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Omega Haxors

Vintarian
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Everything posted by Omega Haxors

  1. Use the chisel on the item to break it into chunks first, then you can smelt those.
  2. The point is because he's boring. Why sacrifice melee effectiveness for a little bit of move speed and a bunch of irrelevant crap when you could just go commoner and skip all the BS. Your gameplay isn't going to change at all just because you hit a little weaker and run a little faster, so why bother?
  3. This is by far the best mod I have ever played. I really hope it becomes official.
  4. I feel like classes should exist in a way which pushes you to play the game a different way. Look at Hunter: He's the most popular non-commoner because he trades melee effectivity for ranging, which meaningfully impacts how you play. Now look at Clockmaker; he's universally hated because he's just a faster and weaker commoner. Nothing special about him even though he's a very good class stat-wise. I feel like too many existing classes just serve to scramble some stats around. Blackguard being faster at mining. Hunter being worse at extracting ore. They're not interesting and just serve to 'nerf' the class arbitrarily while not actually impacting the *way* you play the class. Sure it adds more complexity but it hardly adds any depth at all.
  5. This post inspired me to write this
  6. Alas, it's the one thing that everyone hates in video games: hunger systems. If only there was some way you could like, IDK eat sunshine or something. It's not like you could do such a thing in real life, right? Right? Well as it turns out, it's not actually all that hard to imagine, because the math checks out. Actually doing such a thing in real life would run into countless ethical issues, no doubt, but who cares? It's a video game. We don't have to worry about that here. That's right: A photosynthesis mod that's actually balanced using real life math. Even though lighting in game is weaker than in real life, it balances out because of the player's slender proportions. Conveniently enough, that means that the extra surface area from the taller player character makes up for the in-game-universe's lower solar irradiance. Woopee! The mod adds a mechanic known as Exposure to Light. This stat determines how much energy light is providing to your character. Light level determines how much energy is available, which is used as a base for calculations (See: Algorithm for determining light level) (To summarize: Light level is at its highest at 12:00, and reduces down to 0% towards 6:00 and 18:00 respectively) Wearing armor and clothing reduces your surface area, which reduces your Exposure to Light (See: Algorithm for determining Skin Exposure) (To summarize: Wearing armor blocks off a lot of skin. Clothing blocks off some.) Efficiency determines how much Exposure is converted into energy when using the Phototrophic trait. The efficiency of Exposure is a simple config. Here are the options you have to choose from: Pessimistic: 5% (Assumes a poor integration which hurts either the amount of chloroplast or their ability to function) Realistic: 10% (Default Value. Benefits and downsides of integration roughly cancel out, leaving both organisms well off) Idealistic: 20% (Assumes excellent integration where symbiosis results in ideal conditions which generate energy in excess) Fantastic: 40% (An absolute best-case scenario which assumes everything goes perfectly right. Cannot physically be higher) Here are the values you can expect for each config setting. One Calorie is equal to 1 Satiation. Pessimistic: 0.39Cal/s at 100% exposure - Only enough to support standing still Realistic: 0.77Cal/s at 100% exposure - Almost enough to support nonstop walking Idealistic: 1.55Cal/s at 100% exposure - Enough to support casual sprinting Fantastic: 3.11Cal/s at 100% exposure - Enough to support nonstop sprinting Keep in mind that 100% exposure requires the dead of noon, wearing no clothing or armor, and being outside. Those needing to restore hunger are best just finding a good spot and 'sunning' themselves until they're at a point where they're comfortable. With proper planning, one can easily go completely without needing to eat at all. And all of this would be completely meaningless if there wasn't a way for the player to access it, so alongside these new traits comes pre-built its very own class! Meet the Tender! "When times got tough, beast and man alike turned against the peaceful Tenders out of desperation. All but the most ruthless were devoured as food supplies dwindled. The remainder who forgone their tenderness survive to this day. Even though their knowledge of cultivation had decayed over the decades, their symbiotic bond to the plants they once tended is as strong as ever." + Phototrophic: Restore hunger and air while *exposed to light* EDIT: Also restores Stamina for the VS Movement Mod + Sugar Rush: Increased *move speed* while *exposed to light* + Thick Skinned: +50% damage reduction - Heavy: -20% move speed - Fragrant: +50% animal tracking range - Nutritious: All animals will be aggressive towards you and you drop food on death The Sugar Rush trait increases move speed based on Exposure: ranging from 0% at no exposure, and 50% at 100% exposure. This means that your move speed will be -20% in the dark, and up to +30% in the light Since wearing clothing and armor blocks Exposure to Light, Tenders have naturally thick and heavy skin which helps them survive attacks from the animals they draw in. When exposed to sunlight, the sugars created by their thick and heavy phototrophic skin gives them a lot of energy, allowing them to achieve impressive feats of speed. Your traits will naturally draw you to the open outdoors, a place which serves to put you in the most amount of immediate danger. For this reason, they trade the mundane survival of trying to stay fed with the more action-oriented playstyle of fending off attacks. Those who choose to hide indoors or underground will grow to long for the addicting sunlight to grace their skin once more... Winter will be suitably challenging to the unprepared.
  7. That was actually my first attempt but after an hour wasted trying to get the texture to actually go on the model, I burnt out and gave up. I don't mind grueling math, but what I can't handle are nonfunctional programs that don't do what they're supposed to do. EDIT: I just remembered that the editor uses quads, so I can use those to avoid having to do pixel measurements at all. I'll continue with this knowledge.
  8. Relevant meme: You can probably guess why I made this meme in the first place
  9. For simplicity sake, each clothing slot will take its most common value. There will be exceptions to these, but more or less you should get a really good idea what each slot is going to cover (since there's usually little variance) First we need to slice the body up into parts. For this, I went through various clothing to get a glimpse of what 'regions' were covered by the various clothing items. Eventually I came to these parts: Head Top & Back: Covered by hats and Helmets Face Bottom: Covered by masks and Helmets Body Back: Covered by capes, shirts, jackets and Bodies Body Top: Covered by capes, shirts, jackets, and Bodies Body Bottom: Covered by shirts, pants, jackets, and Bodies Arm Top: Covered by jackets and Bodies Arms Bottom: Covered by gloves and Bodies Legs Top: Covered by pants, Bodies, and Leggings Legs Bottom: Covered by boots and Leggings Now that we have the regions defined, we need to give them a value on how much coverage each provides. First lets use the Model Editor to see what each of our slots cover. Thankfully the model requires very little tweaking to get the results we need, with most of the regions lining up perfectly to the ones created here. Head Top & Back: 44 Face Bottom: 30 Body Back: 60 Body Top: 30 (Only the front face since the back is already accounted for, and the arms block the sides) Body Bottom: 30 (^ditto) Arms Top: 49 (inside covered by body) Arms Bottom 52 (^ ditto) Legs Top 24 (^ ditto again) Legs Bottom: 140 Total score: 459 Now you want to iterate over each 'slot' and set it to "false" if there are any items in that slot. If there isn't, move on to the next slot, and if there are no more slots left, set the value to "true" for that region. This means the slot is uncovered. Take the score of each slot and multiply it by the boolean value (so false sets the score to 0) then add all of the scores together. Divide the value by 459 to get it as a % value. Finally you'll have an "uncovered" percentage which determines how much skin is exposed. BONUS: I have calculated the surface area of the player to be 5.4265m^2 using this math By standing on a 1/16h block you can see that you're 2 blocks high, so they are 1.9375m tall By taking the character in the editor, you can see that they are 30.2 editor units tall By dividing the size in meters by a 1unit cube, we learn that each unit is worth 6.4155cm (or 0.064155m) Since the surface area (in units) is measured as 459 units that means 29.447145m of surface area. Square that to get your value: 5.4265m^2
  10. I busted my nuts creating this, I figure someone here will appreciate it: *PESUDOCODE* SunVal = the current location's sunlight value (peaks at 22V) BlockVal = the current location's block value (at the feet) Time = the current time (10:30 for example, goes from 0:00 to 24:00) LightLevel = The output variable (in Lux) If you're holding a light source block in your main or offhand, set BlockVal to the greater: Current BlockVal, or the held item's light value Divide both SunVal and BlockVal by 22 (this returns the % value of how much light is available) Multiply SunVal and BlockVal by 10,000 (this is used to get the amount of energy in the light provided) SunVal and BlockVal are now represented in Lux Subtract 12:00 from the time (represent minutes as a fraction. For example 10:30 = 10.5) If the time results in a negative number, multiply it by -1 (negates negative values) Multiply Time by 0.1666 (returns a % value, from 0 to 200%) Ceiling at 100% (If over 100%, then set the value to 100% Any time before 6 and after 18 is "midnight" and you can safely assume a value of 1) Subtract Time by 1 (flips percentages, 0 becomes 1, 25% becomes 75% etc) Multiply SunVal by Time (finally, now you know how much daylight there is) If it's raining, divide SunVal by 10 (since the rainclouds block more light) Always divide BlockVal by 10 (aritifical light carries less energy than sunlight does) Compare SunVal and BlockVal. Set LightLevel to whichever one is higher.
  11. Lets have a rust world you can actually go to. Suit up your best gear and try to survive an infested world. As it stands now, the only 'arena' survival is mantle grinding. Bo-ring.
  12. To the Wiki editors, please add the crafting recipes for the various armor pieces. The page tells you about the various armors but not how to make them.
  13. Getting hung up on how much "technology" should be in the game isn't the right way to look at it. You spend more time trying to figure out what to exclude rather than deciding what really belongs. A better question to ask is: What mechanics fit in with the game's design and lore? What would be better off as mods? What's fun to play? What would add to the experience rather than distracting from it?
  14. Holy shit, someone made it a real thing. You are Mr. Awesome.
  15. Solution: Why the *bleep* are berry bushes movable?!?! Literally every multiplayer game goes like this: "Oh i'm starving to death where are all the berry bushes?" "Wait, I see a town, maybe they have some food" *Huge MFing wall of berry bushes* "OH WELL HELLO THERE!" Like IDK how anyone playtested this and thought "yeah, this is OK game design" Having a system designed to give new players and nomads a shot then proceed to allow one guy to 'collect every coconut on the island' completely trivializing hunger for someone that doesn't even need it at the expense of the people it was designed to help in the first place. Berries aren't overpowered, they're just poorly designed.
  16. Sounds like a problem with the design of the classes more than anything.
  17. Omega Haxors

    Class survey

    #1: Commoner. Can do literally everything and is the most balanced class of them all. No upsides, no downsides. Just the game as it was intended to be played. #2: Hunter. It sucks you lose the ability to melee effectively but in exchange you get a bow, faster move speed and can harvest animals/drifters faster. It's not the strongest but the downsides are more or less made up by its upsides if you're willing to play a somewhat less optimal playstyle. Getting less ore is a pretty considerable downside, however. It's not that big of a problem if you can get someone else to mine for you, but if you're on your own you're constantly going to be out of metal from all those arrows you're loosing (and losing) all the time. PROPOSAL: No changes needed, though I would like to see more exclusive content for the Archer going forward. #3 Clockmaker. Who designed this class? The first thing you see is "Deals more damage to mechanicals" which gives you the impression that it's a combat class, but then you look down at the downsides and see huge nerfs to combat. Alright? So one of its upsides is completely useless. How many mechanicals do you even run into in your average playthrough?? Yeah it's slightly better at repairing translocators, but it's not like they're hard to power in the first place. The only standout feature is that this class runs 10% faster with minimal downsides. I guess that's good? Maybe it's a better idea to just pick Archer instead, that way you aren't neutering your ability to fend off drifters. Or just go Commoner. PROPOSAL: Buff the speed in exchange for getting rid of the (frankly useless) mechanical damage buff. Give it exclusive crafting items from Temporal Gears you can sell to traders. Or better yet: Give them the ability to craft and/or move translocators. That would be insanely helpful to have, even on a single player game. #4: Malefactor. This one has severe downsides. Less health, worse archery, and lower melee damage. Ouch. You'll gain some pretty considerable upsides in the process too, like how you won't be harassed by animals as much in the early game, get more drops from the ground, and can pick up cracked vessels to sell to the Commodities trader. Play this class if you want a considerably more enjoyable early game and don't mind being a little suckier in combat. You would think this would make the later game combat less rewarding, but the lower damage will be made up for by your stronger weapons, while the improved drop chances will remain through the entire playthrough. Still not a great class, but it has its moments. PROPOSAL: Buff the chance of getting cracked vessels by a lot. 5% is only half a gear per vessel, which is not great. It just needs something to make it stand out. #5: Tailor. The class *looks* useless, but look closer. While everyone else is freezing to death during winter, the hardest part of the game, you'll be nice and cozy in your 10% extra durability armor and winter clothing. Forget plate armor, you'll be happy and safe in your leather body. Alright, that's the upsides out of the way... hoo boy. Out of all of the classes, this one has the worst downsides of the bunch. The worse forging isn't too big of a deal, but the real dealbreaker is at the lower animal loot and harvesting speed. Less health and mining speed. This class has a really rough early game, and the slower mining speed also handicaps it late into the game as well. You're going to need a team to rely on, because you won't make it on your own. PROPOSAL: You should be able to make clothing to sell to traders. It's maddening that the clothes you make can't be sold when so many merchants buy the stuff. #6: Blackguard. On the other end is a class that looks really good on the surface, but is severely underperforms. There's no ignoring it: this is a hard class to play. 30% extra hunger drain. You thought holding a torch in your off hand was bad? That's only a 10% drain. Now you're constantly holding 3, just for existing. Sure you hit harder with melee, significantly so and you even get extra life to help you out. You're going to need it, because this class can't range. You're going to be spending a lot of time underground, which is good because your mining speed is actually faster. What tilts the class from "Hard but rewarding" to "bad" is the heavy handed downside. Cracked vessels are normally very profitable to open, but not on this class. You'll get less forging which means finding food will be even harder. Crops too. It does have some high highs but the constant hunger drain is going to suck your soul right out of your body. Play it if you like a challenge, as the downsides won't really hurt you too much in the endgame. Well as long as you don't mind not being able to raid structures effectively. PROPOSAL: Just get rid of heavy handed. You can axe the mining speed bonus as it's not really fitting for a melee class.
  18. Omega Haxors

    Class survey

    So pretty much what this is saying is that classes are designed for multiplayer, and the current state of multiplayer is not worth playing. Not surprising that people don't want to play as the classes, because Commoner is the only one you should ever pick in a Singleplayer world. I think a lot more singleplayer individuals would go into specializations if they were something you got into via gameplay, not just a front-loaded choice. Skill trees are popular in games for a reason and it would add an element of character progression plus an organic 'punishment' for dying. Lose a life? Start over. Current build not working? Off the cliff express. Make a list of specializations and give the player the ability to mix and match what up/downsides they want and create their own story. Like I love being a wandering trader so things that buff move speed and health are super useful for the dangerous treks across the wilderness. Really it's a toss-up between Clockmaker's speed and Malefactor's looting, and if I could mix the classes, I would.
  19. The real problem isn't that dying in a nomadic game loop is too punishing, but that dying in the normal game is too forgiving. It's not quite at the level where you can just pop yourself to get home quicker, but aside losing your stuff, it's pretty nonconsequencal.
  20. It's just a Json patch to the armor values, I'm not sure why it would be causing issues with other mods or why it's incompatible with later versions.
  21. When you die, you lose everything. Yes, everything. Stats, nutrition, even your stuff. However, it's not gone per-se, but rather unavailable. Invisible to you. Any other player can come by and skin the body to obtain the stuff you had, and a friend can use medicine to cure the body back to life, saving you. Randomized spawn points could also go a long way in solving the frustration of feeling like the game was taken from you; instead you're given a new start. It would also stop players from 'death looping' to avoid having to survive, especially when paired up with Temporal Gears being single-use.
  22. This game is amazing but it does have a few design flaws that make it very hard to enjoy at times.
  23. I know that there's going to be a complete overhaul to the way the Inventory itself works, but I'd like to see a little bit of love for the boosters. Right now there's four slots which you can fill up with whatever items you want. In practice, this is kind of clunky because it's both hard to balance and just doesn't feel right mechanically. Once you have a better booster you pretty much have to throw away the old one because they're not useful. With a few tweaks however the system could be far more engaging, rewarding to progress through, and just all around fun. The hand basket is the most interesting. It's a really crappy early-game item. It can only be held in the offhand or your inventory and has 8 slots. If you right click one in your inventory, you can place it on the ground and access its contents. When held in the offhand you will dig slower making it not very useful to keep on you at all times, but very convenient when you want to move items across inventories. This gives it a good use case even once you've made better solutions. This also solves the awkward 'there's one basket for your character and one basket for the world??' problem by just unifying them into one single item. The hunter's backpack is an early game storage solution with a bit more weight. It goes on your back and thus does not slow you down. While it may have little slots, it will effectively double your capacity when you make it, and also lacks the downside of the hand baskets. It's not amazing, but it's nice to have, and will serve you well. You can craft two sacks of any kind and toss them over each of your shoulders. You can also carry them in your offhand, though a penalty applies if you do this just like with the hand basket. They're another direct upgrade and will give you tons of space when you make them. Nice. If you want to hold lots of arrows, the Quiver can go over one of your shoulders, giving you access to tons of arrows. Backpack backpack. Backpack Backpack. I'm the backp- okay i'm not doing the Dora reference again. This luxurious leather backpack not only has lots of slots but also comes with some pockets, each of which can only hold a specific type of item. It's so large you'll find that you can't use it alongside your sacks, but it won't matter because you can attach them to the straps of the backpack, freeing up your shoulder for a quiver. Not only that, but you will also throw dignity to the wind and wear your Hunter's backpack on your belt like a fanny pack allowing you to use that as well. In the start you'll make hand baskets, place them in your base when they get full and after you've killed some animals you will be able to make a hunter's backpack which will give you a good reliable inventory to compliment your more dynamic inventory. Once you've progressed enough you can then make two sacks, one normal and one ore bag, and put each of them over your shoulder. Later on you'll go hunting so you'll swap the ore bag out for a quiver and kill some wolves. Now that you have a ton of leather you craft the Backpack which gives you the ultimate inventory experience: Two sacks, tons of inventory space from the bag, a hunter's fanny pack and a hand basket in your offhand which you can use as dynamic slots. Every item is useful even in the late game and each storage method has its niche.
  24. The copper one's pretty useless but the iron one shreds through everything.
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