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Everything posted by Diff
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The two most common monsters having 100% accurate ranged attacks is so annoying.
Diff replied to Ikkus's topic in Discussion
Hypothesizing, so I erased my hitbox and stood in front of a gearfoot bowtorn firing squad. While there are some variations, the differences would suggest a slight difference in firing position rather than some programmed inaccuracy in their firing. I boxed them as best I could be that still leaves them some room to move. But looking down at the shriveled space where my hitbox once was, you can see that all arrows converge and perfectly pass through that single precise point. YOU'RE BOWTEARING ME APART LISA.mp4 -
The two most common monsters having 100% accurate ranged attacks is so annoying.
Diff replied to Ikkus's topic in Discussion
Be my guest and exit the discussion. If you wanted to just hit-and-run pick-a-nit, you could have exited long ago. As you said, you have no skin in the game as someone who plays with aggression disabled. But nobody has actually made that easily-indefensible claim. "100% accuracy" is not "100% success rate," and the entire distinction is moot when the actual point raised for discussion is "They're too accurate for being the lowest tier enemy." Getting hung up on 99% vs 100% vs conditional 100% vs whatever just inhibits actually discussing the possibility of minigun bowtorn. -
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The two most common monsters having 100% accurate ranged attacks is so annoying.
Diff replied to Ikkus's topic in Discussion
Alright, if you insist, I'll bite. No, they don't hit 100% of the shots they take. Nobody's making that claim. But their shots always, 100% of the time, land where they intended them to, even if you are no longer there, or even if there is something blocking that path. That's what's being discussed here, as that is what is not realistic. There is no deviation from intent to result. They take aim at a single point in 3D space, and fire an arrow/rock precisely there, and it will never, ever land anywhere else but along that precise arc. That's 100%. If I go outside and throw rocks at a tree 20 feet away, I may hit most of the time even with the both of us completely stationary. But not all the time. And I'm not hitting its trunk on an unerringly perfect arcing path to its center. If I get a bow and arrow, I'll be more accurate, and at a greater distance, but still not 100%. Even in Olympic archery they don't bother with moving targets (for the most part) to provide sufficient difficulty. So I don't find "but you can hide, you can move" to be very relevant to the actual point being brought up. You don't need to fire homing missiles to be 100% accurate with a bow/rock. If you throw some bowtorn in the Olympics and hide a seraph behind each target, the Rust World is going home with the gold every single year. I think we can safely say "yeah, that's odd, what might work to fix this?" without needing to litigate that the absolute has qualifiers, as every absolute does. But that's why I think that makes an interesting idea for enemy scaling without just number boosting. Bowtorn would be niftier if they didn't just fire the same old projectiles more powerfully, but more accurately. Maybe even less powerfully, but faster. Maybe a theoretical glass cannon nightmare repeating crossbowtorn would be more nightmarish despite having less health. -
The two most common monsters having 100% accurate ranged attacks is so annoying.
Diff replied to Ikkus's topic in Discussion
If you want to set records, then bring numbers! That'd be an especially interesting discussion since they aren't easily mined out of a JSON file. -
The two most common monsters having 100% accurate ranged attacks is so annoying.
Diff replied to Ikkus's topic in Discussion
We can allow a bit of exaggeration as a treat. In any case, litigating it's not a very interesting conversation. More interesting is whether it makes sense for them to be as accurate as they are, or whether improving accuracy could be a useful mechanic to tie to enemy tier rather than just making higher tiers soak up and dish out extra damage. -
VintageStory supports mods with custom world generators, that'd be what I'd try.
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The two most common monsters having 100% accurate ranged attacks is so annoying.
Diff replied to Ikkus's topic in Discussion
For being rotting abominations they do stay on top of their target practice. -
ok so is that a no for this? cause you just breezed past it last I asked.
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I think you may need to spell out what you are expecting because that's not very clear right now. What, precisely, about the server are you trying to discover how to configure? You have a graphical control panel where you can configure server and world settings, as shown in that screenshot I took from the store page. As far as I know, you also have the standard suite of in-game commands (like /worldconfig) that you can use to configure the game. What do you feel that you are missing?
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Do the worldconfig commands or the other commands in the command handbook (Type .chb in the chat bar to access) not work properly for you? It's intended to be plug-and-play hosting. It's pretty clear about that on the store page, where it also mentions the world and server settings panels. It might be helpful to e-read them a bit more closely, I'm sure it answers other common questions you may be having about the official hosting as well.
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Official VS hosting like the hosting that's offered in the stores? That isn't stored on your PC, it's stored on Anego's servers, and while you can download it, it's stated on the store page that you can't upload a world.
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Gotcha, well keep in mind that I have not bought hosting from here before, but based on the information on the store page: "Does not support 3rd party mods, meaning mods not created by Anego Studios directly cannot be installed." And there is no link to manage your server, as: " Upon purchase, you get access to a server dashboard right inside your game, from there you can start/stop the server as well as change various setting and update the server should a new version of the game come out." I believe world settings and such should be able to be changed from here.
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What host did you buy your server from?
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Unfortunately not, I tried a few weeks back and didn't see any difference. After looking on the forums, I saw some people saying it even has the potential to make it warmer due to it being a transparent block.
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Just making sure, the treasure hunter trader specifically?
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I went file diving to find out, so spoilers:
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Normal wood doesn't burn hot enough, but if you burn firewood and starve it of oxygen in a charcoal pit, you can get charcoal that will burn hot enough to smelt with in an ordinary firepit with a crucible like Dekoser mentioned. If you press H, there are guides for smelting and for making proper charcoal pits in the handbook. If you hover over a fuel, you can see the temperature it burns at, and if hover over a metal nugget you can see the temperature it smelts at.
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It was always a requirement, but in 1.21 it did change from .net 7 to .net 8.
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It's so good, I only learned about it the other day from I think @Thorfinn, VS is spoiling me after having to manually collect mod zips and manually merge and compile XML files for Dragon Age Origins. ModMaker makes tinkering with VS so much easier.
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Just commenting on this narrow bit, it's very easy in 3D for rotation to affect position. In 3D, you aren't moving/rotating/scaling objects, you're moving/rotating/scaling the actual space they exist in. If I scale down on Z to make a cube flat, it's actually still a perfect cube, just in flattened space. If I rotate a cube, it's easily possible it'll move around wildly, because I'm not rotating the cube around its center, I'm rotating the space that the cube exists in around its center. If those two centers aren't in the same place, the cube will move as well as rotate. So to solve your problem I think you need to figure out where your transform origins are. This is all generic 3D stuff though, not specific to VSMC. It's been a while since I've been in there, so I'm a little fuzzy on the VSMC-specifics. A full JSON file to toy around with might be helpful in figuring out where it's going wrong though.
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Seeds no longer have random traders, food, etc.?
Diff replied to StaryPierdziel's topic in Questions
Nah, in that case I'm more inclined to say that I'm full of it. -
New world with imported base, but playerdata is messed up
Diff replied to Grelf's topic in Discussion
Saw one suggestion in a thread like this, I think it was @LadyWYT? But dump all your stuff into a chest or two, then use the worldedit tools to export it from the old and import it into the new. -
I HAVE INADVERTENTLY CHOPPED A TREE WITH A WILD BEEHIVE
Diff replied to lampyridae's topic in Discussion
Definitely done that before. Even worse, my Steam Deck ran out of battery immediately after, and when I loaded back in, the world was in a weird state where the tree was still chopped down, but I didn't even get the honeycomb out of it. Just gone into the void. Way too easy to miss, especially if you've got the volume low/off. At least without something like subtitles.