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Zane Mordien

Vintarian
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Everything posted by Zane Mordien

  1. Plainly stated, I disagree. They got caught up in chasing the meta the same as 7D2D and not following a vision. Hopefully that ends and they focus more on gameplay instead of poorly tuned mobs. I do appreciate they rebalanced them and the bears in the recent releases. I still don't understand how the spawn rate was so much different then the release candidates when bowtorns and shivers were added. Sorry, you're just collateral damage on my combat rant. I'm personally triggered by any mention of its not about the combat. That used to be what all the veterans said before when anyone dared complain about the combat system. As the combat intensive story chapters have rolled out they slowly dropped that argument.
  2. @Kalzamar I agree with you for the most part. Although I do think they have done a decent job of rebalancing the spawn rates of the new mobs, but early game they are still a nuisance. The random shiver attack in broad daylight still annoys me early game. I also would prefer that the shiver and bowtorns be introduced over time to be less in your face day one but thats just my opinion.
  3. I hope they expand the mechanical power options someday. That combined with the moving water suggestions would be awesome.
  4. I think this is a very dishonest statement about the devs. A large part of how the devs make the game is to align with Tyron's vision for the game. If players figure out a way to break the game, then the devs will patch it out, but for the most part, he leaves it up to the player to decide how to tackle the challenges, with the most obvious solution being the easiest path forward. But they aren't doing these things to spite the player, but rather to keep the game in line with how Tyron and Saraty envisioned it. In his defense, they are chasing the meta on mob fighting. People were building paths above the ground and they added the ability for the drifters to throw rocks. Then the meta became to run and throw spears and we got shivers and bowtorns. Now they have dialed back the same shivers and bowtorns based on player response. These are responses to player actions and not a vision. I do not agree with you about fighting. The game is leaning into fighting with every story chapter. You have to learn how to fight in the game or you will be woefully unprepared for the later game and way more frustrated dying in the story locations.
  5. I know this is the logic behind the current vanilla ruins, but I still don't understand it, because there are humans around. Surely they tried to found new settlements and they failed. You should be able to find modern ruins as well, maybe not just as many since there are fewer humans now than before the calamity. If the traders can be EVERYWHERE and make some sort of "lore" sense, then there can be ruins of recent human settlements.
  6. The system isn't very intuitive to start with but once you get the hang of finding ore in VS, you find that it is everywhere. I don't think they are going to change it, but it would be nice maybe if they added a better in game tutorial so people can understand the system. That's just bad luck, but it happens. I've played this game A LOT and I recently was beating my head against the wall not understanding why I couldn't find iron until I realized that iron doesn't spawn in the rock strata that I was at. Where I was at, it could only spawn in the first rock strata that was only 30 blocks deep. The odds of hitting iron there were slim to none even with a "decent" reading. A updated tutorial telling players to check the rock type to make sure it can even have iron in it would help people, although I knew that and still made that mistake.
  7. The savegame file name is in the serverconfig file. I switch save game files all the time on my server. This is my personal server and not a rented server.
  8. No point in playing a game if it isn't fun to you. Good luck finding a game that scratches that itch. I dread those times when I get bored of all my games and have nothing to look forward to playing.
  9. Welcome to Vintage Story! I agree play some single player to learn the game unless you have a friend to play with you.
  10. As I stated above your first post. The stability is tied to the World seed and does not change during gameplay or ever. You can create the same world over and over and go to the same location and it will have the same temporal stability. The temporal rifts as Thorfinn stated may change it for a limited time when you are near them but they go away in time. It was probably always slightly unstable but you were coming and going and didn't notice. Then after you went below your house where it is more temporally unstable and came back up you noticed because it isn't recovering. Unless you are using a mod of some sort, I don't think what you are saying is possible. I built my first base in a location like that. It wasn't unstable enough for me to notice until I was trying to regain stability and it wasn't happening.
  11. @LadyWYT hah, I was getting ready to reply and realized I had already said everything just 1 post up.
  12. Is this even a thing anymore? I haven't built a fence around my crops in a few playthroughs and I haven't seen any crop damage. Ever since they turned down the rabbits to stop people from farming the meat I barely ever see them near my garden.
  13. I still build a dirt shack even if I don't have monsters spawning because the bears... oh the bears.
  14. I started off with 5 days without monsters in my first playthrough. Now that I know what I'm doing I don't worry about it anymore. Just build a dirt shack and your set anyway.
  15. It gave me something stupid like 16 blocks, but I've only seen that ruin a couple times over all of my playtime.
  16. There is one ruin in vanilla that has TP and it is sort of like that. There is a ruined stone building on a raised bit of land with gardens around it with cobble around beds of it.
  17. Only suggestion I have is write down the coordinates you want to keep and delete the map file. I think the markers are a separate file but I can't remember.
  18. One of my favorite topics!!! Seriously though, the storms are just a time out to most players or as someone else stated, they go make snacks or just turn them off. I've only done a couple light storms in 1.21 and so far they seem more reasonable on bowtorns, which is a step in the right direction. Or maybe I just got lucky on those storms.
  19. I know you already know this, but turnips are ready so fast that I plant them anytime because getting three 50% harvests over the spring and summer is still plenty of food.
  20. I've never heard that in vanilla either.
  21. You are looking at both pumps right? You add the temporal gear to one pump and the pump head to the other pump. If both have a pump head then /gm 2 , open the door in God mode, /gm 1 and go inside.
  22. I didn't check that. I don't think the actual ore nodes are set by the seed, but I guess it could be as well. I might try and check that tonight.
  23. I feel confident you are in a very small minority. I could possibly find the RA if I was desperate looking for limestone or bauxite, but only because I know how to spot it. I have no reason at all to travel far enough even in 1.21 to find the village. You just love exploring?
  24. I got the same message but it explained what to do in the message. Also this was just a fixed location treasure hunter trader so its not critical if you already found one.
  25. 1.21 Pre 3 1.21 Pre 3 I do not understand what evidence that is, because that looks very seed dependent. I created the same seed and got the same results with some small deviation. If you keep taking samples in the same spot all the way to bedrock there is deviation in the readings on the same world. I could collect hundreds of sample points and do some statistical analysis of it and calculate the mean and standard deviation, but well that seem unnecessary. The formula in the program has some variance I guess that creates these types of readings instead of it just giving the exact same number every time you take a sample. If it wasn't seed dependent, it would be just some other random ore reading on every world creation and not the same ores with a small variation.
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