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Omega Haxors

Vintarian
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Everything posted by Omega Haxors

  1. Right now literally everyone and their mother's ashes can agree that the hunger system is annoying as heck. You need to have food on your person pretty much at all times and if you forget even once you can be out in the middle of nowhere starving to death. This leads people to stack so much food in their inventories that the hunger bar may as well not exist. It's less of a challenge and more of a chore. The current system is based on real life values and in a lot of ways it's completely rational. You start with a good amount of food, it lasts a good amount if time, you can tell at a glance how full you are, though where the differences become clear is the size of the food bar. A freshly prepared meal with meat in it will completely fill up the bar often more often than leaving a reasonable amount of food left in the bowl. Not only that, but the instant your food runs out you start starving to death which can happen in as little as 1 day. That's ridiculous. So as a proposed solution, I have a suggestion which draws from video game bosses: Multiple food bars. You still start out with the green bar which is the lowest level bar. When it empties you starve like normal. However, if you eat healthy it will 'level up' changing color and giving you an extra bar to fill. You can level up all the way to 5, with each one coming with a benefit. If you die, you get sent back to Level 1. You're still limited to how much you can eat at once like under the old system, but now you're given more leeway for intermittent fasting which will make the game more enjoyable to play. Proof of concept of an almost filled Level 5 bar. A small notch of every previous level shows what level you're at, with the previous level in the gap like so: In this example Green is level 1, Blue is Level 2, Purple is level 3, Orange is Level 4, and Red is Level 5, but you can probably pick better colors.
  2. C'mon this is the kind of question you'd expect from an executive trying to maximize sales...
  3. Certain items in your offhand will modify your Action (right click) in certain contexts. If there's a conflicting interaction, the primary hand will always override the off-hand's modifier. Empty Bowl while facing a body of water -> Fill the bowl with water Water Bowl while facing a burning block -> Douse the block Torch while facing a campfire -> Ignite the campfire Shield while facing an enemy -> Shield bash attack Bowl of Life Water while holding Bandage -> Apply an alcohol bandage Bow while holding an arrow -> Fire the held arrow Food Item while sitting -> Eat the food Knife while facing dead enemy -> Skin enemy
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  4. I suggested a long time ago using the bellows as a method for forging steel from bits, since they're completely unused at the moment.
  5. Until you realize that even the basic armor will turn arrows into paperweights. All arrows are T0 regardless of what they're made of so armor is especially effective against them.
  6. Right now there's a copper furnace which is just the firepit but stronger. I think it would be more fitting to have it be a pellet stove. You would have to process firewood into pellets by crushing then compacting the wood dust. It's also possible to get this sawdust by creating certain wooden objects as a by-product. It would require power to run but would auto-feed to keep it whatever temperature you set. You lose efficiency (since you'd have to spend energy processing the wood) but gain automation and control.
  7. It doesn't work on blocks below the fire, only directly next to it. In those cases you'll just have to come back at it later with a pickaxe.
  8. I playtested it awhile back and it's great, but there's two bits of feedback I'd like to contribute First there needs to be a small increase to the range that bonfires crack. Right now it only cracks two blocks, the one directly adjacent and the one behind it. I would like to see this increased so that it cracks all blocks directly next to the initial block rather than just the one behind it. The next point's kinda minor but I'd love to see the light color shifted more red to really sell the heat that thing puts off. Default fires put off a surprisingly white light which is fine for the smaller fires, but for something that big? EDIT: I patched the 2nd point myself, the line to change is lightHsvByType: { "bonfire-extinct": [3, 7, 2], "bonfire-lit": [3, 14, 40], }, I mean just look at that beautiful orange glow.
  9. It's probably a bug. They're intended to be loot table blocks like the chests.
  10. Thanks for the concern but this was during a time when the spawning was bugged and far more enemies were spawning than were supposed to. It's been fixed now.
  11. You can also buy it from agriculture traders too, so see if you can pass by one on the way.
  12. Really your time is better spent looking for Terra Preta. Rot isn't even remotely feasible to get in large quantities.
  13. Love the changes but the gambeson/leather nerf stung. Especially love the armor downside reduction for Blackguards.
  14. I would make this a mod but the amount of hard-coded stuff I would have to deal with makes it not an easy ordeal, but something I'd like to put on the table for later.
  15. Right now Nutrition exists to give you extra health, though this is a very bad reward for maintaining good health, and here's why: The death penalty is to lose nutrition. Since this lowers your max health, it leads to situations where you might death loop. Extra health is only useful when in combat or taking fall damage. If you can avoid both, nutrition literally does not matter. It's extremely hard to notice your reward as you gain or lose progress, you have to actively stat-watch to even notice improvement. Makes it impossible to balance the damage output of monsters, since what might be fair for max-nutrition would instakill normal players. Instead of buffing health, it makes more sense to buff a far more impactful stat to the game: Your speed. Here's why: Noticeable immediately. Even a small change to movement speed can be clocked by the player. Progression. Feel yourself get stronger as you improve your diet. Painful loss on death. Dying feels bad, but more importantly: doesn't meaningfully affect the balance of the game. Encourage Players to wear armor. Lower health means you have to rely more on armor, and increased speed counters armor downsides. Always useful. No matter what point in the game you are, being able to get around quicker is always appreciated. Edge in combat. A better-fed player will always outperform a worse-fed one by giving them a subtle edge. As an added bonus, your break speed, jump height and cold resistance also increases with nutrition. Finally, cooked foods no longer provide extra saturation but instead give boosted nutrition. (This isn't 100% a related change, but almost everyone can agree that the saturation boost from cooking completely trivializes the hunger system.)
  16. If you want the game to actually treat it like dirt, yeah that's a whole can of worms that's going to take hours to figure out. Chisel blocks are a bit of a hack.
  17. It's literally a single JSON file and a recipe. You can't get easier than that.
  18. Universal Value is designed to replicate the gameplay of Equivalent Exchange 2 (Project E) from Minecraft, and the Grand Exchange from Runescape. Every single item in the game is given a value, which can then be used to freely transmute between any other item which have been 'unlocked' You can unlock items in the Catalogue by researching them (destroying them) which allows everyone to infinitely replicate the item forever. Replicating an item costs Universal Value. Every time you withdraw, the item's price increases by an exponentially increasing amount. At first, it will only increase by a small bit, but every time you repeat a transaction, the price will increase more and more until it reaches infinity. Likewise, every time you deposit an item, the inverse will happen: the amount being given to you decreasing more and more until it reaches 0. As you've no doubt figured out, you gain Universal Value based on the value of the item by destroying the item and sinking it from the game. Furthermore, there is an energy tax to using the system. Transactions cost either physical energy provided by the player, or via a shaft node. The more energy you provide, the faster you will complete the transaction. Transactions can be cancelled at any time, giving a full UV/Item refund. Transaction cost will also increase if you're driving the price away from its normal value, and will decrease if you're helping restore it to normal. The goal of Universal Value is to create a healthy in-game economy where players are rewarded for engaging with game's more obscure mechanics. By boiling down all item interactions into their rawest form, problems with game design will become very apparent, which will make balancing a lot easier. Hopefully emergent gameplay will result from using the system, which will open up possibilities not seen in the main game.
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  19. You could make a normal block and attach the dirt texture to it, give it a recipe. Yes you would have to mod, but it would just be a single JSON file and recipe.
  20. There's also the problem if you're using an SSD: Chunks are saved to your SSD and not your HD, which can quickly become an issue if you have a large world. 10GB is nothing to my hard drive but it's a good chunk of my SSD.
  21. It *might* be possible by packing multiple mods within the same zip file. Even if it wasn't you could so a subdirectory where you put all the mods into a folder/zip file then have the user manually put in the mods that they want to use. Would be the easiest way to distribute modpacks too.
  22. Wolves have a spawnpoint. They'll respawn around that point forever. It sounds like you based near one of those spawn points. You can abuse this mechanic to get infinite animal products, but more or less it's just a frustration that needs to be patched out. For now you can work around it by trapping the wolves instead of killing them outright. They won't bother you ever again.
  23. I actually considered scrolling but decided against it because of annoyances in minecraft with similar systems where you sneak and it gets caught up on your hotbar. In retrospect there's no reason I couldn't have just used a harmless control like... control to, well control this behavior. Yeah, that's a really good point.
  24. The trend seems to be that each mod adds one feature. I think it's for the best. The worst thing about minecraft modding was how every mod would add the same features and any modpack would have 30 different macerators. It was insufferable. On the flip side you had power tripping pack devs who bothered to put in the effort to remove duplicate functionality but then would spend the rest of their energy railroading you into their style of play. Equally insufferable. At least mods here you can choose which things you want to add. For example, I created World of Darkness to balance out Immersive Phototrophy, but kept them separate downloads. The player can choose to download one or both.
  25. I wouldn't mind a system like that if it meant armor was repairable.
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