11Also you can't cook potatos on campfires
- DWithout Copper you are super barred off from progressing onto getting tools. And you can only get it off the ground at first. If you don't find any you're pretty boned I do think panning with something made from straw and/or reeds would be great. Maybe both work21:43I don't really see anything but positives to the ability to do so. Gives you a way out without needing to travel really really far if you are unlucky. Lets you continue to get more, even if in small quantities, until you explore more abroad I don't think it would take away from explorarion at all21:48I really do enjoy having to math out units of molten metal from the three differently sized chunks though. Really neat means of resource management
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Replying toDakotaSpine✨What purpose does the stack of eight logs serve outside of decoration? Because, I do…
at one point I think they will be burnable into charcoal, for now jsut decoration though - C
Replying toDakotaSpine✨Also fair! I think it's valid to have a sort of "failed" state for metal, so that you…
also a great idea lol it'd be pretty funny to make some 'jokey' tools - D
- Cwhoops I thought I had added carrots as a lure but looks like I messed up my mixin 🤷 regarding leads, I think I'll add a recipe for them, but you can also get them if you kill the wandering trader's llamas or just break the leads he has
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Replying tocr24whoops I thought I had added carrots as a lure but looks like I messed up my mixin 🤷…
You CAN do that, in fact that's how I did it on my first world. But, that requires him actually spawning of course - C
Replying toDakotaSpine✨A couple little off the cuff things -Would be nice to have a slightly more reliable way…
Definitely should be a recipe for flint, perhaps a quern recipe or something, I think a low durability flint hoe would be good as well, I wasn't sure but thats a good point about food. roots and ground vegetables that are semi non renewable would also be good I think to tide players over long enough until they can plant crops Panning for ores is also an interesting idea, I'm hesitant because it makes ores truly renewable but also it's difficult to balance ores for early and mid game, and especially once you find an ore vein you'll have enough, but I need to lower that barrier of actually finding your first ore vein - D
Replying tocr24Definitely should be a recipe for flint, perhaps a quern recipe or something, I think a…
Semi or non-renewable roots and such to tide the player over would be great. Actual farmable crops and animals are a limited resource for your area so, anything to hold you over until then would be nice. Maybe you can craft some sort of better food with these roots and some of the more "limited" resources for the early game and make better food. Rewarding you for being resourceful- 👍1
22:36I think making ores truly renewable is also a fair point. I could see this causing issue22:38I could see panning through something like mud offering occasional resource, but even then it's technically renewable. Assuming you want to make mud craftable at some point or another - CHere's a question I would like to pose- How would you go about implementing a way to 'prospect' and check for ores in an area? I'm a bit lost on how to go about implementing something like it. TFC has a prospectors pick that scans a big area and hints at how close but its easy to pinpoint and feels a bit too artificial to me, if you have any ideas I'm definitely open to hearing them Having thought about it a bit, I think I may make panning a bit like fishing, where you may end up with mostly junk but can still pan for occasional ores and other goodies. Perhaps panning abbover certain blocks will change what kind of things can be found
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Replying tocr24Here's a question I would like to pose- How would you go about implementing a way to…
Ooo lemme read this over, grabbing some food real quick - C
Replying toDakotaSpine✨I am really enjoying the mode and talking about all of this. Seeing how things progress…
no worries about being too pushy, I really appreciate the feedback, especially in the currently rather rough state. I've only released 2 updates and the first was barebones as I implemented the most basic stuff, it's all in flux right now so I don't mind the critism or feedback in the slightest - D
Replying tocr24Here's a question I would like to pose- How would you go about implementing a way to…
I am back now. I am not sure how the pick in TFC works. I think right now, the way you have chunks of metal on the surface could work as a natural indicator or where some ore is You could even use rivers as a means of revealing where some ore is a small ways away. Granted it's kind of hard to tell which way a river is "flowing" in Minecraft. Mostly because there isn't really an answer typically22:50I don't know how you want to go about ore actually spawning yet, as in like, veins underground. But I think having "regions" of ore spawning on the surface and such would let players kind of figure out where to go and what they need to do22:51What I mean by that of course is like, imagine every few chunks there is a different "zone" for certain ore to spawn on the surface. If you find copper nearby there is bound to be more. You can go hunting in one direction until you start seeing new metal22:51River beds and edges will probably have metal from a nearby zone22:52Underground, anything goes probably. The mining experience becomes a little more rewarding that way. I think that's essential But when it comes to the surface, that's at least my idea currently. For surface veins and nuggets on the ground22:57This is like a super small scale super reductive version of what I mean, and I dunno how complicated it'd be to make it work but like
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22:59Maybe there's better solutions too23:01I think it'd be fun if rarer things like gold indicated that like, a larger region around it meant that gold can spawn too23:01Kind of like an even larger scale version of this23:02Like "Gold can spawn here, nothing spawns here" And within those bubbles it's like "Copper is here, zinc is here, tin is here"23:02Sort of like how areas in real life that had gold became bustling23:03River banks are key to knowing what you'll find nearby23:03(On top of what you find inland, in the actual zone of course) - COkay I am thinking about something and will outline it here and probably ping some other devs about what they think too: Ores would be distributed about the world and would originate from 1 or 2 'mega veins' of ores that are underground. In the surrounding area (underground) smaller and smaller veins could be found further and further out from the center, so you could triangulate the center based on veins that you find in an area. Within this area on the surface, you may find single ore blocks poking up on the surface and would find an even distribution of items on the surface, perhaps with increased quality towards the middle of the surface area. Proposed vein sizes (in ingots worth, assuming you melted them down) (the ratio between vein sizes should remain relatively constant but tin veins might be smaller on average than copper, gold would be much smaller, blah blah) Big vein (center): 120+ ingots Medium veins (half way to edge) 40+ ingots Small veins (between edge and medium) 15+ ingots Some veins might intersect with others, but some ores might deliberately share ores, like lazurite and gold (in the mod and real life) This would allow some sleuthing of trying to find small deposits to locate the big deposit, first by hunting down surface materials then perhaps caving in the area to look for exposed veins. That way you can deduce that an area has copper, and finding medium veins would put you closer to finding the motherlode, which would be the final goal and which would be worth all the searching. Of course you might just find the motherlode first but it is a randomly generated game so what can you do - Incentivize exploration to find areas with an ore - Incentivize purposeful caving when you know ores are in an area - Incentivize base construction in a 'core' mineral area like copper which has many uses - Reward the search with a plentiful deposit that will provide enough materials for a long time - Use surface materials as a more useful indicator
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23:08@role for those developers interested in feedback I also wouldn't mind some feedback on this (and on it technically? I think this would work being generated as structures)23:11also i will be eating dinner so i shant respond immediately - D23:16This sounds like the sort of thing that would lead to genuine huge quarries digging for a particular resource23:20Would love if you could dye these pots. I love that they can already be filled with dirt and house flowers
23:22I do also wish that things planted in these would be centered if possible. Otherwise sometimes this happens
- DI think the Campfire could be a little more tactile as well. Being able to Shift Right-click Rocks on the ground to place them. And adding a log to four of them by the same means makes an unlit campfire
23:37You can add flammables from there - D
Replying tocr24Okay I am thinking about something and will outline it here and probably ping some other…
This all sounds genuinely exciting and feels like you could build something like this and be genuinely rewarded for all of it







