Stone/iron boulder and more

  • Hi, since i've just tryed some cool blueprint and i'm so hyped for the update, i have two question to make some small modification about smithy.


    1)IS it possibile to make the stone axe only usable for boulder? so you need an iron pikaxe to dig stone and ore on the ground. This should give more survival and i think it's easy to make.

    2) is it possible to force the forge to use only coal?

    3) and last, do the "ore amount" in settings set also the presence of boulders?

    thanks

  • There are no command setting variables for any of that, and even if it was they would need to be adjustable in survival mode as I think not everyone would agree with defaults you propose.


    1) if you want harder mining best option is to turn off mining tunnels in world gen. Your stone axe will not last long when you also have to dig random tunnels hoping you get lucky and stumble across some ore, rather than having that done for you.

    2) Wood is used as it represents charcoal - though it would be nice if you could make charcoal in a time consuming process rather than direct fueling. Of course coal is better than charcoal which is represented by fueling efficency. The problem is if you increase ingot timer for slower progression, the fuel timer does not correspondingly increase. Hopefully that will get fixed to be adjustable but is a way to burn more fuel per ingot. That makes coal better - it has to be worth getting over the plentiful wood (especially when packed tree farms are fast and easy to grow)


    3) One would think so but I never tested it.


    You can make a very long list of issues with survival not being an impediment to building and progression, and that this cannot be controlled with variables. Until they add a building mode I do not see this changing as survival mode is compromised by what a dominant builder player base wants rather than what a survivalist needs. This of course ignores that survival genre players are not adopting this game when they see there is nothing here for them.


    Even buildings themselves are an optional part of the game - they do nothing for survival (unlike other games where building progression to survive is crucial). If it rains put a campfire in a cave and go mining in between running around naked. Works just as well in the snow to get needed aluminum (easily found in boulders, likewise gold boulders in desert) to upgrade your tech. Problem solved. NPCs, PCs and MOBs, and weather do not aggro buildings so the only reason to upgrade building material tiers is aesthetics (of which there is a huge selection of texture choices here). I gave up on survival mode and just use this as a creative building mode as that really all there is to do.


    The game only has a flavour taste of survival. The point of survival is to build up progression to overcome increasing challenges to get to the next tier of survival - and at any time something in the world or you can do you wrong and you are back to being a caveman over the fire. Survival challenges absolutely has to be a building progression (and regression) for that to work. But unless there is a building mode, builders will scream loudly if the game ever threatens their buildings.

  • Yes like Ark had survival mod, then Ark hired the guy and the mod got dropped. The ones that are out now for the remastered ASA are not tilted toward medivial survival like that one was but have advantage it was designed for modding. So you have to use the old engine that was not designed for modding - used to take me 30-45m to load!


    Rising World is Unity based and there is an API and database but mods beyond that are not officially supported so probably a bit of reverse engineering if you are so inclined. Adding new objects and crafting stations seems you would need code access.

  • Hi, since i've just tryed some cool blueprint and i'm so hyped for the update, i have two question to make some small modification about smithy.


    1)IS it possibile to make the stone axe only usable for boulder? so you need an iron pikaxe to dig stone and ore on the ground. This should give more survival and i think it's easy to make.

    2) is it possible to force the forge to use only coal?

    3) and last, do the "ore amount" in settings set also the presence of boulders?

    1. Is that necessary? A stone pickaxe is very slow. Chopping a single tree or rock works but mining? Takes forever


    Along with tool degrading at a later point i think no one would seriously mine with a tier 1 tool


    2. Maybe there is a setting with the fuel time. wood is slower than coal. So theoretically you should be able to change something that would set the use of wood to 0,or increase to ***, and by that make it useless as fuel. But that should be answered by someone with more knowledge about programming and the config file.


    3. Check the config file. Boulders are classified as objects i think. Maybe there's a setting

  • i know i have a survival-oriented game styling, in fact i like vintage story but i dislike it cause it is not like rising world for its beauty and atmosphere. howerve


    1) yes, cause you are forced to build a survival shelter with wood until you find enogh iron in boulder (this is also point 3...good to know that maybe i can change it, i'll look into it)


    2) it's more than fuel time, it's point of fusion. In vintage story every fuel has his fusion point, i just need one actually for every metal, and coal or charcoal should be necessary to smelt. Something that turns wood in charcoal should be great, but i think this is pretty easy to make a station that do that, if i can access the code



    In my opinion (that's survival-like as i said), it's very easy to add more survival with few things

  • That is what I want is a realistic looking Vintage Story, I never played Minecraft, tried PixArk and hated it I cannot do realistic survival in cartoon blocky games - cartoons and reality just do not mix. Arks survival mod was good other than loading performance and it getting dropped.


    The problem is that daily there are builders saying to the dev do not dare change survival mode to make it harder and push to make it easier, the most recent one I read was do not switch to volumetric requirements for blocks despite mining itself giving volumetric resources and is the how you make time and resourcing a project an important logistic. When what they should say is I understand survival playstyle wants them, but they should identify as the builder preset that want unitary resources instead of volumetric resources - and instead insist on builder and survival adjustable presets rather than arguing it does not fit their presumption of the vision of the game.


    Then you need to give material upgrades a reason to exist like Ark metal vs. stone vs wood vs. fiber fits three little pigs logic - there is a reason you want to upgrade your mining to get more of the better stuff to build the bigger base to hold you more advanced benches and protect your treasured flora/fauna farms - it should not just be cosmetic texture mapping.


    If you do figure out how to make functional objects (I highly doubt you can add them unless you reverse engineer decompile code - depends on how well dev obfuscated it) , the best way to solve the metal problem is charcoal pits as the predecessor to the furnace. Without prebuilt mining tunnels, stone axe is getting you nowhere fast but right now tree farms and surface ore makes it still very easy to get to ingots - it is one of the first things you can do.

    Carbon is carbon, while wood charcoal is not as efficient as coal and is more sparky and gassy than coal, but the tradeoff is it is a renewable resource that is easier to make than find and mine coal. Trees would need to be more realistic growth imbalance (needs database edits as not possible with config files flora duration) so that you cannot spam charcoal - it should take time to grow and time to burn. If you live in the mountains maybe coal is better choice, if you live in the woods maybe trees is the better choice - but the tradeoff needs to be the survival is harsher there than the pastoral lands - which lack both resources. Why does my mountain have cow pasture grasslands plateaus - making it easy to get some steaks while mining? What are cows doing up there? I should have to survive harder to catch goats that give less meat.

  • i actually think like you, and i'm in the survivalist team :pazzo:

    I think red could make another game mode, like hard survival, maybe starting with some small changes and then add more...or he can just let us change something to make the game more survival, like the coal and other stuff we mentioned.

    I'm not a great builder but i like to build in this game, and i think my home is cozier if the world outside is dangerous


  • If you do figure out how to make functional objects (I highly doubt you can add them unless you reverse engineer decompile code - depends on how well dev obfuscated it) , the best way to solve the metal problem is charcoal pits as the predecessor to the furnace. Without prebuilt mining tunnels, stone axe is getting you nowhere fast but right now tree farms and surface ore makes it still very easy to get to ingots - it is one of the first things you can do.

    Carbon is carbon, while wood charcoal is not as efficient as coal and is more sparky and gassy than coal, but the tradeoff is it is a renewable resource that is easier to make than find and mine coal. Trees would need to be more realistic growth imbalance (needs database edits as not possible with config files flora duration) so that you cannot spam charcoal - it should take time to grow and time to burn. If you live in the mountains maybe coal is better choice, if you live in the woods maybe trees is the better choice - but the tradeoff needs to be the survival is harsher there than the pastoral lands - which lack both resources. Why does my mountain have cow pasture grasslands plateaus - making it easy to get some steaks while mining? What are cows doing up there? I should have to survive harder to catch goats that give less meat.


    you can make functional objects, tho one would have to make a custom crafting system for it to be craft able. otherwise you would just type a command to get it. i have been tossing around the idea of a plugin that makes campfires take logs and converts them to coal.

  • It would have to be charcoal, as coal is much much more efficient (the game has that right with the wood vs. coal efficiency). Make a huge bonfire stack, make it take forever to burn and get charcoal - then replace wood with charcoal in the furnace fuel list.

  • Reading further seems you can make static objects but not new inventory objects. So a burn pit cannot make charcoal you have to make coal?


    If that is the case I guess the work around would be to ratio the fuel units (fu) of coal vs. wood type. I think the current numbers are coal is 50 fu, lumber is 20 fu, log is 80 fu, stick is 3 fu (wiki is way out of date). So you would want a large burn pit that produces the least common multiple of those number. That would then be 1200 fu, or 24 coal from 60 lumber or 15 logs or 400 sticks (or combination) - hey that worked out just enough to fuel a small furnace (chk my math plz!) and about the size of two bonfires. Make it take a game day and change the tree farm timer so that wood produced coal is not the best way compared to mining just the available way. No point in mining for coal if when you come out your tree farm produces the same amount of coal!


    You also have to fix the issue of currently fires are not fuel consumers and last forever - so not sure if it is even possible to make a larger bonfire that lasts just a day.

  • Well solar electricity does not exist yet, but dunno what kinda power an electric arc furnace takes is it even possible with solar IRL -seems you would need huge batteries to cover the arc surge power ! But even if it is feasible it would belong in the tech tier, a doubled bonfire is primitive tier. Medivial tier maybe an iron barrel to cook it in.


    The northwest US used to be a huge aluminum producer because of lots of cheap dam power https://www.nwcouncil.org/repo…a-river-history/aluminum/ - until the local tribes got nasty about saving fish and tearing out dams as even fish ladders was not enough - and the nuclear power plants was killed around the same for warming the river water and killing salmon. I like salmon as much as the next guy, but the result was the aluminum plants closed even though decades ago there was no better place in the world.


    I think iron requires the surge arc furnaces - aluminum is steady power for electrolysis. That would be neat if the electrical system had you play electrical plant engineer that has to balance steady and variable state demand/supply.

  • A giant thermal lens then not a solar panel a giant solar slow cooker. Still I do not think you can make glass at primitive bench, its the tech bench I think?


    Seems that is a hackers project of because they can - wouldn't a burn barrel be more efficent than that?

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