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Omega Haxors

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Omega Haxors last won the day on October 12 2023

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  1. I always play in debug view because I write mods, but it actually does have a counter. No clay is ever wasted, it just carries over to your next form.
  2. Max Reduction: Replaces tier, the maximum amount of damage that can be blocked, equal to damage output of a falx of equal tier Block Chance: Chance armor will actually block a hit, non-100% values mostly for shields or armor that lacks full coverage (such as some helmets) Negate Chance: Armor will completely protect you (up to its max) if this roll succeeds, makes a special sound effect when this happens Damage Reduction: A percentage of how much damage will be reduced (up to its max) Durability - For every 1 point of health reduced, remove 1 point of durability Weight - Determines hunger and movement penalty Stiffness - Determines ranged weapon and movement penalty Remove healing debuff outright, the overtuned-as-shit poultices is not armor's problem and never should have been added in the first place. Wood: Negate chance is 100% but max reduction is low Leather: Very low negate chance but great damage reduction Gambeson: Very high armor stats but fairly high stiffness Lamellar: Balanced all-around stats, though lackluster Brigandine: Heavy with a higher chance of damage negation Chain: Very good stats, but only 50% block chance against stabbing attacks Scale: Somewhat heavy but with good all-around stats and no major weakness Plate: Very heavy and stiff with extremely high stats, but crush attacks cannot be negated
  3. In the real world, the best time to harvest crops is before they've fully completed their life cycle so with that in mind I am proposing a huge balance change: When you get to the endgame there's always a problem where your food yield is always way higher than you would realistically need, and that leads to high level players drowning in more crops and seeds than they could ever possibly need. There should be three stages to crops growth: 1) Young - This crop will drop nothing but one seed packet 2) Mature - This crop will drop the maximum amount of food (using current values) 3) Elder - This crop will drop the maximum amount of seeds (using current values) The catch is that harvesting a mature crop will yield very little (10%) seeds while harvesting an elder crop will yield very little produce. When you reach the end game you have to balance when to harvest your crops in order to ensure you don't end up with too much of one resource.
  4. REDESIGN plans for the future: Plantlevel is going to be accessed through gameplay. To start, you first do something with seaweed and that will give you a little plantlevel. Upon doing this you unlock a belly bar, which appears near your food bar. This is a currency which is consumed to allow you to do photosynthesis. Every time you eat your belly bar goes up based on the amount of food eaten, or maybe I can have it go up whenever saturation (food) depletes. Here's the fun part: if your belly is under half full, your plant level will go up, and if it's over half full, it will start to go down. Plantlevel caps at 50% and if it's allowed to reach back to 0% you will revert to normal and have to start over the process. Phototrophes start with a +50% buff but completely lose the ability to eat if their belly fills, requiring them to use it up through sunlight. I also have to move everything from the external handler to a proper entity behavior so that I can do some major optimizations. Most importantly to do custom NBT handling as the current NBT handler is really bad at dealing with large amounts of NBT values being changed at once. There are also plans to add an invisible sugar bar which handles the boosts from phototrophy rather than just applying the boosts directly. Major advantage of this system is allowing normal players to access it, either through the food that they're eating, or as a dedicated item. Boosts from sugar will be contextual. If you're sprinting it will increase your speed, and if you're not it will be converted into food instead.
  5. The difference between a good combat system and a garbage one is the existence of hitstun. Otherwise you're just trading hits and that isn't fun.
  6. Basically a convenience recipe for clayforming which makes a bowl, a cooking pot, a crucible, and a crock all in one go.
  7. It was originally going to be that way but they wanted to do ore duplication and having burnt my ass off on just how absurd that got in minecraft modded scene was strongly against it. The main problem with ore duplication is that it gives you FOMO where you have to hold on to unprocessed ores for like 90% of your game until you reach the point where you can fully extract all the material out of it, and that just isn't fun. Why they didn't just add the functionality but without the duplication is beyond me. That would have been extremely useful. I think the devs are holding on to the idea to use it for something more fitting down the road than just magically getting double metal out of ores.
  8. I used ol' Sealsbane back in the day, amazing weapon but f all for range. Really I just wanted the scrap axe because it can be used as a tool.
  9. The entire game's wordgen was adjusted to justify the use of the glider, but in practice for a vast majority of the time the glider isn't even useful because of how difficult it is to obtain. I don't think there's a problem with the current glider for it is as powerful as it should be at its level, but there should definitely be lower tier gliders which make vertical transportation more fun. Hand Parachute: Made from pelts, this handheld parachute allows *extremely* limited gliding. You will take reduced fall damage allowing you to get about 5 or so more blocks before taking damage. Your terminal velocity will be reduced capping the total fall damage taken to something reasonable (5HP worth at worst) so you won't be able to use it to trivialize falling completely. You must hold it in your hotbar and have a free offhand to use it. While actively in use you won't be able to let go of it (preventing accidental dismounts) until it's no longer in use, or you drop it. Zip Line: Made from copper and guided by rope. You can set it up at two points and then use it to quickly lower yourself in the future. Similar to the Hand Parachute it requires both hands free to use, and it also goes down a preset path, however you won't take any fall damage when using it and you'll go pretty fast. You should take care not to go TOO fast or you might burn the rope out. You can get around this by using a steel cable which will never break. Hang Glider: The deluxe upgrade to the Hand Parachute, this is made out of finely tailored cloth and behaves similarly to the hang glider from OpenBlocks because its physics just feel so nice. You can color it with all sorts of patterns to customize it. It's relatively slow compared to the backpack glider and requires both hands free to use.
  10. Sadly there isn't any code in the game to handle entity riding, so as it stands now any kind of piloting is not really an option.
  11. There's a revive function (handles respawning) you could probably look into how it works and then make your own version. And I believe that dying is handled by the BEBehaviorEntityHealth so that's another avenue you can hook into. Normally I'd suggest cancelling the death event but I know from personal experience that the event handler sucks and you likely can't do it that way.
  12. Yeah pretty much why the thing doesn't animate in the original release. You've got my blessing for the project if you can figure it out. If I had to wager a guess, I would say there's some low level rendering function which is being overwritten or not getting expected values.
  13. There should be clay pots, easier to make than vessels and can be picked up but with less storage capacity and weaker bonus for spoiling and also shatters when hit with a sword or thrown https://static.wikia.nocookie.net/zelda_gamepedia_en/images/8/89/Guard_House.jpg/revision/latest?cb=20110114225623
  14. This is still the case. You only get the refund if you go over. For example you use two ingots for a job that normally requires one ingot, you get one ingot back as scrap. You still have to put the work into recycling the scrap so it's still a punishment for being bad at smithing, but it's no longer docking the player's metal for failing.
  15. I'm usually a low-level programmer so I tend to think of each part eventually breaking down into machine code. One method to test for lag is kind of horrifying, but it's to load the server with a reliable source of lag then measure dropped ticks.
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