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Omega Haxors

Vintarian
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Everything posted by Omega Haxors

  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.
  16. If you use more ingots than necessary for a smith job (for example: two ingots for a one-ingot job) you'll get the excess metal back as scrap which allows you to reclaim the metal. This would also open up the option for jobs which require fractional ingot amounts without needing to redesign the whole system, as it would simply compensate you the difference. EDIT: A similar system can be also used in cases where you accidentally cut off too many voxels on a bloom or blister steel instead of just ruining the ingot forever.
  17. The API documentation is shit, what I do is take the source code and read that. For your example you want to read the damage event and cancel (or modify the damage of it) if conditions are met. When you don't have something to hook on to you can either hook onto the tick itself or make your own tick handler and hook onto that. It's clumsy and I wouldn't suggest doing so unless you have to. Eventually I have to get around to rewriting all of my mods because they use an obscenely inefficient method which lags the game to shit. Treat all coding in this game as an event handler. Something happens, and then your code will react to that. Ultimately that's how things get done.
  18. I considered adding a "soul" stat as a mod but couldn't find a justification for adding it that would be meaningful. Basically it would be your mental health, and would go up or down based on certain criteria, and come with some sort of benefits or drawbacks. Had a few ideas floating around but they all either end up being obscenely frustrating, or don't really add anything to the experience. Ideally it would be something that pushes players to make things that look good, and play in ways that aren't just nonstop grinding. Now the main question is how you add such a thing without punishing players for having the "wrong playstyle" is hard to figure out. And making it a reward-based system isn't a good idea either, because then people will min-max it which will make the game even less fun. You want to punish the player for playing in a way that makes them have less fun, but it's not like you can tell or dictate if that's the case or not.
  19. The problem with games that give you unlimited freedom and an exploitation-based gameplay loop is that once you add intelligent people to the mix you get stuff like As cool is it would be to add, I doubt many people here want to bring colonialism to the table. EDIT: Uhm, hey forum developers, you think you could tone down the size of youtube thumbnails a little...?
  20. Made more offensive by the fact YOUR shots can barely hit things at melee range yet they can consistently snipe you from outside of your light range. The good news though is that you can basically nullify the shots with wood lammelar, just too bad it requires a rare resource to make the set.
  21. It used to be 2 blades from 1 material but only for knapping and it was awful. So instead they just removed the 2nd blade and doubled the durability across the board. Much nicer.
  22. Basically just add an extra rule to the smithing: When using a heavy hit it will check the voxel under the hit voxel and if it is surrounded by all compass directions, the voxel above it will merge with the voxel below it creating a hardened voxel. The other voxels will behave as normally during this process, only the target voxel merges into the voxel below it. Hardened voxels are essentially two voxels in one. If you upset a hardened voxel you can release that voxel and return it to normal. Here's the fun part: If every single voxel is hardened, the output result will have vastly boosted stats and durability, making it worthwhile to go for. Splitting works as is has always except you will gain 1 metal shaving per which you can recycle into ingots if you collect enough of them, or add them to a current job for an extra voxel. Adding a voxel doesn't require you preheat the shaving but it does consume a little heat from the job to bring the extra voxel to temp. Splitting essentially acts as the safe and easy option while hardening is more skill-intensive, risky and pays out way better. To add to the prestige of hardened tools, they require a special crafting chain in order to process into high quality tools; which involves making a high-quality handle and binding. In some cases they will also require an extra step: for example, pickaxes and swords will require a sharpening step. This extra effort will be rewarded in that these tools will have more than double the durability and a not-insignificant boost in working stats (essentially being a +1 to the tier, stat-wise) and being far more desired by certain traders. BONUS: Trimming Add a new recipe to make metal leaf. You can then add this to a hardened tool head similar to adding shavings to apply a trim to the edge. This will be a required step in order to make hardened equipment in order to help curb the power creep associated with adding in a new tier, while also making them stand out from normal equipment. Applying the trim is pretty much just a formality (similar to combining two anvil halves) just hammer each trim voxel with a heavy hit and the trim is applied. Here are the trim pairings: Copper: cannot be hardened (to make up for it, copper can now be cold forged) Tin Bronze: Copper Bismuth Bronze: Bismuth Black Bronze: Silver Iron: Gold Steel: Platinum Once you're done you'll have a beautiful tool/weapon which will represent all the work you put in to making it.
  23. Right now the current way the class traits are designed is based on a "one big downside and a bunch of little upsides" This makes the classes unique and it makes them balanced, but it doesn't make them fun or really meaningful to choose. Saying "You can do this a little better but you can't do that" in essence just makes it so that you just can't do something on that playthrough. However across all my playthroughs I did notice two standout classes which actually do something right: The Malefactor and the Blackguard. Why? Because they actually have a class identity. Malefactor is a class which is really great for newer players as it's more forgiving while Blackguard is great for experts who are capable of surviving the harsh downsides. Both of them are "If you're a X play as Y" classes. Clockmaker comes close as being a dungeon exploration class but its upsides and downsides are practically nonexistent making it a pretty boring choice. So here i'm going to take the existing classes and redesign them to each have an identity and unique way of playing. I'm going to attempt to stay true to the original design. Blackguard: The relationship between you and the world is fraught with animosity. Fighting is just a constant of your life now. This class is pretty much perfect so not much is going to be changed. However I do want to shift around the perks a little bit. First off, the hunger downside is going to be doubled to 60% and it's going to be docked with a nasty -25% move speed penalty However to make up for this, they will no longer suffer speed and hunger penalties on armor. No excuse, make that plate set. And you're going to need this, because enemies will now aggro on you from MUCH further away, and preferentially too. The other perks are getting removed completely. Not being able to gather materials or use bows is just a punishment, and I want to do away with these. Instead, you will draw bows 20% faster, throw rocks 20% harder, at the cost of severely diminished accuracy, making ranged more ideal for close quarters. The mining speed now applies to all forms of digging, not just rocks. This can be a downside as you will often overzealously break more than you intend. Heavyhanded makes a return, but this time it's a trade off. All tools work 50% faster but lose double durability on use. Blackguards are always on 100% of the time. They will remain that way up until the moment it kills them. That is the Blackguard way. Malefactor: You need to be careful when you're out stealing. Don't get spotted or your goose is cooked. You nearly didn't survive last time. This class exists as basically a new player choice with some strong late game uses but its downsides are boring. Lets have some fun with this. First off going to remove all the traits except the sling. Most of them will be more or less returned later in far more interesting ways. Drifters will mostly ignore Malefactors, seeing them as not a threat and being just as pitiful as they are. Maybe they did something to earn that reputation. Other enemies, especially mechanicals, however have quite the vendetta against you, and will be very quick to deliver a swift justice straight to your skull. Your bones will liquify if you see an enemy or unfamiliar player, causing you to freeze for a short period and emit a lot of panicked noises (like taking damage) After this happens, you will be put in an anxious state which causes you to move slower. But if you got hit out of it, you get a speed bonus and lose the ability to attack instead. Adds the ability to cower: Sitting while looking down will make enemies lose track of you if they don't have line of sight, and drop aggro if they're a drifter. All classes gain a 100% chance to pick up a vessel and clutter if they're sneaking Gain exclusive crafting of a looting bag: An item you can put a lot of stuff into but must empty into an inventory in order to get it back. In essence, Malefactors are slow and methodical with a talent for extracting from the environment, but their trauma leaves them fractured in confrontation. Clockmaker: You go far, you go wide. Nobody ever appreciates you, but without you they are way worse off. Discover the world then report back your findings. They get to keep all their upsides (except the bonus damage to mechanicals) Teleportation tuner: Clockmakers can use any static translocator to return to their spawn location by sitting on it instead. Home teleportation: Clockmakers can make an exclusive consumable item which will return any player to their spawn location. Remember all those downsides removed from other classes that reduce drops? Yeah, they're all on this guy now. Not much of a hands-on guy. Furthermore he's also really weak in combat and has a really low life pool. You're going to want to use your mobility to avoid conflict altogether. As a Clockmaker, you're mostly just there to observe the environment and learn. When it comes to actually interacting with it, you fall quite short. Use your inventions to make up for these shortcomings. Tailor: A live of adventuring just isn't for you. With so many things to create at home you can stay back and enjoy the finer things of life. Maybe they might like them too. This class was invented specifically for a mechanic and it shows. This one is going through a total overhaul. First, it was clear that the developers were afraid of making so many exclusives for this class so it only gets a few recipes. This is bad. Clothing is now overall going to be exclusively obtained from this class and from trading. Let other classes make only the simple stuff. Tailors share a lot of the downsides of Clockmaker, but with more of a focus of staying at home rather than going out to explore. What this means is you now have a -30% move speed penalty, but also a -30% hunger reduction. You also break stuff slower. Finally, your speed when chiseling blocks is twice as fast to help you when chiseling a lot of structures. Unlike the Clockmaker who is out in the field and inventing stuff which makes life suck less, Tailors prefer to assist the team from at home and make life worth living. Hunter: I'm not going to sugarcoat it, this class is basically one big long list of upsides that don't matter at all with a downside that can be negated. However, it has some of the most solid core design. It knows what it wants to be and it pulls that off. So lets work with that. Animals have the reduced tracking range that malefactor used to have, it just makes sense here. The speed bonus is being removed in favor of a stalking: use your reduced tracking range to get close enough to snare your prey with a short range projectile. Alternatively, you can set traps (such as stick traps) to catch them that way. All classes can make these but only hunters can use them effectively. Crude bows and Crude arrows are no longer exclusives but can only be used with each other and have terrible accuracy, requiring you get up close. Crude arrows of all types can be crafted. They have the same damage as normal arrows but with far worse range, and only work in the crude bow. Sniper: Bows take longer to draw but have better range and deal increased damage. Meticulous: Damage dealt by all weapons is -20% and you break blocks 50% slower. However all tools have a 50% chance not to use durability. Encumbered: You suffer double move speed penalties from all armor. Hunters are great at securing an individual kill but their hunting style leaves them quite unprepared for rushdown or group confrontation. Overall: I wanted to get rid of any attributes which punish the player for picking the wrong class, or for not picking the right class. Instead, I wanted each class to have an identity and a unique way of playing. This is why every change is meaningful and designed around a particular playstyle. Hunters are slow but precise and excel against single targets. Blackguards are unstoppable and over-the-top, never stopping to relax. Malefactors are cowards who are great at stealing and not being noticed, but crumble when confronted. Clockmakers are very good at traversing and surveying the environment but struggle to apply the knowledge themselves. Tailors prefer not to explore but rather process what materials they do have. Each class was designed in a way that attributes can be added and removed without the class as a whole needing to be rebalanced, which means that more ideas can be added as they come up, and can be removed if they're not fun.
  24. Food invincibility duration is based on the saturation provided, the only thing that gives you a bonus over ignorant players is the knowledge that it doesn't stack. For example, if you ate a food item with 100 sat and it had a modifier 0.1 that would mean you'd get an invisible 10 extra saturation.
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