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New Innawood mod #53960
New Innawood mod #53960
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…ers, craft nails without first needing a nail
… cave extra have a wider variety of rock-related drops
…er or on an island
This is an automated message. Please kindly disregard if you think this is inaccurate. Automatic spell checking encountered unrecognized words in the following text:
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To fully get rid of cities and roads, you may recommend players so set "Size of cities" world option to 0. |
Co-authored-by: Anton Burmistrov <[email protected]>
Co-authored-by: Anton Burmistrov <[email protected]>
Co-authored-by: Anton Burmistrov <[email protected]>
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Good call. Added that to the description. |
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Co-authored-by: Binrui Dong <[email protected]>
Those are indeed useful changes. I was missing a grass blanket when I tested my mod. As for the bog iron, kevingranade mentioned in #32450 that he would prefer for bog iron to be in a dedicated innawoods mod rather than mainline. But maybe he has changed his mind since?
I can't find where I wrote bloomerys. ctrl+f in the changelog shows nothing, as does git grep.
Thank you. I'm very glad to hear. :) |
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"type": "overmap_special", | ||
"id": "Standing stones", |
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I think this might classify as man-made and not something the Cataclysm has caused
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The idea is that it is sufficiently ambiguous whether these were made by men or by aliens.
https://en.wikipedia.org/wiki/Bog_iron#Colonial_North_America, this explicitely says that bog iron was relevant in New England. I get the point though that refining it is hard. |
It's not that refining is the barrier (though reaiing more, it is), it's that it's already been exploited.
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ammonia is needed to make glass. Glass is needed to make the CHAM 2 tool.
I did some more looking since then, and it seems that bog iron accumulates on a timeline such that the lack of exploitation of it since the colonial era has been long enough for it to usefully recover, but it's still the case that the cost/benefit for the things is ludicrously bad, so I'd prefer to keep it in a mod for the time being. |
because it is so hard to get woodsaw in innawood mod, wooden plank became a late game meterial and it shouldn't |
This is mostly intentional. Almost all recipes that require planks either accept sticks instead, or also require nails. As such, having access to planks before you have nails does not seem all that useful. |
also some weapons that are clearly pre-medieval age, like the wooden sword |
Thanks for making this mod! I started at the beginning of summer -- I don't think it's possible to start during early spring or late fall, let alone winter, due to the cold temperatures, though I did chose the Hitchhiker profession to start with almost no gear. To give people an idea for the sense of time scale, I have been playing for almost 60 days now in game, and at this point I have an anvil and a full set of metalworking tools. It looks like to start making glass will be at least another 2 or 3 weeks in game. |
In earlier versions of the game I was able to thrive in spring. The main problem right now is sleep deprivation, see #53443. There should be ample amounts of wood to get a fire going until you made yourself warmer gear. Unfortunately due to the aforementioned issue this is not possible anymore. There is a thread in the forums about exactly that, wilderness survival: https://discourse.cataclysmdda.org/t/living-off-the-land-rural-only/26691 |
@Light-Wave I did some quick playtesting and there are couple of things that could be improved:
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Good point. I'll add the sword to my list of items to make available.
While testing this mod I was playing default survivor at default starting date. I made a makeshift shelter adjacent to a lit firepit, but it's still 50/50 that you can sleep during the first night. I found the sunlit hours are warmer, so if you fail to sleep during the night, you should be able to get some sleep during the day instead. It is survivable, but rough.
The way I see it, they could just as well be the result of meteorite impacts. Or maybe the aliens bombed opposing alien faction bases, such as fungal spires? I'm not sure about the lore of craters in the main game, to be honest. Either way, perhaps they should be reduced in frequency.
Good point. I mostly don't deal with complex food while playing. But I also found I'm missing recipes for alcohol. I'll add your suggestions to the list of items I'll have auto-learned. I'd welcome more suggestions as well.
It does. Their spawning is hardcoded, which makes it difficult (but not impossible) to get rid of them.
I found sulphur as a drop in a cave, but I was probably lucky. You're right, I should add random mineral spawns to more caves.
That's strange. Not sure what to think of that. |
Craters are radioactive and the bigger, non mapextra ones who usually spawn in clusters even spawn with an active alien bomb on top of them. Just long range teleport onto one you have not been near yet and you will see the bomb go off.
I have no idea either. This is some mapgen magic I do not understand, but every lake I found did not have any islands. This excludes "naturally" generated ones, but those are not tagged as islands and tend to be bigger. |
Decided that removing the radioactivity from craters was a good step, as it means it is more ambiguous what caused them. Still not sure what's up with island spawns, but I can confirm that it is an issue. |
Summary
Mods "Adds an innawood mod for wilderness survival."
Purpose of change
The goal of this mod is to create an 'innawood' experience, where the player can experience exploring an untouched land, and have to craft rather than loot everything they want to use.
Describe the solution
Describe alternatives you've considered
Alternatives to ammonia creation, such as creating a larger machine for it, or fermenting bodily fluids. The current version might not be completely realistic and could use an overhaul. But it is my opinion that ammonia should be craftable somehow since it can not be looted in the mod. Old discussion at #40523 and here
More withered plants from chopping trunks into logs would be nice. The result of this chopping is currently hardcoded in C++.
More complex ore refining mechanics could be included. As could different grades of iron and steel, such as wrought iron. As discussed in #32450
Autolearn recipes could be researchable instead somehow. Discussed in #12657
Scenario point cost could use an overhaul.
Would be nice to have a fabric cutting 1 tool that does not require a metalworking setup.
City centers still spawn a single intersection. Would be nice to get rid of it. Its creation is hardcoded in C++.
New overmap specials will have to either be added to the mods blacklist, or be flagged with a flag like "MAN_MADE". Either solution will cause overhead.
Once it has been confirmed that we want to have this mod in the main repo, I should probably go ahead and add the MAN_MADE tag to all man made map extras and use a blacklist instead of the current solution.
Maybe NPCs and zombies should not drop modern items?
Testing
Tried some different scenarios, played around until around midsummer. Haven't tested the ore refining yet.
For maintainers: If manmade structures start showing up on the map, check data/json/overmap for recent changes, and add any new buildings to innawood/overmap/specials_removed.json
If the special has a "connections": [ "terrain": "road" ], then it probably doesn't need to be blacklisted.
Alternatively flag new buildings with MAN_MADE
Additional context
Untouched land as far as the debug tool can see. Well, except the city centers, that is.
Pictured here is a city in all its glory.