bozgi Posted January 21, 2025 Report Posted January 21, 2025 It is insanely annoying to find a perfect place for your base just for it to be unstable. In my opinion there should be an world config command or better - some mechanic to make an area stable, It would be awesome if such a mechanic could be available to a player in early game, however would require a lot of maintenance. I am aware that you can turn off temporal stability altogether but that is not a solution for this problem. I am aware that making such a mechanism available to player early on might be seen by some as rendering the whole stability mechanic useless, but as I said - a nice place to live would be nice to be close to spawn, but my whole spawn and the surrounding area is unstable. Temporal gears are not easily acquirable in early game and you often die in early game, having thousands of block of runback to your base is just bad. Of course such a mechanic wouldn't shield you from rifts and storms, it should just disable (or lower) surface instability. 3
bozgi Posted January 21, 2025 Author Report Posted January 21, 2025 I am talking about surface area instability to be clear
LadyWYT Posted January 21, 2025 Report Posted January 21, 2025 Players can already achieve this by disabling the temporal stability mechanic under the Temporal Stability tab in the world settings. Rifts and temporal storms will still occur and monsters will still spawn, however, you won't have to worry about building in unstable areas at all. In regards to some sort of machine that stabilizes an area when powered--I could see that being a thing. However, I would expect it to be very late-game Jonas tech, and there are other options I'd rather see than just a device to stabilize an area. Something like a forcefield generator or steampower generator/locomotive would be more interesting. As for tampering with chunk stability otherwise, there is this mod: https://mods.vintagestory.at/show/mod/8582
Ceepert Posted February 26, 2025 Report Posted February 26, 2025 Im not that deep into the lore but considering its called "temporal STABILITY" it could be cool that the more player built structures there are in an area the more "stable" it gets, so that early on when you find that perfect base spot its unstable you might get some issues but the longer you live there, build, farm and so on the stability slowly increases until it becomes neutral. Would be cool cause right now I have the exact same issue. I spent hours playing around with world gen mods, the river mod and so on to finally have a cool map and base location only to realize after settling that my stability is dropping. (I wanna make like my first real playthrough that doesnt end in copper age) So I just disabled it for now, might move later when I can build a real house and stuff, which sucks cause now I cant experience the low stability for the underground areas. (at least for now) Cause tbh otherwise that "this area is temporaly unstable" is just a noob trap (that yes, I did fall into) that prevents players from building in possibly cool locations. (at least on the surface of course)
Thorfinn Posted February 27, 2025 Report Posted February 27, 2025 On 1/21/2025 at 1:20 PM, bozgi said: It is insanely annoying to find a perfect place for your base just for it to be unstable. OMG! I completely forgot to check on this playthrough, and it's late June. The first of the flax is getting close. I usually don't care all that much. It's just a place to stash your stuff so you can go out and get more stuff.
VaelophisNyx Posted March 4, 2025 Report Posted March 4, 2025 On 1/21/2025 at 3:58 PM, LadyWYT said: Players can already achieve this by disabling the temporal stability mechanic under the Temporal Stability tab in the world settings. Rifts and temporal storms will still occur This is partially incorrect. Rifts still work but turning off stability also hard-disables storms it's a feature I've asked Tyron consider decoupling from stability itself but it seems to have been ignored
Thorfinn Posted March 4, 2025 Report Posted March 4, 2025 19 hours ago, VaelophisNyx said: it's a feature I've asked Tyron consider decoupling from stability itself but it seems to have been ignored I think you are probably right there. Lore could have remained in the Homo Sapiens mode, but the decision was to leave them linked. No supernatural=no lore.
Recommended Posts