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Cetasaya

Vintarian
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Posts posted by Cetasaya

  1. its takes a LOOOONG time to dip below 10% stability for me wherever i mine.  maybe ive just never encountered an especially unstable area/chunk but ive mined in a bunch of spots

    i can mine out 20+ stacks (filling my inventory) of casserite ore long before any baddies spawn

    the problem becomes getting back to the ladder after mining out a literal maze chasing all the ore veims before the stability dips below the threshold lol

    but i think its wild that youre down there long enough for this to be a problem.  i guess unstable areas are really that much worse.  in that case i would suggest not mining there and finding another spot

     

  2. I see where youre coming from, but i disagree. 

    Note: This is an extremely long post.

    Spoiler

    The room the Eidolon is in wasnt built as an arena, i believe it's stated in a scroll or book somewhere that the Eidolon is a maintenance robot and knowing that a furnace room is whats on the other side, it seems like the room we fight it in is a maintenance/storage room (as an aside, the furnace room leads into the ground floor of the library, which is weird, because why would it be designed that way?  Sure the main enterance to the library is two floors above, but the library is clearly laid out as to feel like the first floor is really where people entered it, all majestic and with the resonator front and center.  It feels too important for the enterance to be through some furnace room.  And the view from the actual main enterance is really lacking in comparison.  I feel a little bit of a lore disconnect in how the library was laid out by the devs, its obvious it was to give the player the full effect of seeing the library for the first time, but lore wise it's weird that it was laid out so well for some maintenance guy coming in from the furnace room lol.  Maybe the furnace was moved after the place was built and the Eidolon's room had a more appropriate purpose?).

    The rubble is of course consistent with the rest of the dungeon as you said but the size of the room is fine.  The rubble and cramped space are probably part of the challenge.  And itd be lame just to have some massive open space that was obviously a contrivance for a boss fight.  Like playing kingdom hearts or ff7:r and being able to tell from a mile away that theres a cutscene and a boss coimng up from the lazy and poor environmental design.  You'd see an empty circular clearing devoid of any design or flavor and youd be like, "ugh. i know what this is for."  When a dev takes the player out of the game and makes it obvious that the enviornment is being used as a mechanical tool and not work of art, its just really bad design all around.  What the devs did here is very good.  The room is both lore and mechanics rich. 

    And most of the room isnt even neccassary for the fight.  I always just use one corner with a pillar between me and the boss.  You really dont need to move very far to dodge the falling rubble attack.  It just targets wherever youre standing when the boss slams its fists into the ground and a couple of other random spots.  Just move over a couple of feet, take a few bow shots, and move back behind the pillar to protect from a rock throw.

    The fight is extremely easy once you get the pattern down and if you use a pillar for cover.  Its a fight of attrition not really one of skill.  I agree that the boss should have more attacks but its an ancient crushed maintenance robot.  Its not only not made for combat but its a miracle that it can even move in the first place lol.  And its toughness is of course due to it being made out of metal.  It works well and its kinda sad and somber, cause youre just kinda beating on it for a long time, its confused and corrupted, and its almost completely helpless.

    With iron chain armor i dont even need to pay any attention to the locusts at all until the Eidolon is taken out.  Ill MAYBE have to heal one more time but if youre not going in with at least a stack of poultices in the first place I doubt you'd win anyway lol.

    If youre having trouble with scaling the rubble, check if you have auto jump on in the settings if this game has it.  Might help a bit.  You NEED at least mid game (bronze/iron) armor for this boss.  Its meant to whittle you away slowly over a long period of time and not having armor equipped is just not worth the time youre saving by not crafting it.  You're gonna burn through several stacks of poultices AND food trying to no armor this thing.  Armor is incredibly important but dont wear it unless youre expecting combat since the debuffs you get while wearing it can be intense (especially the hunger one, yikes).

    Oh yeah, and if you dont know this boss is farmable and keeps its full loot table.  I dunno how long it takes for it to respawn but I built my main base close to it and I farm it about once every in game week.  The farmable drops trivialize both temporal gear rarity and literally ALL tradable goods (via the gears) very quickly.  My house is completely stuffed with artisianal furniture, clothing, and im swimming in fabric, charcoal, arrows, ect.

    So get a full set of bronze chain or better armor.  Buy the bow that only hunter class can make from a survival (i think) trader.  Its the best one, is cheap, and lasts forever.  Iron or better arrows, two stacks at least.  Stack of the best poultices you can manage.  Plenty of food.  And turn auto jump on.  All that will trivilize the fight and make it easily farmable.

     

  3. We got the chisel to add in other block into whichever one we're chiseling.  But the blocks' textures are out of our control and must be worked around or overpowered with color choice.  So I propose a series of paint items craftable with the dyes already in the game, a thickener/base/catalyst (whatever its called im not a chemist lol), and some glass for the bottle and a paintbrush craftable with either fibers or animal fur, a metal band, and a stick.

    Primary hand holds the brush, which has premade and editable shapes and points just like the chisel.

    You hold the colored paint you want to use in the offhand to dip the brush in it before (of course) painting penises all over your friends' walls.

    And the already in game item parchment can be set on a table to create pixel art with the paints you can hang on the walls or in item frames or whatever.  Tha parchment can hold a few layers of paint after each layer is allowed to dry, and the parchment can be cleaned or washed before the ink dries to start over.

  4. On 11/13/2023 at 11:53 PM, JshKlsn said:
    • Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] grant colorAccurateWorldmap" for each player

    Havent played the update (waiting for official release) but I think the real time colored map and the fantasy parchment map should be a simple toggle on the map screen and not a command.  Especially not such a frankly awfully obtuse and unwieldy one.  IMO, the new parchment map isn't to my taste (though i can see why someone would prefer it) especialy considering how good and useful the current one is.  Feels like fixing something that didnt need to be fixed by breaking it and making it worse.  If we're going for immersion and challenge here, then maps should be made an item we have to craft from parchment and must be updated with charcoal or a quill or something (I know that makes it closer to minnecraft but guess what, their maps are better, especailly considering you can put them in items frames, too).  Feels disjointed when you're going for flavor  but it's still a massive automatically and infinitely expanding map that spawns with us and is always with us (even after death) when we otherwise spawn with only the most basic clothing and no other supplies.  Like it's magic or something...

    Can't just dip a toe into flavor while still having the map be an overpowered player convience gameplay mechanic.  It's mixed, unfocused, and sloppy design and makes little sense.

    Either the map stays a non flavored gameplay mechanic for the players' convenience that isnt mentioned or referenced in game ever like it is now or it must go all in as a part of the game and no longer be an always present, overpowered, and immortal artifact. 

     

    Now, if the map changes to a low to mid game level parchment and charcoal/quill/black and colored ink crafteable and is dropped upon death and must be carried and updated manually ingame by the player holding an item that can mark it to expand it and has limited scale (not just infinitely and magically expanding) it would be a great addition to the game. 

    Charcoal can create a primitive pictogram style map that barely shows only the most important landmarks and player marks and no terrain.

    Quill and black ink can create a map like the parchment style one just added.

    Quill and colored can create a more precise and detailed colored map like the one we got now.

    Quills are already both a craftable and lootable but the ink somehow spawns magically and isnt a consumable item?  That should also be fixed.

    See?  Flavourful, intuitive, fun, simple AND useful game design that also has a bit of progression and will motivate players to search out dyes and ink so you they can help you lure them to a piece of out of the way or rare content like a dungeon or biome or whatever.

    • Like 2
  5. I just now heard a new audio track after 70+ hours of playing the same world.  Im assuming it was because I just cleared the Resonance Archive.  This gave me an idea.  Subtle, quiet, but still extremely clear voices that play in the background at rare moments (no less than 10 hours apart) that only start happening after you clear a particular dungeon or event.  And they get more loud and clear after every event.  Like theyre getting desperate or excited or something.  They could be in a lore flavored language or have story/location/recipe clues if in the player's language, ect.  Possibilities are endless.

    With items like the resonator and tuning cylinders and the lore around the Archives I feel that sound/music/voices could be an effective theme around the entire game if kept strong and mysterious enough.  Very subtle and long fought hints teasing at the eldrich horrors crawling just beneath the surface of the planet.  Or the Rust World.  Monsters from a moon/comet.  Ruined and advanced civilazations.  Long dead voices.  ect., ect.

    All good sh!t.  Love it.

  6. For holing up in a base, I would just dig a moat with a chokepoint bridge (perferably made out of trapdoors since drifters think theyre solid even when theyre up, which means easy drifter moat fodder for the morning harvest of delicious temporal gears) with a one block tall fence both behind and in front of the moat if youre REALLY keen on pest control and dont need temporal gears (lucky you).  Then make sure my bedroom or panic room is small enough to where my character's no enemy spawn radius covers it all (unless stormy drifters ignore that too in which case ive been EXTREMELY lucky so far lol), i think mine is about a 7 or 8 x 5 x4 space or something.

    Out in the open world, I just run.  I NEVER leave home without at least three days worth of food and i usually forage and keep a stack of fresh fruit while im out, too, so hunger is never a problem.

    If I have armor and poultices at that point in the game I, as has been suggested already, put on 'DOOM Eternal OST - The Only Thing They Fear Is You (Extended Intro).m4a' and farm the entire storm.

    I would suggest farming out in a flat area if you can.  Dont want any Difters falling down from the hill tops and don't wanna get ganked climbing hills or running through and getting caught up on undergrowth.  Always have an escape route, keep moving and only stand still to aim and shoot/throw, don't hesitate or panic, dont get backed up against a wall, ect., ect.  If you can, keep a flattened plain or desert nearby your base for storm farmin'. 

    Mid to late game temporal storms become a blessing rather than a curse.

  7. As a quick PSA, if your world wont load and the load screen is stuck on "time to rest" and the debug logs (forgot which one but I think it's the one with the most info/largest size) say something about a 'possible corrupted save', one possible non destructive/laborious solution may be to just delete all the extra info save backups create in the world file name and rename your world file just (insert the name you chose for your world).vcdbs

    For example, mine went from;

    "casia-bkp-2023-10-21_02-11-39-bkp-2023-10-22_03-41-40-bkp-2023-10-22_15-58-36-bkp-2023-10-23_04-40-31-bkp-2023-10-23_11-42-49-bkp-2023-10-23_11-57-47-bkp-2023-10-23_12-27-19-bkp-2023-10-24_14-47-07.vcdbs"

    to

    "casia.vcdbs"

    When the game creates a backup, it (for some reason) apparently just lists several, if not every, date/time in which you made a backup in the name of the file.  Then the game loads its diaper and passes out when reading the title when you go to load it up.

    Simply copy/pasting the backup into the save folder worked just fine until it didn't.  My guess is that i made and reloaded too many backups???????  I don't know.  Anyway, hopefully this will help some people out there during their 'panicked crane' style google-fu.

    Speaking of google, here's some keywords for easier searching; Vintage Story, save wont load, time to rest, corrupted save, debug, world fail, world corrupted, world load fail, world backup fail, world backup load fail.

    Alright, ya'll have a good one.

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