TamTroll
Vintarian-
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Everything posted by TamTroll
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this might be something that's possible now, but if not, something i think would be neat. A method of getting a copy-to-file of your in-game character, which you can then send to someone else so you can load via multiplayer to play the same character with the same equipment on their world. I'd like to think it's something like a portal or gateway that you can build on your world which saves your character to file, then closes you out of your world, with the file being deleted / invalid when you load your world again. So you go through this gate, send the file to a buddy, the buddy puts that file somewhere in their game folders, and when you join their game, you enter through a similar gate on their end. When you're done, you can leave through the same gate, get the file from your buddy, and use it to walk back out of the gate in your own world with any changes to your character or their inventory persisting between worlds.
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oh sweet thanks! didn't realize that.
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I'd like the ability to chisel Hay blocks please, maybe Strewn Straw or Dirt or something too. I know it will have no mechanical benefit, but i really want to put a thin layer of Hay between a layer of Brick and a layer of Wood on a single chiselled block to build insulated outer walls for my house. Make it Feel like it's warmer you know?
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I'd be all for this. i play on an island map with no access to saltpetre at all, so I'm completely lacking good K-type fertilizer, and have no access to pickling or any other system that requires salt. and I'm sitting right next to the ocean. Being able to make use of that would be lovely.
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every so often during the year, I'll hear really loud rushing winds, very intimidating in the winter, but not really impactful on the gameplay. Soo, as a thought, what about very rare but dangerous storms that could happen at some point once every few years to make things interesting? Really sell that "Huddling in your shelter for safety while raging winds crash outside" vibe. Currently we've really only got rain, snow, hail, wind, and temporal storms. But what about things like Hurricanes, Tornadoes, Droughts, dust storms, blizzards, floods maybe, etc? Things that could potentially hurt you or damage weaker buildings if you go outside in them? Animals would probably have some level of immunity, or method of surviving themeselves. Or perhaps wild animals are immune, while tamed animals of generation 11 or higher would need a shelter to retreat too? Ideally automatically without you needing to coral everyone into a barn all by yourself. IDK, i find entertainment in Rebuilding, Struggle, and Survival, so to me at least it feels like a neat idea, but i can understand others not feeling the same, it'd suck having to re-build a house you worked hard on because it wasn't strong enough to withstand a hurricane. i just think having some really rare but dangerous weather event that forces you to take shelter and survive under new and unusual conditions, as well as clean up the mess left behind by it would be a neat addition.
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i only found one so far. and that's only because i was chasing a bighorn Ewe into a cave trying to get it out. turns out there was a translocator down this hole I'd been ignoring this whole time. Been living only 100 or so blocks away from it for two ingame years.
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gotcha, might re-consider and not do it then, unsure. idk how i feel about changing spoiling rate, but i suppose it makes sense to adjust it so that it remains the same. if i got food now that says "good for 1 year" and I'd want it to remain "good for 1 year" even if i make the year longer. Think I'm in a state right now where i don't really have a sense of urgency anymore. by the time winter passed i still had half my sealed food left over, and I'm just getting more every day. part of the goal admittedly was to make winters feel harsher, but idk. I'll probably take a couple days to sleep on it, unsure if I'll play or not, but won't make any commitment right now. i do like the consistency of keeping things as-is, no time travel as a result. but i also like the concept of slowly ramping up the difficulty by making the months one day longer each year, but that would break immersion pretty well since I'm using commands and changing seasons. idk, will need to think on it more i guess.
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Possibly yeah, might even just be a case of "The first days felt longer because they were new" which is often a thing iirc. Bumping it up to 10 days doesn't seem to do anything other then give me a 2nd spring effectively, pumping me from August to May again. Bit of an immersion break, but nothing terrible. Would there be any other consequences to a 10-day month change? short or long term? Mainly concerned about like game-breaking code-bugging stuff if any.
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i feel like you're mixing up some modded stuff in there, Animals don't need to be fed to survive, only to breed. Currently I'm only aiming for 10 day months, though i might work my way up to 30 days over multiple years, or at the very least stop at a place i find comfortable. The main reason is I'm feeling like the seasons are just too short for me, Spring hits, i plant all my spring crops, and all of a sudden it's early summer. it just feels like they were longer before and an update somehow changed them to 9 days or something. that's probably not the situation, but that's what it feels like right now.
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Recently learned my world has 9 days per month, felt like i had it higher before but not sure. Considering changing it to 10 days/month and slowly working my way up to 30, maybe adding one day every year or something. This way i feel like there shouldn't be too much consequence, as if i go from 9 all the way to 30, it brings me from August of year 2 to October of year 0. 9 to 10 brings me from August to May, which seems less extreme. (Been testing it on backup copies of the world) Before i commit to this though, i just want to know if there's any hidden consequence i might not know about. So far as i can tell, it just brings me back to spring. All my berries are still flowering, crops are still growing, even the weather is the same. no visible signs of rot or anything else in my food. Is there any reason i should Not do this? Something I've missed or haven't noticed yet?
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does the game not do that already? I've gone on multi-day adventures away from my base and come back to find my crops have grown appropriately in that time.
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seeing some old posts going around about some blocks like Stone and Dirt being "Cold trapping" and good for cellars, while other blocks like Wood and Glass are "Heat Trapping" and thus keep the enclosed room warmer. But i can't find anything about this idea on the wiki is there any merit to this, or is it all nonsense? I'm making a house out of mudbrick which I'm pretty sure counts as dirt, so slightly concerned.
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my concern is that without leaves, the trees wouldn't be able to give saplings in the winter, meaning if you cut down any trees in the winter, there will be no way to replant them. There might need to be a system of Trees dropping and planting their own seeds after being mature long enough. That might cause rapid tree overpopulation though, so it might also need to be a system where if a sapling detects X number of trees in Y area around it, then it doesn't grow. not sure.
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On year 2 of my world. for the 1st year there were next to no hostile animal spawns in my area. There was a valley with wolves, and a mountain with bears, and a big chunk of area where the only predators were Foxes and Raccoons that didn't cause trouble. Now though, I've noticed there's a chunk of forest right next to my base that used to be clear of predator spawns, but has recently started spawning a bear every so often, recently i neglected to check on it, and it killed my Bighorn Ewe. What changed here? Do animal spawn locations change every year, or would this have been a previous update changing spawn locations? This forest is right next to my territory, so not a huge fan of always having a bear spawning in there to hunt my sheep.
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my main thought / goal with them was "Good saturation to keep you fed on the road" mixed with "Lets you keep multiple nutrition sources in one small portable package" Just the tradeoff being that there's less nutrition overall compared to eating all the ingredients individually.
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I live on an Island map where the only other intelligent life is a furniture merchant on the other side of the island. The winters can get pretty cold here. I know of only two other merchants, but they're both on different islands. I think it'd be neat if i could build a small house somewhere on my land where the Merchant could come spend the winter in a warmer location then his cart before leaving again in springtime. Those wagons just look real cold in the winter, and i worry for my buddy.
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i find the best way to deal with a Bear is to make a dirt pillar or otherwise get above the bear into a place it cant' reach with a lot of Sticks and Flint. just mass-produce Spears and throw them at the Bears until they go down. Recently tried Arrows from the ground, not a smart movie, died a couple times and lost some arrows. might try Arrows from a dirt pillar next time.
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Was pretty disappointed when i first made Bread to discover i can't really do much with it, so hey, proposal. Bread + Knife in crafting grid + other food products = Sandwich. Knife just looses a bit of durability. Sandwich composition is very flexible, any source of food can be put in there, if you can eat it, it can go into a sandwich. Put some Redmeat, an onion, and some berries into a sandwich? Now you got me a redmeat-onion-berry sandwich, giving you a little bit of Protein, Vegetable, and Fruit nutrition on top of the Grain nutrition from the bread. Sandwiches made of the same ingredients can stack, sandwiches with different ingredients can't. idk if Balance is a concern or not, but perhaps a tradeoff for getting so many nutrition sources in one go can be that they give reduced nutrition as a result. I don't know nutrition amounts, so I'm going to make some up on the fly here, bare with me. So for example lets pretend that cooked Redmeat gives 10 protein per Redmeat. Well, we can say that in a sandwitch, each cooked redmeat only gives 5 protein. If a Blueberry gives 5 Fruit nutrition, then you only get say, 3 fruit nutrition from a berry in a sandwich. But a single sandwich fills up your hunger bar a fair bit, more for each bit of food you put in, so they'd still be good to keep around just for portable, easy to stack nutrition and filling, even if you're getting less nutrition then just eating the ingredients alone, the benefit is in the portability and increased saturation. I would say that putting an Egg or bowl of Milk into a Sandwich might translate into Mayonnaise or Butter respectively, but given this is Vintage Story, those would probably need to be created separately before being put into a sandwich. Thinking one loaf of bread per sandwich. just say it's cut lengthwise subway-style and all turned into one big sandwich.
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I've got a chicken pen connected right to my house, there's only one block between them and my bed. I've noticed it takes them a long time to hatch new eggs, eggs that should only take a few days to hatch take months. Is just being in my house scaring my chickens off their eggs? i was hoping they wouldn't be able to see / sense me through the wall.
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I play on an "island" map, my home is on a big island surrounded by ocean on all sides. After about the first year or so, Every Chicken and Rabbit in my game has run off into the ocean never to be seen again, they swim so far away that they leave render distance, putting them at the very edge of possible range, which means they are VERY far away from land. I've even had to start placing dirt over a large lake in the centre of my island because animals decide to go for a permanent swim instead of roaming around on land. This has made my island feel much less alive, made hunting more difficult as i need to go harvest them while sinking into the depths of the ocean (this sicks even more during winter as it gives me the "soaking wet" condition), and makes it impossible for rabbits to eat the crops i want them to eat (Planted some too late, winter hit, want rabbits to eat the crops so i get guaranteed seeds back) since they're all going for a swim. I have more Mammals in my ocean then i do fish! So with that, if anyone can program in a mod that makes it so that animals will: 1. Avoid entering water whenever possible, even if being chased 2. Seek to exit the water ASAP if they somehow end up in water and 3. Die if they're in water for... lets say longer then 2 in-game days. i would really appreciate it. it'd be nice if this was a basegame thing, but until that happens, i can only hope someone's willing to make a mod for it.