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Everything posted by Bumber
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Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
If those effects are tied to the stability meter, that doesn't help much. There's already distortions when you drop below certain thresholds. The problem is that if you're near full but slowly draining, it could take several minutes of standing in one spot to even trigger the effect. If you're already at low stability when entering, you're already suffering the effect, and it could be several minutes before you realize you're actually not getting better. (Though you're likely to actively be checking the meter in the latter case, and might notice that the gear has stalled.) If you tie it to the rate of change instead, then you get the issue of the screen effect showing up while you're traveling the world. There'd have to be a delay where the effect slowly fades in if you haven't touched a stable area in a minute. It might be worthwhile to avoid applying the effect underground, or increase the requirements for how bad it has to be. (Does surface instability stack with depth instability at all?) -
I looked at the source code for EntityTradingHumanoid.cs a bit, and it looks like the value you'd want to tweak is called lastRefreshTotalDays. From what I can tell, it triggers a restock if this value is more than 7 days behind the current game day, then adds 7 to it. This can trigger multiple restocks (max 10, i.e., 70 days since last visit) if the value is low enough. (There's a 200 tick delay between each restock, probably for performance reasons.) If you don't want to figure out what the current day is, it looks like deleting the value will set it to the current day -10, triggering 2 restocks. Or you can set it to 0, triggering 10 restocks. (This sets lastRefreshTotalDays to 1-6 days in the future. I.e., restocking will take longer than usual if you were away for a long time. I wonder if that's a bug?)
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Wiki says only climate at sea level is considered. (I assume it actually means temperature, because the rate changes with season.)
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I think the wiki will always remain out of date the way it is. You can't expect any significant number of people to contribute while making them jump through hoops. Trying to cram all proposed changes into a single place defeats the point of using software designed to allow anyone to easily edit a page they're viewing. It's less a wiki, and more of a game manual that the devs expect someone else to write for them. Either form a paid team to keep it up to date with changes, or lower the restrictions. Otherwise, starting an unofficial wiki seems more practical.
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Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
I believe it pertained to bears. If you missed the bear hiding in the foliage, you aren't going to notice the scratches on the bark. That's not to say there isn't an effective way to get one's attention (e.g., a loud growling sound right behind them), but that conveying it through the same method that already failed is futile. --- Likewise, no amount of text in the handbook explaining that surface areas can have different temporal stability will help anyone that isn't looking there. (I do hope it is explained there, at least. I read all the basic tutorials before playing and surely didn't remember it.) The goal, IMO, should be to indicate that something's definitely wrong with an area. This either gives a player pause before building a base there, or (even better) gives enough of a clue as to what to input into the handbook search box. If the player can correlate the area effect with rifts or the stability UI element, then that's a major success. The spinning UI gear comes close to this, but it isn't really noticeable unless the area is very unstable. Adding unique mini-rifts to low stability areas easily does its job of directing someone to a page on mini-rifts, which can redirect them to a page on surface instability. -
Roosters eat bugs for breakfast. Looks like the bugs... got their revenge.
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Pretty sure habanero is a different species from the other two? Regardless, that's not really how it would work. Seeds would have a random shift in spiciness, not spontaneously generate a new variety of pepper. Such a system is more the focus of a farming simulator rather than a survival game. The player does not have a spice tolerance stat, nor a flavor preference.
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Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
The issue is that there's no option to replace the transmission here, only build a new car from scratch. The suggestion in the thread's title is literally just to give us a way to fix up a bad area. (I.e., if your basement floods, install a sump pump. Don't make excuses that you can put up with a little water pooling around, and you really should've checked before you bought.) Jonas invented tech to block rifts, but apparently it has no effect on stability whatsoever? Maybe it's not the player's first world, but they just happened to not have an unstable base before? You're acting like the mechanic is consistently obvious, an inevitability of game progression, when the entire problem is that it isn't. It's an invisible terrain feature placed by the RNG. You could go an entire playthrough without realizing that random spots on the surface have low stability, because you don't happen to spend much time in those places. (This is my exact personal experience, BTW. I only know this mechanic exists because I've read about it on the forums. I started a primitive base in a cave, then relocated to the first interesting valley I saw. Both areas happened to be very stable. I don't look at the gear spin while I travel, and the meter has never depleted noticeably while doing so. I have no practical engagement with the mechanic, and no reason to know it exists, all through the whims of RNG.) I don't see how that helps in the slightest. Not only would you need to know the mechanic exists, but then you need to obtain a tool to check? Is this tool likely to have prerequisites involving building a base, just to tell you if you if that base (already under construction) is in a good area? It's like noticing there's a problem with players getting confused with a certain tutorial, and then proposing the handbook need to be crafted first to get to that tutorial. -
Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
We already kind of put up with this, as rifts pop up whenever and wherever they please. Maybe there could be smaller rifts that show up in addition to the normal ones. (They wouldn't spawn drifters, but you'd lose stability for standing directly in them as usual.) Even a base that is basically neutral can be bad if you return from spelunking with low stability. You need to recover before you can go underground again, but can't do so effectively while doing homesteading tasks. So you have to go out foraging and trading instead, defeating the purpose of having a base. -
Seraph: I think I'll enjoy a nice sit with a refreshing beverage. The ominous rift lurking outside the window: Soon...
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The windmill should be connected to the side of the large gear if you're going to use it. You want reliable torque instead of speed.
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Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
The problem is that this isn't really happening for many. Players are having a difficult time noticing anything unsettling with the area until the point where they've built an entire house on an Indian burial ground and moved in. The turn speed scales with the rate of loss. The state where the gear is rocking back and forth is the most confounding. It may look like it's recovering if you glance at it for only a second. -
But how many have mined an entire mountain of its riches? There's an excessive amount of work being done here, and the tools are essentially being used up like drill bits. (Those last 30-100 hours of continuous use, for comparison. Modern carbide alloy.) Would you enjoy it as much if you had to do all that just to reach around the current durability tools already have? The current numbers exist for gameplay purposes, and all those things you mentioned are easier than setting up an iron industry.
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Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
One can immediately feel cold air on the skin, and then observe that stepping back inside reverses it. Following that analogy, one shouldn't need to wait for hypothermia to set in an hour later to notice there's a problem and then try to back trace the cause of sudden body convulsions and teeth chattering. Putting on warm clothes as a solution is irrelevant until the problem can first be properly identified. It's not useful to suddenly realize you're under-dressed once you're miles from civilization (or have a house in a low stability area). Stepping into a rift is rather obvious. The gradual loss of stability that has absolutely nothing to do with rift activity is not. AFAIK, rifts aren't even more common in low stability areas. Even underground instability is fairly obvious because it scales with depth and really nasty mobs spawn near the mantle. -
Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
Presumably Seraphs can feel it somehow, like skin temperature, nausea, or ASMR. The player gets a representation as a gear, but it's difficult to keep track of a single UI element while you're focused on walking around and doing stuff. It's not really much different from the shroud effect from Enshrouded, the environmental hazards in No Man's Sky, oxygen in Subnautica, or other such game mechanics that prevent you from spending too much time in an area. It's just not as obvious because the meter is depleting or recovering very slowly, and neither the indicator nor the environment give the player much of an alert that anything has changed. My recommendations: Firstly, it needs a small immersive effect so you're aware of it while walking through an area. It'd be enough to know something's slightly off, which would cause the player to think twice about building there. Secondly, the effect on the gear should be immediately obvious enough that they can just search the handbook for an explanation. Lastly, a stability device allows the player to eventually enjoy a base in a scenic location, despite it being hit badly by RNG. -
Add a mechanism to let players stabilize surface areas.
Bumber replied to Mac Mcleod's topic in Suggestions
Always be sure to measure the basement for possible non-euclidean geometry before purchasing a new home. I think the issue is that the game isn't good at providing the info. This is a bad UX issue. -
Sounds like they're confusing it with the item/block remap command.
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The spikes aren't good at hurting stuff, last I checked. You're better off with fall damage or pit kilns. (Those damage loot, of course.)
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Raiding people's cellars and smacking their butts? What are they teaching in blackguard school these days?
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https://en.wikipedia.org/wiki/Wrought_iron Kind of the entire point of working the iron. Needs to be folded repeatedly to disrupt these planes so it won't fracture along them. I literally said the weight difference (between iron and bronze) is negligible. Don't be so fast to press "Submit Reply". Two issues that disappear on horseback. Not only is the horse's momentum helping you with the swing, but you're out of range by the time your opponent recovers from their shield splintering in their face. You're only getting one hit per pass, regardless of swing speed.
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For maces it might, but we only have scrap metal ones (that swing faster than a falx for some reason). It will possibly absorb kinetic force better as armor. But I think the weight difference is negligible here. More benefit in putting a lead core inside an iron mace and adding more armor layers. If it's brittle hard, that's not necessarily a good thing. You need the impurities to be oriented in the correct direction or your blade might shatter.
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Perhaps temporal storms are a result of snorting too much rust.
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What iron sample do these represent? Your links likely imply the data is for 20th-21st century manufactured iron. That would mean fully melted down to liquid form and impurities removed (i.e., not wrought iron). At any rate, the VS numbers are clearly designed for gameplay and not realism. Black bronze is certainly not a superior bronze. I'd never throw an ornate gold spear.
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You do have to find one, though. (There's a certain % chance, depending on the specific ore, that the deposit you detected isn't actually real.) And then you need to go through the whole smithing process. DF uses real measured material properties. That's basically saying real world logic doesn't apply. Which is technically true, but VS does strive for realism in most places. When you say iron is "vastly" superior to bronze, you're likely talking about steel. Genghis Khan had his armies outfitted in steel in the 1200s. Damascus steel is mentioned back in 800. Humans have known iron alloys well with carbon for a long time. (IIRC, some of the processes don't involve flux.) Wrought iron, as we're making, is going to have silicate impurities and would need to be worked skillfully.
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Combat is too shallow for it to be so integral to the game.
Bumber replied to Tabulius's topic in Suggestions
It'd probably be annoying if they were all embedded videos. It's probably fine as text links like this.