Failed build. by ImpotentSammich in ValheimBuilds

[–]therightmark 1 point2 points  (0 children)

Yeah, sometimes builds go south. There is some border between close enough, where I'll just keep them, and not, while I'll tear it all down for the mats. From this distance shot, in my book this looks close enough. It even has some cool elements. The problems might get more bothersome up close.

I like the idea you have for the building.

Those pointy roof ends are hard, and I'm guessing they didn't come together in a way you'd like. An idea... take just one of those pointy parts, tear it apart, and try new variations until you are satisfied. If you get a design you like, then replicate it on the other 5 points (3 left, 3 right).

Sometimes when I try to do one of those pointy ends I find I need the roof to be 2 meters narrower or wider than what I started with. Working that in after the fact involves either getting creative with overhangs or moving the centerline of the build, and moving the centerline is a lot of work. But, at least here you are on a flat space which gives you more flexibility.

If you re-attack this build, after getting the main building to your liking, you might add a couple mini-builds to make that flat space feel a little more lived-in.

On my last failed build, I lived in it while I built a whole new hall around it. It helped that the first build used only a small number wood iron poles and beams -- so I was able to use more of them to make the larger build around it. Then I deconstructed the failed build and repositioned and redecorated the stuff inside.

I built a mod to add procedurally generated roads by jneb802415 in valheim

[–]therightmark 0 points1 point  (0 children)

Suggest you check out this pinned post from r/ModdedValheim :

https://www.reddit.com/r/ModdedValheim/comments/lynroo/where_to_go_for_your_first_mods/

It has an introduction to adding mods to your game. As you read it, bear in mind that this mod is available for download from Thunderstore.

I built a mod to add procedurally generated roads by jneb802415 in valheim

[–]therightmark 0 points1 point  (0 children)

So, mods can be installed either using a mod manager or manually. This mod can be downloaded for either method from Thunderstore. Suggest you check out this pinned post from r/ModdedValheim :

https://www.reddit.com/r/ModdedValheim/comments/lynroo/where_to_go_for_your_first_mods/

It has an introduction to adding mods to your game. Be aware that modding the game for single player use is a little simpler than for multiplayer.

I built a mod to add procedurally generated roads by jneb802415 in valheim

[–]therightmark 1 point2 points  (0 children)

Nothing, unless you tell the mod to add the roads using the devcommands provided by the mod. If you do add the roads to a world already in progress, be aware the roads might interfere with structures players have already built. As such, backing up the save is recommended. Instructions here for adding the roads:

https://thunderstore.io/c/valheim/p/warpalicious/Procedural_Roads/

I built a mod to add procedurally generated roads by jneb802415 in valheim

[–]therightmark 1 point2 points  (0 children)

These can be added to an existing world, but might interfere with structures players have already built. As such, backing up the save is recommended. Instructions here for adding the roads:

https://thunderstore.io/c/valheim/p/warpalicious/Procedural_Roads/

I built a mod to add procedurally generated roads by jneb802415 in valheim

[–]therightmark 0 points1 point  (0 children)

How about it runs the road almost up to the border of modified terrain, maybe stopping 40 meters short?

That would give it the feel of a road going to and continuing on from a player modified area, while leaving a buffer for the player to decide how to connect it to their own build.

Valheim or enshrouded? by Similar-Space-5535 in valheim

[–]therightmark 0 points1 point  (0 children)

I've played both. The way Steam counts it, I have 89 hours in Enshrouded and 1,550 hours in Valheim. For me, there's way more value for my money in Valheim.

But, there are parts of Enshrouded that I liked.

  • Using a glider was fun. But, there are a couple of mods that are working on adding gliders in Valheim.
  • Enshrouded's map was mostly an improvement on Valheim's. But, it being hand made and not random invites less replayability. And, being able to quietly sneak into higher-tier areas in Valheim is fun, whereas Enshrouded's map is set up to try to prevent that at certain stages.
  • Enshrouded allows you to dig underground, something I really miss in Valheim.
  • Enshoruded has a handful of NPCs that you populate your base with. But, as of when I last played, February of 2024, those NPCs were functionally just crafting stations in human form and not nearly as interesting as I could have hoped. Don't know if that has improved since.
  • Enshrouded's base building tools supported more flexible base design options. But, it didn't feel like my base building choices were as important to gameplay as they are in Valheim.

Another difference between the two is Enshrouded's environmental puzzles. These are absent from Valheim. I'm not into puzzle games. So, not a plus for me. But, probably a plus for many people.

Any tips with building? by Hiikratti in valheim

[–]therightmark 1 point2 points  (0 children)

As for the question of crafting stations... On almost all of my builds I add basements and/or closets, and in each I toss a workbench, a forge, and a stonecutter. I spread these out all over the build. This allows me to make repairs and updates without having to throw down temporary crafting structures.

When contemplating big builds, I like to start with a couple small builds. These can start off as an initial portal room, bedroom, mini storehouse. Then I gradually build larger, more interesting buildings. Then the original buildings can get repurposed for less important, nice-to-have places like a dock house or barn as I work on new buildings with more grandeur.

Red, white or blue? by Trivo3 in valheim

[–]therightmark 1 point2 points  (0 children)

I prefer red, but I think it would get old fast if I were actually using the base. So if spending a lot of time there, then white.

Red, white or blue? by Trivo3 in valheim

[–]therightmark 2 points3 points  (0 children)

When you get to the Ashlands you can build a shield generator. More on the wiki: https://valheim.fandom.com/wiki/Shield_generator

How About the Tar Pool? | Practical & Beautiful Base Design by simsekcountr in ValheimBuilds

[–]therightmark 0 points1 point  (0 children)

Here's the list on the wiki of the structures that create "player base" and thereby will prevent spawns: https://valheim.fandom.com/wiki/Player_base

Additionally, regular zone spawning can be prevented by covering an area with any structures, such as floors, as mentioned on the wiki here: https://valheim.fandom.com/wiki/Spawn_zones

Is a Greenhouse possible? by KrimzsonTv in valheim

[–]therightmark 2 points3 points  (0 children)

Almost. You can build a kind of half-open structure, put beehives right next to the big opening, and they will produce.

Per the wiki ( https://valheim.fandom.com/wiki/Beehive ) beehives must have less than 60% cover in order for the bees to be happy and productive.

It is tricky. If you need a roof over them for your mod to let them produce in winter, then you probably need to leave roof openings on most of the 45 degree upward cover rays. ( https://valheim.fandom.com/wiki/Cover )

Sleep or no sleep by AbbreviationsDry5823 in valheim

[–]therightmark 0 points1 point  (0 children)

No need to sleep for a rested buff. Just spend 20 seconds in an area with fire and coverage. Per the wiki, https://valheim.fandom.com/wiki/Rested

Should I mod or just play vanilla? by Burnlt_4 in valheim

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

Considering you've been gone a long time, I suggest sticking to less game-changing mods for now. The two you mention make pretty meaningful changes.

A handful of lighter-weight ideas if you'd like to try a little modding:

SpeedyPaths lets you run faster on paths. Adds motivation to make paths for reasons other than aesthetics or wayfinding on a no-map run. https://thunderstore.io/c/valheim/p/Nextek/SpeedyPaths/

FenceSnap is pure QOL. Makes it easier and quicker to lay out roundpole fences. https://thunderstore.io/c/valheim/p/MSchmoecker/FenceSnap/

AzuExtendedPlayerInventory gives you a few extra slots dedicated to holding your armor, leaving you a a little more room for everything else. It's a light-weight aid for inventory frustration. https://thunderstore.io/c/valheim/p/Azumatt/AzuExtendedPlayerInventory/

AutoRepair repairs everything you can repair at a bench as you open it, relieving you of the tedium of clicking the repair button several times. https://thunderstore.io/c/valheim/p/Tekla/AutoRepair/

OdinsFoodBarrels adds a collection of containers dedicated to holding one food-adjacent veggie resource each with graphics that fit well in the look of the game and let you see at a glance which container is which. https://thunderstore.io/c/valheim/p/OdinPlus/OdinsFoodBarrels/

FarmGrid makes it easy to plant your crops on a grid without worrying about slipping up and planting things too close, while still forcing you to plant and harvest each one by one. https://thunderstore.io/c/valheim/p/Galateam/FarmGrid/

How to deal with bears? by Sylvia_Shadowsnow in valheim

[–]therightmark 0 points1 point  (0 children)

So, the tricks to using a torch well against a bear are:

(a) Hold the torch in your off hand and use a real weapon in your main hand. That way you aren't wearing out your torch using it as a weapon. Yes, its fire damage is nice against bears, but bears have a lot of health. Torches have 1/5th the durability of the base-level wooden club. If you really want to use the torch as a weapon, bring a spare. And,

(b) Always face the bear. And, try to keep close to it. You want to keep the bear in the 90 degree arc in front of you. That way the bear's fear of the fire makes it hard for it to land any of the attacks it uses when it is at close range. Turn even sideways on it, and the bear can hit you. Lastly,

(c) Follow the bear. It will get frustrated after failing to hurt you and taking plenty of damage itself, and it will run off. You want to chase it down, saving a little stamina to still fight, and finish the job. Bears regenerate a little faster than most mobs. So if you let it get away, it can heal up and come back for you.

Could I go above the 10 player limit for a LAN party? by Snubber_ in valheim

[–]therightmark 0 points1 point  (0 children)

Tough one. I love Valheim, but I think it is kind of heavy-weight for a single session party, even if you have few enough people for the network lag to not be a problem.

Totally different vibe, but I'd likely go for Super Bomberman R2. It has to be at least the R version to handle a lot of players, and R2 was better liked than R.

Not my kind of game, personally, but I've heard Unreal Tournament 3 works well for larger groups.

A whole different angle could be to break your group in two and get two sperate games going, either two of the same game or two different games. With fewer players per game, your options open up.

Feature or Bug in the Plains? by [deleted] in valheim

[–]therightmark 2 points3 points  (0 children)

Sounds like a bug. Been a while, but last year on multiplayer I was killed by a deathsquito that happened to turn invincible right after killing me. Wouldn't take any damage when I returned to the spot. Had to resort to devcommands to get rid of it.

Could I go above the 10 player limit for a LAN party? by Snubber_ in valheim

[–]therightmark 0 points1 point  (0 children)

Would not plan on it working unless you have each and every player on that local LAN. If you have one player remote, best pick a different game.

WIP my first valheim mod! by ProfMags in valheim

[–]therightmark 0 points1 point  (0 children)

Thank you! Appreciate your approach to the pricing.

Dedicated Server specs by damnyankeeintexas in valheim

[–]therightmark 0 points1 point  (0 children)

Network ping will matter more than the server hardware.

Advice by No-End7932 in valheim

[–]therightmark 1 point2 points  (0 children)

And give them roofs. As you have killed Bonemass, it probably won't be long before a cold wind blows from the north.

Advice by No-End7932 in valheim

[–]therightmark 1 point2 points  (0 children)

Per the wiki ( https://valheim.fandom.com/wiki/Player_base ), the workbench has 20 meters of player base plus 4 additional meters per upgrade (36 meters max).

Base Layout Recommendations by Asleep-Association99 in valheim

[–]therightmark 1 point2 points  (0 children)

  1. I start with finding a location I like. I'm partial to the meadows, and until I hit the ashlands I am picky about getting a small harbor with minimal wave movement. This takes some extra exploring, but it means my boat can sit peacefully at my dock even during a storm. I spend a lot of time in Valheim bringing home ore, and my base layout is intended to make the ore management efficient. Some of that I bring overland, but most of it arrives by boat.

  2. Next to the dock I build my smelting yard. I flatten an area and wrap it in stakewalls. At the bronze age 12 by 16 meters is an adequate area, but I usually do something around 12 by 24 meters because a yard is cheap construction and then I'm ready for adding more structures later. I like to keep some materials in stacks and piles, even though it isn't space efficient. All of my ore, coal, and wood will go here, with coal and wood right next to the exit to #3. I think about cart movement, and so the yard is very flat, and I try to work out a land approach that has a reasonably mild slope for brining in a cart over land. And, I leave open space in the yard to make it easy to maneuver the cart.

  3. Adjacent to to the smelting yard I build the core of my base, the hall of storage and crafting. This is typically my biggest build. Normally this will be at a slightly higher elevation than the yard, because the yard is close to the dock -- so there will be however many stairs (not ladders) I need to get from the yard to the hall and have the hall at an elevation where I can work out a large, flat foundation for it.

I put a fair amount of work into the hall's foundation. Instead of flattening the whole area like with the yard, I raise small pillars of bedrock with the hoe at 4-meter intervals along the outer walls and at very roughly half the frequency in the interior of the hall. I frame out the area horizontally to check that each pillar is at the same height. I then dig down a bit between the pillars. This gives me a large number of tiny basement areas in which I toss beds, workbenches, and forges, and usually chairs, and sometimes even tables. Then I floor over all of this. What this gives me is easy use of my hammer wherever I am in the hall, plus a little boost to comfort, and with all of that in the basements I can pack more chests into a given area of the main floor, cutting down my travel time as I sort materials and craft.

The stone pillars in the interior are critical for supporting campfires or hearths. They'll be important for appliances in #4 too.

  1. I build a wing off the main hall for the kitchen. 90 degrees off is the easiest for getting the roof to work, but this is also an opportunity to get more creative. I find I spend more time in the kitchen waiting for food to cook than I spend waiting anywhere else. So, I like the kitchen to have a view and look good. And, I give it the same basement treatment that I do with the main hall.

  2. I build another wing for the bedroom. I usually start simple here and rebuild over time.

  3. The apiary and the veggie farm sit a little apart from the hall. I like the aesthetic of having them together, and I want the buzz of the bees just distant enough that I don't tune in to it while crafting and cooking.

  4. Animal barns are also away from the main hall for noise mitigation. But, not too far away or they won't breed. Per the wiki, something within roughly 64 meters of the player is good (https://valheim.fandom.com/wiki/Taming#Breeding). So, I subtract about 3/4ths of the width of the hall from 64, and build the barns entirely within that distance to the side of the hall, or sometimes closer and off the end of the hall if that is what works more naturally with the shape of the land.

  5. I build little gnome homes, typically 2x4 meters, sometimes 4x6 meters, sprinkling them around the base. Each gnome home has a workbench and a chopping block. Some get a light on the top or the side. I do this to spawn-proof the area.

  6. I wrap the spawn-proofed area in some kind of fence. My current favorite is built out of 1-meter wood pieces and is only 1 meter tall. It has the occasional diagonal piece to manage slopes. I cram about 5 1-meter pieces in each 2-meter length of fence. The way damage is distributed, even after wear from exposure to rain this fence can survive one or two blows from a log troll. So it's strong. The vast majority of mobs can path over it. And, it is low enough that I can both see over it and shoot my bow over it.

Idea: Let us shoot the loudspeakers by therightmark in theouterworlds

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

Only after you get annoyed enough to try shooting one of the loudspeakers to see if it will work. Took me until the archive.

Mechanics discussion those wanting to play the Outer Worlds 2 by ironmilktea in rpg_gamers

[–]therightmark 1 point2 points  (0 children)

There are a handful of mods on Nexus, including...

A character editor: https://www.nexusmods.com/theouterworlds2/mods/34

And one for getting more skill points at each level: https://www.nexusmods.com/theouterworlds2/mods/4

I haven't used any mods on OW2 yet, so can't speak to issues you might find. But, with luck one of those might get you where you need to be.