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Omega Haxors

Vintarian
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Everything posted by Omega Haxors

  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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...?
  9. 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.
  10. 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.
  11. 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.
  12. Oops, fixed that.
  13. 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.
  14. 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.
  15. I actually had to un-buff the drops from the seed vessel to vanilla levels because of this. One of the few ones that's actually worth opening in the base game. anyway sorry for the incontinence, @Jacek Babiak I've fixed the mod for net7. That update broke the mod spectacularly and it took WAY too long to fix.
  16. I thought they would have toned them down when they reworked how animals respawn, but I was wrong. Still serious amounts of wolf spam; having more leather and fat than I know what to do with at an early game. Not fun.
  17. You're correct in the outcome but incorrect on the reasoning. The food cost to restore health is the same as the damage loss from starvation, so no profit there. What's instead happening is that you're eating your berries slowly which allows you to get the most food invincibility out of them. If you eat them back-to-back (like most players would) then you're essentially wasting the hunger pause as it caps out at whatever the saturation level of the food is. I personally don't agree with the system and especially not its implementation, but I'd rather players know about it than wonder why they're suddenly eating way less now that they're preparing their meals in a bowl.
  18. There's a hidden mechanic which is really badly designed which essentially gives you invisible bonus hunger. Every 8 seconds the hunger system ticks. What this does is take a variable which accumulates whenever you walk/run (it goes up more than 4x as fast if you run, and goes up slowly if you stand still) and then multiplies that by your hunger drain multiplier to determine how many calories (satiation) it takes away, and then sets the activity value to 0. However, it doesn't end there. There's 6 hidden variables (one for each nutrition type) which goes up every time you eat a food of any kind. Whenever you eat a food, the amount of saturation provided is compared to each variable corresponding to the relevant nutrition type and if it's higher, it will set that to the value of the nutrition of the food eaten. The amount this goes up is usually a tenth of the caloric value but this is set on a per-food basis. Now what happens when the hunger tick starts, is that it will take the saturation loss and subtract EACH (bottoming out at 0) nutrition variable instead. Once those run out, your hunger bar drops like normal. This also means that only your highest nutrient matters for this system, as the lower nutrients will 0 out well before it has a chance to do anything. So if you accumulate 100calorie loss of energy in a tick, and ate a food item with 1000 meat nutrient and 30 fruit, you'll get 10 ticks of free before your hunger bar goes down. The reason you didn't notice this until now is that you've been eating berries which give almost no saturation per bite so you only get a tiny fraction of this system. Once you switch over to prepared meals, you start getting a LOT of calories in a bite of food, which allows you to get the full benefit. The combination of running around a lot in the early game, sleeping, and panning leads to the system being all but completely invisible to most players, then once you're established you unlock cooking and mostly stay put, you're then suddenly dropped into massive bonus head-first and it feels like hunger mechanics are completely disabled after having struggled completely up to that point. Now with this knowledge you can eat your berries slowly (one per hunger tick) and get the bonus early. While i'm at it: Other sources of hunger drain (restoring health, sleeping, panning) will take energy directly from your hunger bar using this system rather than waiting for the hunger tick. These do not account for your hunger drain multiplier, and will always consume a fixed amount. Otherwise sleeping in armor would be a death sentence. I wrote a mod which effectively disables this mechanic as a downside, which is why I know so much about it.
  19. Basically a chunk variable which starts at 100% population and 0% rage. Population determines spawn rate while Rage determines enemy strength and tier. Every time a drifter dies within a set range of a player, the population will lower and the rage increases, with a bonus if a player was the one dealing the killing blow. Furthermore, the player will also have a Population and Rage stat which is multiplied with the chunk's stat to determine the spawn rate and difficulty. If a player farms a particular chunk it will eventually deplete (until a temporal storm) discouraging farming behavior. If a player tends to avoid combat they won't have high tier enemies spawning near them, just as bunch of small ones. If a player loves the thrill of combat, they won't be bothered much but when an enemy does spawn, they'll be tough. Important: temporal storms will ONLY cause population to raise. Player rage will remain the same but environmental rage will be doubled in calculations during the storm. This is to prevent non-combatant or early-game players from having insanely strong enemies spawn on them, while clearing out low tier trash from decked out players. Rage will only slowly increase on kill but population will quickly drop. However, population is quickly restored during temporal storms, depending on the strength of the storm. However, killing enemies during a temporal storm will cause the population to drop a lot faster than it will restore, which rewards players for not just hiding in a bunker. Rage also does not increase during a temporal storm as spawns during storms are more "kill everyone in particular" rather than enemies going after you specifically.
  20. The problem is that the helvehammer has a nonlinear power consumption: As the speed goes up, so too does the energy consumption.
  21. Basically the layer system is a block matrix just like the main world. So you could put any block you wanted in that and it would be separate to the main world. Now imagine a parallel universe which the effects (block breaking/placing) of the main world transfer over to the alternate world, but not the other way around. Once you are where you want to be, you can reenter the main world. Basically, this game's equivalent of the Nether, but with a more interesting twist. You could put on some special glasses or something to see (but not interact with) this alternate world without having to enter.
  22. New update which adds two new traits, as well as oxygen restoration while underwater.
  23. It would be neat if protein starvation could be a thing because IRL that's the one thing stopping us from just eating sugar 90% of the time.
  24. and the ability to put out a fire by kicking sand at it.
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