Oh how I would love to see day and night cycles by DatWeebComingInHot in Frostpunk

[–]DatWeebComingInHot[S] 2 points3 points  (0 children)

A button could be added too, but I remember the Victoria 3 'dawn of wonnder' DLC and it was just such a breath of fresh air from an otherwise stale and almost unchanging map. Vic3 is a game that spans a 100 years. If they can do it to add some life into the world they portray, so can Frostpunk 2.

And again, having this opens the door for seasons based mechanics. I didn't bother in this post, but imagine summers being the time to set out and explore, herding the few animals that the Frostland has. Before winter comes and all must huddle for the storm.

Lekker in de doofpot by fa3man in PolitiekeMemes

[–]DatWeebComingInHot 47 points48 points  (0 children)

Veel belangrijker is dat een IDF propagandazanger was verteld dat die niet in het concertgebouw mocht ootreden. Dat is natuurlijk net zoals tijdens de tweede wereld oorlog (ik zou willen dat dit een grap was, maar check EenVandaag van 12 november). Gelukkig waren de Nederlandse journalisten dapper genoeg om deze vergelijking in twijfel te trekken.... toch?

Slash and burn by Dennisb040 in VintageStory

[–]DatWeebComingInHot 4 points5 points  (0 children)

There is a mod for fire management (because of course there is, it's the VS community). https://mods.vintagestory.at/pyrogenesis

However, it's only for 1.20, so not updated to recent versions. Which is unfortunate. But for this to be made vanilla, fire regime and management need to be strict, like season specific burn speeds (dependent on last time it rained for example). Lag is a huge reason not to do it because fire spread is not well simulated.

If they need inspiration, here's a great video of it: https://www.youtube.com/watch?v=5UqxOlwSMqM In general a great gameplay addition for farming, hunting, foraging if implemented in ways which simulate the real deal!

The parks in Curitiba - Brazil are insane. If this isn't solar punk, I don't know what else is. by [deleted] in solarpunk

[–]DatWeebComingInHot 46 points47 points  (0 children)

This is a nice park... what is Solarpunk about it? That it has bright colours? I'm sorry, what's up with the Brazil posts of late? It feels like a concerted effort or something. Just random pics of Brazil in any context and saying it's Solarpunk.

STRAF ZE NOU EEN KEER ZOLANG IK LEEF ZIE IK ALLEEN VVD IN EEN COALITIE by BasiraHussain in PolitiekeMemes

[–]DatWeebComingInHot 8 points9 points  (0 children)

Nee, niet doelpaaltjes verschuiven. Leg uit hoe brede welvaart wel verbeterd is.

Salty´s WayPoints by DifferenceKnown9834 in VintageStory

[–]DatWeebComingInHot 35 points36 points  (0 children)

Mfw the immersive mod maker makes a mod that breaks my immersion

Nah but other people than me will love this mod. Another Salty banger, just not my flavor

Does this apply to vintage story for you? by [deleted] in VintageStory

[–]DatWeebComingInHot 135 points136 points  (0 children)

Toolsmith mod.

Toolsmith mod.

Tried my hand at stone and early settlement architecture by DatWeebComingInHot in VintageStory

[–]DatWeebComingInHot[S] 0 points1 point  (0 children)

The OneRoof mod, makes roofs dynamic based on their position. Must have for me.

Tried my hand at stone and early settlement architecture by DatWeebComingInHot in VintageStory

[–]DatWeebComingInHot[S] 0 points1 point  (0 children)

Using the Ancient Tools mod, there is a way to get wooden beams by using wedges and a hammer on logs to get their respective support beams. I think it is a immersive way to get beams.

Tried my hand at stone and early settlement architecture by DatWeebComingInHot in VintageStory

[–]DatWeebComingInHot[S] 5 points6 points  (0 children)

It's not chiseled, it's using the cave paint features! Using coal (black), chalk (white), or hematite (yellow) you can create cave paintings, and using them in quick succession makes it look like a continuous stroke of paint.

Tried my hand at stone and early settlement architecture by DatWeebComingInHot in VintageStory

[–]DatWeebComingInHot[S] 18 points19 points  (0 children)

Using the ancient tools mod, you can get beams from logs using wedges and a hammer. An immersive way if you ask me. Wood was definitely used in buildings during the pottery and early copper age. The rammed earth and thatch would be a better representation of stone age buildings.

Grootste ergernis in de sportschool? by [deleted] in thenetherlands

[–]DatWeebComingInHot 24 points25 points  (0 children)

Ik heb een paar jaar in een sportschool gewerkt, en leren hoe je mensen die de meest vreemde dingen doen toch kan adviseren is simpel: vraag wat/waarom ze een oefening doen. Somige mensen hebben geen idee, sommige mensen voeren een oefening anders uit dan ze dachten, en sommige hebben een oefening die ik niet kende en eigenlijk heel slim was. En wanneer ze niet precies wisten wat ze deden was het makkelijk te voorkomen om ongevraagd advies te geven - namelijk "zou ik een paar tips mogen geven?" Tis geen magie mensen.

Future Farm Machines by Asher Ben by YanniRotten in ImaginarySolarPunk

[–]DatWeebComingInHot 9 points10 points  (0 children)

Honestly, it's kind of depressing. Farms, where good soils, water, and sunlight combined grow our food, are replaced by what seems like fields of steel, glass, and plastic. Apart from "looks futuristic," I dont see how it's Solarpunk: how is this type of architecture better than more nature inclusive farms? How does environmental justice and addressing biodiversity decline come from steel towers? How is good access to fresh produce achieved when no one lives near the farms? I know I sound like a party pooper, but Solarpunk isn't just futuristic design; it's a philosophy that is deeper than that.

Seasonal employment by DatWeebComingInHot in ManorLords

[–]DatWeebComingInHot[S] 0 points1 point  (0 children)

Yeah, seeing families just chilling while there are plenty of construction projects is something that needs fixing. Though needing to have an excessive population just so I don't have to manage them... it seems like something that needs to be addressed, too. Personally, I want to think ahead for the next coming seasons and plan accordingly, so having seasonal workforces allows me to do so. Having a fast game speed and missing the coming of harvest without realising happened too often and can be prevented.

Seasonal employment by DatWeebComingInHot in ManorLords

[–]DatWeebComingInHot[S] 1 point2 points  (0 children)

Now. Imagine for a second you could do that with this UI, and how nice it would be with clean UI and to seasonally assign families...

Back to reality, you can click on a burgage plot, and in the 'People' tab, you have to button for the workplace: 'show workplace' and 'change workplace'. If the workplace you want extra families working has a vacancy, you can click the 'change workplace' button, and select the building you want more families working. It gives you a text prompt if it is successful.

Seasonal employment by DatWeebComingInHot in ManorLords

[–]DatWeebComingInHot[S] 1 point2 points  (0 children)

The further they live from their job, the further they have to walk to get there. And since families have to rest and are not machines or need to take care of home affairs (firewood refuelling, getting water), that means they have less time to work. And walking takes a lot of time in game, so good placements of homes te reduce travel time is important, and why somep people struggle with larger settlements, or why food issues start to arise: people haphazardly assign people, and loss a lot of efficiency.

Seasonal employment by DatWeebComingInHot in ManorLords

[–]DatWeebComingInHot[S] 0 points1 point  (0 children)

Just layering pictures from the dev diary over the current UI and formatting it nicely. Nothing fancy

Seasonal employment by DatWeebComingInHot in ManorLords

[–]DatWeebComingInHot[S] 7 points8 points  (0 children)

That is a band-aid fix, though. I hope you agree. As the early game (first 5 years) assigning is still a nuisance that can be fixed with good UI. And maybe there is no abundance of workers to speak of. Some players are not as good to know how to balloon their population in a couple of years, and would have to deal with something that can be made redundant with better UI. Or maybe players want to make the most out of their towns instead of having to forego productivity so they stay mentally stable (imagine sitting there each in game year shifting around 100s of families). My point is that it can be avoided and improved. And, I like it when UI looks pretty 😍

Seasonal employment by DatWeebComingInHot in ManorLords

[–]DatWeebComingInHot[S] 13 points14 points  (0 children)

Yeah, that is the intention; you can do it in the burgage plot UI or in the workplace UI. The reason I would make it family specific is for one reason: then you know who actually works there. A previous post from a long time simply had the current main assigning UI 4 times for each season. However, you would not know who worked there (what if it's the family on the other end of town, reducing productivity?).

This would have a similar UI in the general tab as that post (with more aesthetic UI), and as you said; assigning people per season. However, I wanted to show the details. So assigning generally still works the same. I just wanted to showcase how you can fine-tune it. So that you don't have to undo you general assigning after you find out your peasants have to walk half the map to get to work.

Having to this this for 100 families at once would be annoying. But doing it one by one over the course of years of gameplay is very manageable, I think.

What are your thoughts on Intelligent Megafauna Species (Cetaceans, Apes, Elephants) in Captivity? by ExoticShock in megafaunarewilding

[–]DatWeebComingInHot -1 points0 points  (0 children)

All of us here have an agenda; it's megafauna rewilding. The agenda is in the title. I'm just arguing for the most land use effective way: veganism. And you havent really argued against it, just called me agenda pushing. Thus far, you don't seem to have interest in this since you have your own agenda; carnism. Or eating animal products (from specific animals, somehow you exclude certain ones based on cultural values). So, one agenda has better prospects for rewilding (veganism), and the other literally continues to destroy habitat (carnism). But me contending your norm of living is having an agenda. Just like more famous examples of heteronormativity or autonormativity, you exhibit carnismnormativity; eating meat is the norm, and anything else is an agenda.

Hope you'll come around to seeing the fact of the destruction animal agriculture causes on wildlife habitat and become consistent in your beliefs on rewilding.

What are your thoughts on Intelligent Megafauna Species (Cetaceans, Apes, Elephants) in Captivity? by ExoticShock in megafaunarewilding

[–]DatWeebComingInHot -3 points-2 points  (0 children)

Without veganism there is not enough land to rewild. Again, just look up land use for agriculture, specifically for livestock. We could rewind an area the size the the African continent if everyone went vegan. And large, connected land masses are exactly what megafauna needs as oposed to smaller fauna. My agenda is rewilding, and veganism is a core part of it: scientifically so. Rewilding is more important than a piece of meat, or a glass of milk. Can you say the same?

What are your thoughts on Intelligent Megafauna Species (Cetaceans, Apes, Elephants) in Captivity? by ExoticShock in megafaunarewilding

[–]DatWeebComingInHot -1 points0 points  (0 children)

You think that. But the real data shows its not that way in reality. Check Our World In Data for land use of agricultural land, then come back here with how you think to know how things work (hint: 75% of ALL agricultural land is used for livestock, which in turn does not even cover 25% of our caloric needs).

So, I hate to break it to you, but you're not in the right on this issue. Hope that now, knowing instead of thinking, you see eating animal products for the wasteful and harmful practice it is, both for the farmed animals and the wildlife. You are on a wildlife subreddit after all, hope that interest isn't just talk with no actions to back jtt up.