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The mod is now up over in the modding forum.
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I started a character with the default survivor profession/starting location, 90 day seasons, a city size of 1, and an item spawn rate of 5% normal (version 0.B, 4bf7456). I’m nearly 90 days in (it’s almost summer!), and I found some things that kind of bothered me. So this is part balancing question, part suggestion pile, part bug report, and part feedback blog all rolled into one. I modded my way through any issues that I found to test solutions, and most of them seem to work. Once I get more testing done, the eventual plan (if there’s any interest) is to puzzle my way through Github and then throw together agreed upon changes into a PR. If there’s anyone interested in implementing any of this before I can get around to it, feel free.
The first significant issue that you run into is the scarcity of rocks with the lower item spawn rate. It would be nice if the rocks (and other ‘natural’ materials) were independent of item spawn, as it turns into a game of just stripping a house of all furniture and burning it down to get rocks. This also led me to discover that clearing most of the rubble that results from houses burning down doesn’t return very much anymore. Walls burn down into 1-3 rocks, and the rocky rubble from floors burning down doesn’t return any items when cleared. I know it used to provide mountains of rebar and rocks, but now a whole house will only net you 30-50 rocks total.
When working your way up the fabrication tree, you hit a couple weird issues. The first is that you can’t build your own stone forge. I added in a recipe to make one out of 40 stone and 2 pipes through the construction menu and that worked well. The next issue that you run into is the crucible - you simply cannot get a steel frame without hacking it off a car or making one with more advanced tools. I realized that crucibles are quite often made of ceramics, rather than metals, which made me happy since I could just steal the clay_pot recipe and swap it out. The last snag is the swage and die set, which isn’t autolearn. This is pretty critical as the majority of tools that you can make require it (especially anything with an edge). I’d suggest making the swage and die set autolearn - that would let players build quite a lot of things from nothing but mountains of raw materials, while also firmly putting a technology line between blacksmithing and modern welding (as no welder is autolearn). Another nit is that there’s no makeshift wood sawing tool. I threw together a recipe for a wiresaw with wood sawing 1. The other big hurdle is that duct tape is not autolearned, which is strange as it’s the low tech alternative for welding. This makes three hard gates on crafting your way to a smithy, which seems like an awful lot for something that isn’t that valuable in a high item spawn world, in addition to the hard gated duct tape.
Clay is pretty fab to work with at the moment, but the recipes do not seem to work with a constructed charcoal kiln. In theory, it might be better to require a constructed pottery kiln separate item, but that risks construction bloat (my workshop was already filling up as-is). I’m also not sure if this is intended, but when you extract a clay mound, it changes the shallow water to deep water. It kind of makes sense, but it also makes the coastline really strange after doing it a while and it’s not a significant balancer considering how long rivers go for.
Medical stuff is a big issue for wilderness living. The poppy medicine recipes are not autolearn, which seems odd - they’re mutated poppies (and relatively new), so they wouldn’t really be in books. I’d suggest removing the poppy recipes from books entirely, and requiring a high-ish cooking and survival to make them. It would also be neat to have some herbal ingredients from foraging for other medicinal uses (with either a lower effect or a lower chance of success than medicine proper), but I need to do more research on New England plants to really suggest anything concrete. At a minimum I’d like an antiseptic of some sort.
Cooking is kind of boring as well, as I basically went from cooked meat to deluxe scrambled eggs (with meat) to meat pies. I’ve got ideas for a few season-specific recipes that use foraged foods, though I’ll need to do a bit more research on what stuff actually spawns in which seasons. Rhubarb in particular falls out of the sky in Spring, but it’s also pretty useless as sugar seems completely unavailable without chemistry books and the only other recipe with it is dehydrated fruit which requires a difficult to get smoker. In my to-do list is a simple constructed stick/leather tarp/fireplace smoking rack, though this may require alternate recipes rather than just another tool. One of the big headaches is grinding up anything in a quern - it’s 45 minutes to make flour (plus 48 minutes if working from acorns), and 1 hour to make bonemeal/chitin powder. Making some liquid fertilizer can easily take weeks of grinding. I tuned it down to 10 minutes for each of those three recipes, which still takes days to pump out enough fertilizer for a decent sized farm. That might be too low, but a better solution would be to have some kind of windmill building that you can place which processes wheat type items the way the constructed kiln processes wood.
When it comes to farming, getting seeds is kind of strange. With 90 day seasons, there’s really no seeds to be found out in the world until Spring, and then it’s a mad dash to get to the fruit patches, gather seeds, and replant. I think a good solution would be to allow the player to get plantables by processing some of the harvested foods - buckwheat and wild herb seeds, rhubarb and wild vegetable sprouting pieces, and mutated poppy and dandelion stems. That would give the player a few staple crops to maintain if they’re unlucky with farms/gardening supply stores, and the yields could be tuned such that the non-foraged seeds are significantly higher yields. It would also be nice if the stock seeds were expanded (beans, in particular, can just be sown as-is), but I haven’t had the time to look at where exactly seed/growing plant information is stored yet. It would also be awesome if there was a way to take cuttings from fruit trees (or any trees, really) that you could plant elsewhere. They could take quite a while to mature into a full grown tree, but let you plant an orchard with enough patience.
There’s also a bunch of minor additions/tweaks that fill a few noticable gaps.
-Atlatls and a ‘rabbit stick’ throwing club to flesh out the early throwing game (between rocks and forging your own throwing axes)
-Wooden dowels to replace nails on some of the simpler wooden crafts/constructions (make them time consuming to craft to balance)
-A pine needle ‘rollmat’ that’s pretty bulky
-A nerf to the stock funnel as it’s massive (I brought its radius down from 380 to 125), and added a bulky large funnel specifically designed to catch rain (with a 300 radius).
-An electric firestarter (100 batteries, copper wire, scrap metal, 50 charges) autolearned with no skills to help kickstart your way into electronics.
-More withered plants from foraging (especially when you fail to gather anything). A recipe to make a rope counterparts using withered plants.
-A way to gather small amounts of wild yeast from plants.
-A few low-tech vehicle parts (I added a size 20 water bladder using a large waterskin, for example).
-The survivor machete should probably be more difficult to make than it is (it’s only a blade, 150 duct tape, and 20 soldering iron charges). The naginata is in a decent place as you need a working smithy to assemble it.
I still have a few days left in spring, and I’m hoping to do a full year of testing (including farming) before really committing to any of the ideas, but if there’s any comments so far (especially when it comes to intended hard gating of crafting), again, please let me know!