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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. That's a sensible first step, but consider that there are armors that do not consume metal at all. You need to balance against those as well. I'd say, try to fit them into gameplay niches. For example: it is generally accepted that (1) the improvised armor should always be worn from day one until you have something better; (2) wood lamellar is a waste of resources; (3) copper anything is an emergency solution and you should probably pick the cheapest recipe, meaning lamellar; (4) bronze lamellar is the first good option for cave exploration; (5) iron chain is the logical upgrade once available; (6) you should try and find a set of blackguard or forlorn hope armor for endgame; (7) nobody ever uses scale armor; (8) steel plate if you want to be the frontliner in multiplayer. The reason for this progression is that (1) the improvised rmor has zero downsides and costs almost nothing; (2) wood lamellar is pretty much the same stats as improvised, except more expensive and with downsides, and its higher durability doesn't matter at all because it is defense tier 0 and thus will get torn to shreds in a small number of hits anyway; (3) copper is defense tier 1 and still gets torn to shreds rapidly by all animals and most drifters; (4) bronze is defense tier 2 and thus will hold up against all animals except bears, and three out of five drifter types, making it the first armor you can actually wear for an adventure and expect it to still exist when you return home; you pick lamellar because it is the only armor type that doesn't need leatherworking established, and durability on that set should last until you can upgrade to iron; (5) iron is defense tier 3 and thus covers bears, all locusts, and all drifters except nightmares, and additionally chain has low downsides and is very low effort to make with a helvehammer, so replacing this armor is quick and easy; (6) the relic armors give you almost-steel stats for iron repair costs, making them a no-brainer; (7) making scales is just about the most annoying and tedious thing you can imagine doing on an anvil, and the armor you get in return has high downsides; (8) plate mail has extremely high downsides, and as a single player you are limited in your DPS output; even if you can tank a million hits, you will probably end up eating hit after hit because you can't avoid enemies and it takes you ages to kill everything that swarms you, and thus this armor is improved by having friends that can supply extra DPS from afar. Additionally, there are the nonmetal armors. Leather is your zero-downsides, every day armor that you have on when you don't expect to be fighting, but still don't want to be completely unarmored. Tailored gambeson covers the same niche but better (tier 2 instead of 1), in return for some minor downsides, and the fact that it's a class-exclusive recipe (though tbh most players disable that feature anyway even though it's technically cheating). Normal gambeson has more downsides, but still not too much; it is certainly still better than anything bronze. The reason you go for bronze anyway early-on is because flax tends to be the more valuable commodity during your first six months of a playthrough. Later-on, after your windmill is up and running, you definitely would choose gambeson over bronze every time. So where do your armors fit in with this? You'll notice that the only metal armors that are considered "efficient" to use in the first place are lamellar and chain. Both of those are considered that because they are the cheapest and fastest option. If you make options that are even cheaper, chances are your options will be preferred (and doubly so if your armors have fewer downsides due to being lighter), unless you downgrade the stats a lot. Remember, defense tier is more important than durability or damage reduction; due to how the armor system of the game works, you will choose tin bronze lamellar (-0.6/77%, 600 durability) over copper chain (-1.1/80%, 600 durability) every time, even though chain has lower downsides on top of its better stats. You'd make this choice even if both cost the exact same amount of resources. Having defense tier 2+ is especially important due to just how many creatures in the game are at attack tier 2, so players tend to beeline for the quickest way to get tier 2 anything, no matter the stats. Of course, all of the above counts mainly for a resource limited scenario, and the pursuit of "optimal play". If you're at a point where you have more metal than you know what to do with, or if you like the look of certain armors more than others, then there is absolutely nothing wrong with going for brigandine or scale or whatever else you might prefer. But that kind of usage is not useful for defining balance. So, ask yourself the following bonus questions about your armors: (1) Does it require leatherworking? If no, it must compete with lamellar and gambeson only. If yes, it must be balanced against everything. (2) Aside from just considering raw material cost, how much player effort is it to craft them? Using metal plates and chain could be considered low effort if the armor is meant for lategame use, due to the helvehammer, but before that point, asking players to manually smith chain or scales is liable to make them run for the hills.
  2. Whenever a player is hit, there's a diceroll that determines which of the three armor zones (head, body, legs) is selected. After a zone is selected, then that zone's armor protection comes into play: first the flat reduction, then the percentage reduction. There's no check in there whether the armor of a zone applies or not. Therefore, you cannot model reduced coverage, where sometimes you get the benefit of armor, and sometimes not. The only stats you have to play around with are flat and percentage-wise damage reduction.
  3. That's a known issue in .pre9, it is said that .pre8 was supposed to be fine. Are you sure you're on .pre1?
  4. Also, keep in mind that VS only just moved from .NET 4 to .NET 7 this summer. The main delay in doing this migration was a third party component which did not support .NET 7 up until that point, but which VS has a hard dependency on. Chances are, that third party component won't immediately move on to .NET 8, so until it does, VS cannot update either.
  5. Yep, that was the rift activity. "Apocalyptic" basically means an unending swarm as long as you are in a dark area. You do get fake drifter spawns on very low stability, but definitely not above a quarter.
  6. Well, to start with, you don't need to flee the moment you hit 60. You can go quite a bit lower. I think actually dangerous stuff only happens when you fall below 25 or so. But yes, this puts a hard limit on how long you can go spelunking for. Is that really such a problem, though? Once you have found the ore deposit and know where it is, you can get there much faster next time. You can get a lot of ore in a pretty short time if all you have to do is swing the pickaxe. Additionally, at least as far as I am personally concerned... I don't spelunk for ore. I might explore caves to look for ruins and translocators and such, but ore? If my prospecting pick says that I'm on top of an "ultra high" location for cassiterite, I'll just dig a vertical shaft straight down. Ore deposits in Vintage Story generate as horizontal discs, so finding them is much easier if you come at them head-on instead of from the side. And having that shaft means I don't have to walk through any caves to get to the ore. I just climb down the ladder, fill my inventory, and head back up.
  7. You can find all of the spawn conditions in ...\assets\survival\worldgen\blockpatches\flower.json. Rafflesias need hot, humid jungles. Edelweiss wants things cold and high up.
  8. Some payment options may take up to a week to clear, as indicated on the shop's page. Additionally, if you purchased from an external reseller (Humble Store, itch.io), they sometimes run out of codes and the VS team needs to resupply them. But if you used Paypal and bought here on the website, it should be very quick. In that case, check your spam folder. Failing that, you can open a support ticket (mouse over "client area" in the top navigation bar) mentioning the email address you used and the time of purchase. Support tickets may take a day or two to get processed.
  9. They may not be deleted, just deactivated in the mod manager. I've done that before by accident when I deactivated lots of other mods and clicked too fast without reading...
  10. It's very annoying when that happens, yeah. And some ores are more prone to it than others. Sphalerite for instance tends to appear as giant sheets of "poor" stretching out in all directions in every world I play, to the point where I have never made bismuth bronze even once because I never have sphalerite readily available. Honestly, jumping through the translocator is your best bet. Get yourself somewhere far away from everything and see if things are better there.
  11. Halite won't show up on mode 2 (node search) due to not being an ore. Though if sylvite ever shows up, it means you're inches away from a halite deposit, because sylvite only generates inside halite. However, it will show up on mode 1 (density search) just fine, because mode 1 doesn't actually detect the presence of something. Rather, it detects the probability of something being there. The more favorable the wording is (i.e. poor, decent, high, etc), the higher that spawn chance is. The number that follows is more debug output than useful data and can be safely ignored in most cases. You can totally find a halite salt dome in an area that says "miniscule" on density search, because all dice rolls just happened to succeed against overwhelming odds. And you can fail to find one in an area that says "ultra high", because all the dice rolls just happened to implausibly fail, or because the geologic makeup of the area is less than ideal. But on average, your chances to find something are much, much higher in an area with a favorable wording on density search.
  12. In the screen where you load your savegame, there's a button to the far right you can click to view details of that savegame. It includes the seed, and even lets you copy all custom settings you made. However, you don't need to recreate your world to change a minor thing like hunger rate. Check out the worldconfig commands.
  13. This is actually a suggestion that's been made several times in the past. Unfortunately, there are a number of major issues which prevent it from being feasible in practice. First, you need to add a half-block for every possible top-layer material. Which, as it turns out, can be a lot. Practically any block placed by the terrain generator, including every possible type of rock, every possible ore in every possible type of host rock, including ores hosted in other ores (gold in quartz etc), every variant of sand, every variant of gravel, every variant of dirt. Possibly others. So what happens when you mine such a half-block? What does it drop? For blocks that have drop chances of secondary items, this can be handled fairly transparently - you simply halve the drop chances. But for blocks that drop themselves, you have a problem. Do you make the block drop itself? Then you've just clogged the player's inventory with a potentially useless single item that won't stack with any of the full blocks of the same material type. Or does it not drop anything, or maybe a full block at 50% chance? Then players will be confused, and/or complain that the half-block isn't avilable for decorative purposes. And then you get into what those half-blocks actually do. Like, imagine that you found a half-block of terra preta. What do you do with it? Pretty sure you can't make that into farmland, because crops only grow on surfaces level with full blocks. Are you supposed to place the half-block floating in the air, so you can plant a crop on it? Immersion goes out the window. And in general, plants and vegetation are a huge problem in a world generated this way. Imagine a slope like the ones you are asking for with this suggestion, a nice smooth slope using alternating full and half blocks. Unfortunately, only the full blocks can have any vegetation generating on them. So now your grass, your trees, your bushes, your flowers and everything are banded into alternating strips of growth and no growth, all the way up and down that slope. That'll look terrible! Those aren't even all the issues. It keeps going as you examine everything that exists in the game. Now, you might go through all of these issues one by one, and think 'hey, I can come up with a solution for this'. And as you keep doing this, and solve each problem, and aggregate all these solutions into a collection of changes that would need to happen to support this feature smoothly, you'll eventually realize: your collection of changes is more and more approaching the point where it begins to resemble a different change altogether. Namely reducing the base block size of the game from 1x1 meter cubes to 0.5x0.5 meter cubes. That is the ultimate destination this suggestion is heading to. Only when every part of the engine, from the ground up, thinks natively in half-meter steps, can you really achieve proper support for world generation using half-meter blocks without something breaking, and for players collecting and using natural half-meter blocks for every imaginable application. And that pretty much devolves down to "rewrite the entire engine and game from scratch". Hence this suggestion is not feasible, and never will be.
  14. A word of warning: you'll likely end up in a different season. The game stores the number of days elapsed since world creation. Which is January 1st, although the player doesn't spawn in until May 1st. If you started a world with 9 days per month, then 36 days will have elapsed by the time you spawn in and start playing. The game remembers this number. If you then immediately change the setting to 3 days per month, the number of days elapsed since world creation is still 36. And dividing that by 3 means... you're no longer on May 1st, but rather on January 1st of the second year! It's mid-winter, and you have no food and no shelter and no equipment. You're screwed! Thus, be very careful when using this command (when using any command that modifies the ingame time or calendar, tbh). Make a backup first. And perhaps try to calculate the number of days elapsed in your world based on your current date, so you can estimate the new date before you enter the command.
  15. Yes, it absolutely is world height. The game does not currently offer proper support for full, regular gameplay in world heights higher than 256. You can choose to play in them anyway, but you'll have to deal with the issues that come with it, including warped terrain generation, temperature by elevation not scaling with world height, weather effects not scaling with world height, and others. In practical application, I recommend no higher than 384, where these issues are already noticeable but still minor (as long as you don't build your house on a hill). If you wish to build huge, I recommend doing it in a creative superflat world.
  16. Rift activity is unrelated to temporal stability. It's just about how many drifters are likely to spawn at any given time. Low rift activity = few spawns; high activity = you'll get mobbed. It'll change over time and is not bound to any given area. Only the spinning cogwheel in the center of your hotbar tells you whether a region is stable or not. Counterclockwise = unstable, clockwise or holding still at maximum fill state = stable. Temporal stability is bound to the local area and never changes over time.
  17. Regarding improved combat, it seems like the VS team has a vision for that, but it requires various technical challenges to be overcome first. Tyron had this to say on Discord (on the topic of suggestions in general): Ergo, groundwork is being laid at the moment, but it'll take more time.
  18. This already exists, although in a roundabout way, and the game doesn't really tell you about it... I suspect it's more of an informal developer tool. But you can still use it as a player if you know how. 1.) Find an existing world with the settings you want to port over. Instead of clicking to load it, click the button with the pen to the far right. 2.) In the line that says "Playstyle", there is a copy-to-clipboard button on the far right. Click that. 3.) Exit out of that screen, then click "Create New World". 4.) Click "Customize" at the bottom. 5.) Press CTRL+V to paste the copied settings, then press Apply. 6.) You can also paste the copied settings into a text file to save them for later use.
  19. It's more the opposite really. Standing still greatly affects your hunger rate. It goes down to one fifth or something. This is made so that people forced to hop AFK don't come back five minutes later to a half-starved character. So it's specifically just standing still, rather than sitting down or lying in a bed, that gets this reduction, because players who are forced to hop AFK don't have time to get themselves into a better position. As a result, sleeping in a bed has less of a reduction (although it does have one) than standing still, which tends to confuse people. But this isn't about realism but rather about convenience.
  20. Biomes in VS are not predefined and placed, but rather emergent from world creation and climate bands. Each game world is made up of several maps that all overlay each other. There's the terrain map that the player sees and interacts with, but there's also a temperature map, a humidity map, a forestation map, and others. Thus, any given block in the game doesn't only have its terrain coordinates, but also an average temperature, a humidity value, a forestation value, a latitude, etc. Every plant in the game is defined with a range of spawn conditions: a minimum and maximum temperature, a minimum and maximum humidity, and so on. For each area, the world generator looks at what content it has available for the given conditions, and then populates the area with that content. For example, areas with extremely low humidity will become deserts. But other factors influence the type of desert. You won't find any cacti around the default spawn latitude of around 47.5°N; instead you'll get rolling hills of gravel, sometimes with sparse shrubbery or the occasional tree, and sometimes not. But near the equator, deserts absolutely do turn up with sand dunes and cacti. Animals also follow the same rules; down south you may get hyenas instead of wolves. Since the game always spawns you in the northern hemisphere, walk south to find hotter biomes like jungles and savannahs, or north to find colder ones like glacier fields. Your setting for starting climate determines the rough latitude you start at. The setting for pole-equator distance determines how far apart the extremes in the climate distribution are. Poles and equators repeat endlessly on the north-south axis up to the world border; on the east-west axis, climate doesn't change, so you will only encounter variations of biomes allowed at the current latitude.
  21. More like 5x, but yeah, it's a pretty large reduction. Larger than any other situation. Not because of realism, but because of gameplay: it's meant to allow people to go AFK for a bit without having their food bar disintegrate in their absence.
  22. 0.5%, according to ...\assets\survival\blocktypes\stone\rock.json.
  23. No, only climate (i.e. local yearly average temperature, humidity, etc.) affects wild crop generation.
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