primeval Wednesday 23 August 2023

125 messages5 people

  1. AethyusTeam

    it does not..
  2. DakotaSpine✨

    Oh! Yes yes there is a channel for that
  3. cr24Team

    :hehe:
  4. DakotaSpine✨

    So 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 tone
  5. DakotaSpine✨

    I really enjoy the generation so far. Large lush hills are almost always coupled with sprawling flat plains to develop on
  6. DakotaSpine✨

    Some form of realistic tree felling mod would be fun to go along with this
  7. cr24Team

    In 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 😄
  8. DakotaSpine✨

    Oh hella
  9. cr24Team

    that details how to make stuff liek the campfire and how to pit fire
  10. DakotaSpine✨

    I think an in-game guide wouldn't hurt, but I could see how that might like, harm immersion
  11. cr24Team

    yeah an ingame guide is something I would really like to work on next due to some feedback
  12. DakotaSpine✨

    Looking at the Wiki, why not allow Campfires to be made on grass or dirt?
  13. DakotaSpine✨

    Went into Creative mode to recreate this
    Image shared by DakotaSpine✨
  14. DakotaSpine✨

    I do think that you should get wood and logs a little slower to start
  15. DakotaSpine✨

    You can actually just replace placed Straw with other blocks and delete the straw as well
  16. DakotaSpine✨

    Also, 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 around
  17. DakotaSpine✨

    Reeds 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 dwindling
  18. DakotaSpine✨

    I just messed up all my tin and copper so far, so that kinda stinks
  19. DakotaSpine✨

    Actually 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 neat
  20. DakotaSpine✨

    Presently, 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 containers
  21. DakotaSpine✨

    Huh. Am very very surprised the "Stack of eight logs" you can make doesn't burn into ash either
  22. DakotaSpine✨

    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 below
  23. kalucky0Team

    try to eat a whole cabbage irl
  24. DakotaSpine✨

    How the heck do you make Dry Mud?
  25. cr24Team

    okay i got lots of answers
  26. cr24Team

    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
  27. cr24Team

    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
  28. cr24Team

    Replying toDakotaSpine✨Huh. Am very very surprised the "Stack of eight logs" you can make doesn't burn into ash…

    I need to add a wiki page for this, but all wood items will burn to ash in their item forms
  29. cr24Team

    Replying toDakotaSpine✨If you ask me like, every redstone torch here should be a vein of some sort at very very…

    in my experience sometime the veins are everywhere and sometimes not. I will have to rethunk distribution
  30. cr24Team

    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
  31. cr24Team

    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.
  32. cr24Team

    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
  33. cr24Team

    this is all good feedback, and confimation that I need a wiki solution
  34. DakotaSpine✨

    Thanks for all the answers!! I will continue playing and maybe start a new world at some point to continue getting a sense of how it feels to progress. I really, really enjoy it so far though
  35. DakotaSpine✨

    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
  36. DakotaSpine✨

    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
  37. DakotaSpine✨

    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 us
  38. DakotaSpine✨

    A 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 frequently
  39. DakotaSpine✨

    Without 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 work
  40. cr24Team

    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
  41. cr24Team

    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
  42. DakotaSpine✨

    Aaaaa I still don't have enough Copper for any tools
  43. cr24Team

    Replying toDakotaSpine✨I actually kind of like it in a way, but I do think it'd be nice if we could like Have a…

    whoops 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
  44. DakotaSpine✨

    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
  45. cr24Team

    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
  46. DakotaSpine✨

    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
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  47. cr24Team

    Here'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
  48. DakotaSpine✨

    I am really enjoying the mode and talking about all of this. Seeing how things progress and evolve is something I am very very invested in, so I don't want to see too pushy when presenting ideas or direction
  49. DakotaSpine✨

    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
  50. cr24Team

    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
  51. DakotaSpine✨

    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 typically
  52. cr24Team

    Okay 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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  53. DakotaSpine✨

    This sounds great!
  54. DakotaSpine✨

    I 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
    Image shared by DakotaSpine✨
  55. DakotaSpine✨

    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
    Image shared by DakotaSpine✨