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EndlessOats

Very supportive Vintarian
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Everything posted by EndlessOats

  1. I did see that mod even, it just didn't occur to me that it would work for boats and still be stable for 1.20. Guess I'll give it a go
  2. Literally just that. I would hope this is being worked on by the devs as it's kind of the only bad part of this update (everything else is great), but it's an incredibly pressing issue and very very annoying to get halfway across the world having to hold the w key for literally hours at a time. Therefore, if someone could make/point me towards a mod that makes boats control like an elk with a curb bit, I would be ever grateful. For reference, this is my obsidian orb which I have been using to press w for me over the hours it takes to get from my place to the story locations. Behold:
  3. Absolutely agreed, I would imagine that's what the halyard cleat is for? Tying it in a more open sail position would make the boat go more IRL (I believe, haven't done a whole lot of sailing). The entity interaction is already there, were they having trouble with getting the "button" to work? Even still, this update is awesome, can't wait for the polish to come through.
  4. All I want is to make a chair, but I can't find any "soft" blocks to use with the chisel. No wool, leather, linen, or anything else that makes sense as a material for a soft surface. Obviously I can just use stone or wood or some lookalike material, but it just doesn't feel the same. I've seen certain trader outposts with leather tents that are chiseled, but those were probably from a mod. I'd like it if I could get a vanilla material like this. Does anything like that exist in basegame?
  5. Already said it so completely agree, bump
  6. Git gud lol
  7. Thank you a lot I didn't know pre.4 was out that's so awesome thank you
  8. Playing the new preview update.
  9. Not sure if it's working yet or not, but I can't get flint to cook. Tried crucible, tried firepit (it gives you the "needs container" message like metal), tried cooking pot. Haven't tried baking in an oven cause I need the flint for fire clay to make the oven. Is this feature just not implemented yet, or am I missing something, or is this a bug? In any case I guess I have to go hunt underground coal before winter so I don't have to exist on porridge for 6 months.
  10. Agreed, cool idea
  11. Actually, I don't think caverns need redone at all. I think the current cave in stability system works just fine and shouldn't be changed at all. I'm simply saying the same system we already have should be expanded to include blocks which don't currently have it, and those blocks are pretty much all unnatural blocks. I'm not advocating to tweak cave ins or sideways stability, although is pretty cool. Maybe not entirely the same, as I do actually like the shiftiness of current terrain (you wouldn't think so, but it's actually really accurate to how uninhabited places are. Ground near cities and population centers or in flatlands is much more stable, and that's what most people are used to, but trust me, I know from experience that one wrong step in mountainous terrain can absolutely cause some serious landslides) but the thing with trees is cool. Rooted dirt as a separate thing is what Dynamic Trees (Minecraft mod) uses to take care of floating trees. I like that system and dislike floating trees. Cool idea.
  12. Cave ins and dirt gravity are a really cool mechanic. I like to play with both of those on pretty much no matter what. I like the realism and restriction it brings, making building and caving a lot tougher, especially early game. This makes accomplishing hard goals and creating large structures a lot more rewarding than in any other builder game for me, but it's a bit lacking. The idea that I can just have my whole house float a few blocks off the ground to make me entirely immune to drifters makes the fun go out a little bit. I think we should take stability mechanics one step further. Building blocks such as packed dirt, all stone masonry, bricks, and pretty much any other full or half block should have a stability contribution, similar to raw stone in relation to cave ins. For chiseled and furniture/ruin blocks you can either give them a stability contribution dependent on the total amount of voxels in them (which may be performance intensive) or go the other route and basically count anything with more than a slab's worth of material a full block and anything less a slab, and assign values based on material. What's better is this system already exists in the game, just needs expanded to other blocks and tweaked per material. The real reason I want this change is a feeling of accomplishment after successfully engineering a large structure. Players will feel much more gratified knowing they created something difficult not just because of resource grind, but because they actually had to think about and design the structure with given materials. Pyramids and great Roman structures aren't just cool cause "wow lots of rocks", it's because of the absolutely monumental amount of logistics and impressive design which went into them. I'd like at least the option to feel this and I imagine may other do as well. This game rocks honestly
  13. You can't put roof bottoms on the top half of blocks. They're locked to being "bottom slab". They should be able to be used to create half grades Roof angles are sometimes too sharp and the roof bottom is the perfect solution, except that it's locked to the bottom half of the block and so cannot be staggered to create shallower angles. Please fix, I am very irate after designing a shed around that concept and now I have to start over. Thanks!
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  14. Persistence hunting is an ancient technique which was used in the stone age. Essentially, you just follow a deer or other larger game animal for a day or three and it will eventually collapse due to exhaustion, making it an easy kill. This would be amazingly easy to implement- just add a timer for how long a large game animal can be pursued before it collapses. Obviously this will have to be balanced towards how long a player's hunger bar lasts (with Blackguards having a slight disadvantage in this area, preferring more hands on hunting techs) and won't be truly realistic due to that, but the hunger mechanic is a little unrealistic to begin with (it takes more than 2 days to starve lol). TLDR; Follow a deer or goat for a day or so and it will collapse making for an easy kill.
  15. Got jumpscared, pretty sweet
  16. Probably talked about a lot, and literally in the comments of the mod that removes this, but seriously. Immersive Corpse Drop works just fine and is objectively a better system, and I feel like VS does its best to have minimal menus in the first place, so this mechanic seems out of place. I had assumed it would be dealt with in the new update but it has no mention and a quick search of forums shows nobody is really discussing it. I know it's technically a minor thing but I am massively autistic and this makes vanilla borderline unplayable for me. When I started a server with my friends I went with external hosting solely so I could have ICD (as VS hosting currently does not support mods) and it costed me significant extra money. Testament more to my autism than a mechanical flaw with the game but it seems like the kind of thing that would plague a pretty large amount of the VS playerbase. In fact, we know it does, due to the popularity of ICD. At least 10,000 VS players want this minor change and have gone out of their way for it. What's stopping it?
  17. Absolutely agreed, and it is talked about quite often in the lore about this exact thing happening as well. All hail the Lords of Rubble. I think the drifters should stay as is (though I'm not super happy about temp storms as a mechanic), and this threat should instead come from Locusts and similar. Hordes of locusts looking for new places to establish nests, roving bells that summon that horde (which can be hidden from), things like that. Drifters feel like a sort of omnipresent and aimless threat, like a disease (which seems intentional). The locusts seem like they should be consuming anything they can, grey goo style. I like the overall concept though, it should definitely be an option at world creation though, same way cave ins are.
  18. I'd also like to add, as an optional sidenote, that villagers could absolutely still build structures once the player establishes a village. Obviously you'd have to pay them and your village would need the resources and infrastructure to do it. This sounds hard to implement, and likely will be, but it is definitely possible, especially with modern tech. Millénaire has been out for literally a decade (2011, I'm old as dirt). Given that Baritone has been out for years too, it stands to reason a scaled down and simplified NPC building system is possible and probably not too tall an ask under this system. The player designates an area for a structure to be built, the NPCs build it given resources and pay, and the player can obviously also do the same and designate their own structures for certain purposes as long as they have functional blocks/workstations (anvil and forge for metalwork, fruitpress and barrel for winery, etc.) The speed at which a structure is built can be dependent on how many NPCs you've hired to do it, and even change slightly depending on how much you've paid them, with underpaid workers building slower. Villagers should only build structures when prompted by the player. This means that there's no random huts being built inside caves or in unreachable spots, no paths that go nowhere, and no messy or immersion breaking terrain weirdness and dirt cubes under badly placed houses.
  19. Villages have been suggested countless times, I'm sure. But I think everyone is missing the point of the game. There has been an apocalypse that leveled strongholds, obliterated all of society even with Jonas' machines, and wiped out essentially everyone but the traders, and they are (supposed to be) few. No, there absolutely should not be a little farming hut village every couple miles. What there should be is a few stragglers, a couple survivors barely surviving through their trade routes and crafts. And lo and behold, that's what we have. However, the player is different. Building structures, learning crafts, establishing themselves, bringing back the old ways. It stands to reason the player should be able to bring them back proper, and only the player. What I'm suggesting is that instead of generating messy villages that conflict with lore and serve little purpose on their own, we leave it entirely up to the player whether they want to create society again, or not. Build houses and workplaces and then recruit the traders to come live there and serve their crafts, and depending on the type of trader they can do different things for you and sell/produce different things for the village. In order to recruit a trader, you'd need a place for them to live, a stable food supply (and you'll have to continuously feed them and your entire population, or else they starve/leave) and obviously fight off the drifters (and new mobs in 1.20). In later iterations more things should be required to run a village such as clothes and medicine, which can be purchased from trade routes or produced by your population or yourself. I think this system plays into the class system well for singleplayer worlds, and can even be a good source of labor for multiplayer worlds at the cost of obviously requiring endgame level amounts of resources to attain and sustain. On that note, this entire process should absolutely be endgame content. You not only need to sustain yourself, but one or two other people at a time, who may or may not be producing their own food or resources or tools depending on profession, so this is (and should be) an expensive endeavor. TLDR; Villages shouldn't generate, but should be solely built and managed by the player if they choose to do so, and should be entirely optional. Generated villages obliterate lore, are literally always messy and improperly built/generated (functional structure code is basically impossible to implement consistently, it has nothing to do with the skill of those involved), and do not add anything whatsoever to the game except scenery and maybe some resources to pilfer. However, personally, I still love village mechanics, so this is a great (and very lore friendly) compromise, making villages useful and much, much easier to implement.
  20. I'd like to make it so reinforced blocks become unbreakable a configurable amount of time after the player who reinforced them logs off a server. I tried to do it without modding but there's nothing like that built into the game, it seems. All I know is HTML from middle school and a little bit of GDScript so I'm basically starting from scratch on modding. Any help appreciated, including letting me pay you to do it for me because I'm lazy
  21. All good, I'll post a request for something like this on the mod part of the forum then, since I haven't found any integrated way to make it happen I suppose I'll just try my hand at modding it in. Thanks anyway!
  22. I did read through that, it's where I found the "denybreakreinforced" privilege, but it doesn't seem to have any way to be turned on and off automatically. While for a small server it might make sense to just manually turn it off when few people are on, I'm looking for more of a personal protection thing, similar to normal claims but just nerfed a lot. I'd also like it to be scalable, as I'd like to run a proper public server eventually, or at least inspire someone more popular than I to adapt the playstyle. What I'm more specifically asking is: It there a way I can automatically trigger certain serverside privilege changes based on a player's online status?
  23. I've been hosting a server for a while (Basically me and a friend so far), and I have claims turned off. I don't really like hard land claims, they take a lot of the fun of building defensively and realistic danger from the game, which sucks because this is literally the best siege game ever. Temporal gear respawn mechanics, limited food, and tough/expensive large scale building make for a really fun and reasonably realistic feudal warfare simulator. The only problem is that getting offline griefed also takes the fun out of it. Makes it into "Who can go the longest without going to work or getting a girlfriend". I want the best of both worlds. The idea is that reinforced blocks (any strength) become unbreakable 30 minutes or so (configurable) after someone logs off. The time limit is to prevent coward saving. That way you can realistically be in danger when someone pulls up to your fortress with an army and some pickaxes, but not while you're at work or out shopping. Problem is, I know literally nothing about modding in any form. I know just enough json to read/mess with most configs. I've tried to see if something like that could be possible or might have been built in, but so far no real luck. No way to enable/disable privileges based on online status. I'm not sure if the denybreakreinforced privilege prevents the player it's applied to from breaking reinforced blocks or prevents others from breaking their blocks, but I figure all you need to do is turn that on and off depending on online status. How would I go about that? Is there a config I missed that can do something like this? If not, can someone point me to a tutorial that requires less than 27 IQ?
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