MKMoose Posted 1 hour ago Report Posted 1 hour ago (edited) 6 hours ago, LadyWYT said: Please do, because so far my gameplay experience suggests the opposite. On calm days there doesn't tend to be a lot of activity underground, unless it's a really unstable chunk, and on days with higher rift activity the underground tends to be a little...busier. You're mentioning rift activity here, though, which is another component of the system that wasn't brought up earlier. Should have probably mentioned that myself as well. When saying that "this is not true" I was referring specifically to "unstable surface areas are more likely to spawn rifts, and unstable areas underground are more likely to have monsters", just so we're clear. Overall, the code relevant for the temporal mechanics can be found primarily in these classes: SystemTemporalStability in TemporalStability.cs (most important for our purposes), EntityBehaviorTemporalStabilityAffected in BehaviorTemporalStabilityAffected.cs, ModSystemRifts in Rifts.cs, ModSystemRiftWeather in RiftWeather.cs. The "ambient" temporal stability affects nothing except the player - doesn't make rifts more likely, and doesn't increase monster spawns. The SystemTemporalStability.GetTemporalStability() function is only called in one place in the entire codebase, in EntityBehaviorTemporalStabilityAffected, and it is used to modify the player's stability. The player's own temporal stability is used primarily in two places: In SystemTemporalStability.Event_OnTrySpawnEntity() to bump monsters to higher tiers at low player stability (only takes effect below 25% stability). In SystemTemporalStability.CanSpawnNearby() to determine whether enemies can spawn nearby. Broadly speaking: low player stability gradually reduces the effectiveness of artificial light sources at blocking spawns (at below 25% stability), on the surface, monsters can only spawn in proximity to rifts, much less frequently during the day, underground, they can spawn regardless of rifts (because rifts don't even spawn underground) - in this context, low player stability has the following effects: at below 25% stability, gradually reduces the minimum distance at which monsters can spawn, from the default of 18 down to ~12.7 at 12.5% stability, at 12.5% stability and lower, reduces the maximum distance at which monsters can spawn to 10 blocks, and ignores minimum spawn distance - this actually greatly reduces the effective spawn rate, since it reduces the spawning area to just a 10-radius sphere around the player. The currently active rifts are only accessed through the ServerRifts property in SystemTemporalStability.CanSpawnNearby() as mentioned above, to check proximity to rifts when determining whether a monster can spawn on the surface. The rift activity is used in ModSystemRiftWeather.onServerTick() to adjust the maximum quantity in the runtime spawn conditions for surface drifters and deep drifters depending on the current rift activity. For some reason, it doesn't affect shivers and bowtorn, so it still allows large quantities of them to spawn regardless of rift activity. And this kind of problem is precisely what makes me say that I increasingly doubt "intentional design choices". 6 hours ago, LadyWYT said: What I don't like about "just make it bed spawns[like Minecraft]" is that...it's a very cheap way to handle it. 6 hours ago, Teh Pizza Lady said: Why would you even craft a terminus teleporter at your spawn location when you can just drop a bed and sleep in it right before you die? How can any progress ever come out of a discussion when the default reaction to criticism of the current system which didn't even bring up Minecraft has to include the mention that porting over that game's system with no changes would be worse than what we have now? You're disproportionately focusing on just one solution and discounting it on the account of being unfitting for whatever you're imagining Vintage Story's design direction to be by immediately assuming that the person who mentioned beds would want them to be implemented just like in Minecraft. No one in this discussion except you two has even mentioned Minecraft. On 8/21/2026 at 5:03 PM, Nekkowe said: Are there any announced plans of changing any of that anytime soon...? This is what Tyron has said in the latest dev update, and it is very nearly everything we know - next to nothing as far as actual specifics go: Quote The 1.23 update This it the big one. Believe it or not lads, the team has decided that Combat should be a focus for the next big update. Here's what we want to look into: Tighter, more visceral hit detection; More varied attack animations; Possibly rework of armor- and weapon tiers; A few more types of weapons; and more! The combat changes will be in good hands - we have Maltiez, author of the mod Combat Overhaul, on our team to advise us, we abducted the infamous SaltyWater to help us with animations and conveniently we just received new combat hit detection tech from the Glint team as they are also currently working on combat \o/ (For clarity, we will not integrate Combat Overhaul into the vanilla game. CO will still have a reason to exist after this update) Balduranne has descended deep into a major armor rework as teased in #devlog. There will still be 3 armor slots, but each piece can be built up in layers. https://media.vintagestory.at/monthly_2026_06/Armor_Rework.thumb.png.781c2c6f7431b07be770028c7beb18db.png Edited 1 hour ago by MKMoose 1
Nekkowe Posted 48 minutes ago Report Posted 48 minutes ago 7 hours ago, Teh Pizza Lady said: which means you weren't reading to understand, you were skimming to prove a point Pot, meet kettle.
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