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Everything posted by LadyWYT
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This one actually exists in the game already, though it only works for the stone knife and the stone axe. Using a bone for the handle instead of a stick adds about 20 extra points of durability. Useful in the early game, but not so much later on when you have access to good metal.
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It might be an oversight. If I'm understanding you correctly, it sounds like you're playing on a Macbook rather than a desktop, left the game at the "You Died" screen, and closed the laptop instead of exiting the game and then closing the laptop. As far as I'm aware, the game does not pause on the death screen--only on the escape menu or the handbook, assuming you have it set to pause while the handbook is open. Now why the game kept running after you closed the laptop, I do not know. I play on a desktop(Windows), and I'm not terribly familiar with how Macs operate. If the computer went to sleep though, it seems that most open programs should have been shut down automatically. You might check the settings to make sure it didn't hibernate instead of sleep; I don't know if that's a thing Macs can do, but the difference between the modes is that hibernate essentially lets you return to whatever you were doing upon waking the computer. Sleep mode simply saves power, but you'll have to reopen the programs that you wish to use. In any case, I would make sure that you at least exit to the title screen next time, before closing your computer. I'm guessing that if it's not intended behavior, it'll be fixed sooner or later, but it's better to make sure that you're at a safe stopping point with your programs before closing the computer, in order to avoid potential issues.
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Looks interesting--may end up giving it a try at some point. I'm curious about the iron nugget spawns though, as I'm not sure I'm fully understanding the description on the mod page--do those spawn mainly in caves, if there is a vein of that type nearby? Or is it strictly a tiny chance for the nuggets to spawn on the surface, like surface deposits have? I'm assuming they spawn in caves near associated ore veins, which if I'm correct in that assumption, that's a really cool way to make cave exploration a lot more useful.
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The real question is, does it stay open during temporal storms?
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Welcome to the forums! I'm honestly not sure if there are male and female rabbits in the game, or rather if there are, I'm not sure they actually breed like the other animals do. I'm fairly certain that they just spawn wherever there is tall grass, both adults and babies, and that it doesn't actually matter if you have two adults of opposite sex. For actually farming rabbits in a realistic fashion, you might give this mod a try: https://mods.vintagestory.at/show/mod/4921 Otherwise, to farm them in the vanilla game, I'm fairly certain most players simply dig a two-block deep trench around their crops and kill whatever falls in once there are enough trapped creatures.
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My guess is that it would be more of nifty toy to play with in a multiplayer setting, serving no purpose other than to entertain or annoy your friends. Although I could see musical instruments being used in some ruin/story puzzles, potentially, or perhaps as a way to calm down cranky farm animals. Since we're getting proper mounts next update, I could also see a whistle or something being used to call your mount to you, provided the animal is within a certain range.
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Given what I've seen of the new wolf model/animation, I'm inclined to think that wolves and other aggressive wildlife might be giving the player some kind of warning to back-off before attacking. It does depend on the lore though, which in my opinion is a bit ambiguous on why certain animals are so aggressive all of a sudden. I'm thinking that either there is something they dislike about seraphs specifically, or that the heightened aggression was due to the animals getting infected with the Rot and turning into monsters. Of course, it could just be that animals have adapted to be extra-wary of anything that looks remotely human, but I doubt this is the case as you never see animals and drifters fighting each other unprovoked. I mostly agree, although I do think that drifters should be aggressive the moment that they notice a seraph. There may be a lore reason that they don't attack animals, so it's not too immersion-breaking if they're prevented from attacking animals unprovoked and it prevents players from getting frustrated by drifters wiping out the nearby animal populations. In regards to drifters attacking humans(like the traders), or rather their current lack of aggression...I don't think that's particularly lore-accurate or immersive, but I can understand the design decision there--it's to help ensure that traders and other NPCs are actually there for the player to talk to and trade with. In regards to how drifters currently spawn and operate, I also think the ones we have now are fine, although they could be a little better at finding their way around obstacles. And while they don't seem meant to be an intelligent enemy, I'd make them fall back after a short time if they're unable to physically reach a player, and either attack at range or wait for the player to exit cover. Otherwise, they're a solid basic threat for players, especially new ones, to contend with. They're not so challenging that they can't be dealt with, but their strength in numbers means that bullrushing them is typically a bad idea. Their ranged attack also makes it more difficult to do things like build a short dirt pillar and stab them with spears; allowing the drifters to fall back if they can't reach you also means that in that scenario, they have a much better chance of hitting you with rocks without being attacked themselves. The higher tier drifters improve on the "standard model" by adding an additional attack type, as well as extra damage and hitpoints. So while they're a familiar-enough enemy for a new player to already have an idea of how to fight, they're going to require a bit more effort to kill. The knockback on their attacks also means that even veteran players shouldn't be complacent, as being sent flying in the wrong direction could easily prove fatal.
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It's probably not in the cards, but I also wouldn't be too shocked if some sort of story mode were added. Not all games have it, of course, but a couple of decent examples I can think of are Divinity: Original Sin and Skyrim(as well as Elder Scrolls titles in general). I've not played the story mode in DOS, as I wanted a bit of challenge, but judging by the description it greatly reduces the damage that enemies do, as well as puts them in less ideal positions in combat while making them focus on less optimal attack options. Skyrim handles it differently, in that the positions of enemies don't change, but setting the difficulty to the easiest setting ensures that enemies will do less damage to you, while taking more damage from your attacks. Both options are decent for players who are more interested in an interactive storybook rather than challenging gameplay, as they keep core gameplay intact(the combat) but make it very difficult for the player to actually die. You basically have to be making a deliberate effort for your character(s) to die in that case. Now I don't see that being a popular game mode in Vintage Story if it does get added, as one of the major draws of the game is the challenge it presents to its players. I also don't think it quite fits with the lore, and while I wouldn't quite brand Vintage Story a horror game itself, it is meant to have a serious, unnerving threat that is present most of the time. That being said, I don't think completely neutral large wildlife really fits either, but there's still an option for it, just as there are options that pretty much make a world that's impossible to survive in. And sometimes you just want to turn down the difficulty and steamroll everything too, hah! But you are probably correct; it'll likely remain in the modding domain.
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It's already a mechanic, actually, with the exception of transporting fish. You can make a basket trap out of a reed basket and a stick, which has a chance to capture small animals(especially if you bait the trap). Small domesticated animals can be picked up and transported at will in a reed basket, provided it's at least a 5th generation animal. Do note though that the animals can only survive for 24 hours in the basket; they will die if held for too long, although you will still be able to salvage whatever loot they drop. In regards to fish, it would be nice to transport them via bucket and start a fish farm somehow. However, the spawn mechanics of creatures would need a major rework in order to account for an area being over-hunted or over-fished. The way it currently works, I believe, is that wild animals will respawn at certain set spawn points whenever that particular chunk is reloaded. It's why wild animals will respawn after enough time has passed, or after you reload the world. Já é mecânico, na verdade, com exceção do transporte de peixes. Você pode fazer uma armadilha com uma cesta de junco e um pedaço de pau, que tem a chance de capturar pequenos animais (especialmente se você usar isca na armadilha). Pequenos animais domesticados podem ser recolhidos e transportados à vontade num cesto de junco, desde que sejam animais de pelo menos 5ª geração. Observe, porém, que os animais só podem sobreviver 24 horas na cesta; eles morrerão se forem mantidos por muito tempo, embora você ainda possa recuperar qualquer saque que eles derrubarem. No que diz respeito aos peixes, seria bom transportá-los em balde e iniciar de alguma forma uma piscicultura. No entanto, a mecânica de desova das criaturas precisaria de uma grande reformulação para dar conta de uma área que está sendo caçada ou pescada em excesso. Acredito que a maneira como funciona atualmente é que os animais selvagens reaparecerão em determinados pontos de desova sempre que aquele pedaço específico for recarregado. É por isso que os animais selvagens reaparecerão depois de passar um tempo suficiente ou depois que você recarregar o mundo. Don't worry, it reads very well! Ironically, it's better than some things I've seen from native English speakers. Não se preocupe, ele lê muito bem! Ironicamente, é melhor do que algumas coisas que vi de falantes nativos de inglês. Também não falo português, então usei o Google para traduzir o que escrevi aqui também.
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I don't usually have inventory issues unless I've been unable to acquire handbaskets somehow. However, this could be a good way to make hunting more interesting(as some have suggested) without adding a lot of frustration to go with it. That being said, I'm typically roasting whatever meat I acquire in the early game and wolfing it down, unless I have a good place to store it. That could just be due to playing Blackguard though--it's a bit harder to keep them fed, heh heh.
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I would argue that it's a setting catering mostly to players that still want to experience the game's story content, but absolutely hate combat. Regarding new players, one of the charms of Vintage Story, is that it absolutely will not pull its punches on the default settings. It gives new players just enough direction to be able to survive and advance themselves, but leaves the "how" up to them to figure out. It makes for a very steep learning curve, that can make for punishing gameplay at times, but once you figure out the key to doing a particular thing it is oh so satisfying! The game also has a handy setting already for those who find the monsters a bit overwhelming. I'd forgotten about it last night when I wrote up my original post, but it is possible to set a grace period at the start of the game that will prevent monsters from spawning entirely until it ends(which in most cases, is a day or two prior to the first temporal storm). I played with the ten day grace period when I first started, as I found that it allowed me to more easily focus on figuring out early game mechanics while not needing to worry about getting swamped by drifters. I also played with "keep inventory" turned on to avoid some of the frustration that comes with death. Once I was more confident in what I was doing, I eventually started increasing the difficulty until I was satisfied with the level of challenge presented(which currently, is close to the default Balanced settings). Possibly, though I think it hinges somewhat on what the maximum spawn limit is, regarding the rate and the distance from spawn. The travel demands of story locations are quite hefty--I think the Resonance Archive typically spawns around 3000-7000 blocks away or so. I don't know if the potential distance to any of the new locations has been stated, but I'm expecting those distances to be in the 10k+ range(especially wince we're getting mounts). If the maximum monster spawn rate is the same general rate that we have in the game now, it might work, but I'm not sure that it would satisfy the preferences of players that detest combat and just want to enjoy the story(which is how I tend to view the goal of a passive+ mode).
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I dunno, there's already a "passive gameplay" mode in the form of Homo Sapiens, if you set animal aggression to neutral. The drawback is that you'll miss all of the lore content playing that mode. In regards to the game's story, having animals be neutral isn't much of a stretch, but the lore and NPCs make a point of warning how unnatural and dangerous the monsters are. It would be rather immersion-breaking to keep hearing accounts of all of these supernatural, bloodthirsty monstrosities that go bump in the dark...only to have those you encounter ignore you completely until you decide you want to engage in combat. Now I am aware that not everyone cares about story immersion, and not everyone likes combat either. However, I think a better option for a "passive mode", outside of mods that is, is perhaps heavily restricting monster spawns instead. Perhaps drifters would only spawn one or two at a time, and only during temporal storms or periods of high rift activity(minimum) if conditions allow. Likewise, the locust spawners could have their spawn rate slowed, to the point that the player is very unlikely to be overwhelmed. As for bells...they still make noise, but that's all they do in this case. I think with a system like this, it keeps immersion intact by keeping supernatural enemies aggressive, but it pushes combat into the background as story flavor, for the most part. You'll still need to deal with the occasional monster, but with the exception of a boss fight, it's not going to be challenging or something that you'll need to do very often.
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Would it not be five sticks, four grass, and three flint? One flint and stick for a knife, one flint and stick for an axe. Two sticks and a grass for a firestarter and one stick and two grass for a torch. One grass for a firepit. Not that one needs a firepit, but if you have raw meat, nighttime is a decent time for cooking it.
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I'm guessing they'll conflict, but I also think the mod that you posted will likely work better than the one I posted. Of course, you can always create a test world and try them both out to see what happens; worst case scenario is that you'll crash the game. Don't sweat it, we all start somewhere! When I first started playing, I set a grace period and rare temporal storms so I could focus more on learning the gameplay and be less worried about dealing with monsters. Once I was more confident in what I was doing, I started forgoing the grace period and shortening the interval between storms.
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There's a mod that does this specific thing already, though without the cosmetic changes: https://mods.vintagestory.at/show/mod/10343 It's been a while since I used it, and while it was interesting to toy with, I don't think it adds much to gameplay. While going several days without food before dying is certainly more realistic, I found that it significantly detracted from the overall challenge of the game. Under most circumstances, it's not particularly difficult to keep yourself fed(at least enough to avoid starving) in the game, so unless you're deliberately going without or otherwise decided to stack the deck against yourself, the mod provides less challenge. In contrast, while the vanilla system of starvation might not be the most realistic, it does provide a good motivation to keep your hunger bar full, as letting it run out will kill you rather quickly if you're not careful. A buff/debuff system is the route I would go, if adding functionality to the design and not making it purely cosmetic. More muscle mass could probably provide a small boost to block-breaking speed and melee attack damage, possibly even an extra point of health or two. Having a more lean build could boost movement speed instead, as well as perhaps slow down the rate of hunger a bit as well as provide a bit of a boost to stealthiness. Or perhaps a leaner character takes a bit less fall damage. Overweight characters could have a penalty to movement speed and stealth, and block-breaking speed as well if they don't have enough muscle. I think the only positive for an overweight character, outside of roleplaying potential and quickly filling up the nutrition bars, would be some way to significantly delay death by starvation, as you suggested. "Overcharging" the hunger meter could be a simple way to do it; perhaps a certain percentage of a food's satiation value could be added to a "fat reserve", provided that the food is eaten while the hunger bar is 100% full. The fat reserve that your character currently has could be indicated either by an outline around the hunger bar, or a smaller meter underneath the hunger bar. The maximum possible value of this reserve would be the same as your maximum hunger, although the reserve should probably be harder to fill/drain than the hunger bar. Adding on to the reasoning behind that last thought--it probably shouldn't be too easy to change character weight/muscle mass outside of whatever you set in character creation, because otherwise you risk a situation similar to the Sims. Your character shouldn't immediately become overweight because you decided to celebrate an achievement with a couple of pies and a lot of alcohol. Likewise, an overweight character shouldn't become in-shape overnight just because they went entirely without food and/or mined a couple hundred blocks. That applies to character muscle mass as well--you shouldn't go from lean to muscular just from a mining trip or two, or vice versa from a lack of mining. Another drawback to changing weight too easily--it enables the player to quickly fill all of their empty nutrition bars, without needing to actually deal with the consequences of that level of indulgence. The best example I can think of for how this type of system can work is a couple of mods from Skyrim--Pumping Iron(Gopher), and Stay in Shape - A Pumping Iron Addon(jayserpa). Pumping Iron enables your character to gain muscle mass over time(up to the maximum the slider will go) as they increase their skills in physical combat. The addon mod develops the idea a bit more by requiring the player to get enough physical exercise to maintain their muscle mass, or they will slim back down. The more I consider the idea, the more intriguing it gets, as well as more complicated. It'd be cool, but possibly difficult to implement efficiently as a fun, engaging mechanic.
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I'm not a coder by any means, but I do like that Tyron and the devs made tools and guides so that players can easily jump into modding themselves. One of these days I'll probably give it a shot, I just have to find the time and motivation to actually do it. That used to be me regarding Skyrim. Then one day I tried a few mods, and decide that modding really wasn't that bad and freshened up the gameplay nicely. Now my favorite thing to do whenever possible(after playing through at least most of the game vanilla, of course), is mod the game until it suits my particular preferences. And then the gameplay can be as mind-numbingly easy or as bone-crushing hard as I want it to be at any given time!
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I think the fruit/vegetable/grain/protein/dairy system we have now is fine, as it makes each food group easy to identify(hence why mushrooms count as plants) and therefor keep track of. The protein bar is low? Then you need to eat some sort of meat. The vegetable bar is low? Eat something containing plants. Not enough grains? Time to eat some porridge, bread, or drink some grain-based alcohol. For dairy, drink some milk or eat some cheese and you're good. If you start tracking by actual real-life nutritional content, it's going to become more time-consuming in the game trying to figure out which food you need to eat in order to get a specific nutrient. And the more time you spend figuring out the nutritional information, the less time you're going to be spending doing the other stuff the game has to offer. I think it's also safe to say that most people don't have fun figuring out the nutritional content of food. While this is true for real life, the main point of the nutritional system in the game is to encourage the player to vary their diet rather than only eat the most conveniently acquired food(such as what happens in the other block game). It still possible to play using just one type of food, though you'll be forgoing the boost to health if you choose to play that way. What I would rather see, though I doubt this will be implemented outside of a potential mod, are a couple of sliders for character weight and muscle mass(height too, though that's irrelevant here). You can set this to whatever you'd like on character creation, but the value can change over the course of the game depending on how you decide to play. Eating infrequently, or sticking to certain types of food as your primary food source(vegetables, fruits, grains), will eventually result in a thin physique. Eating plenty of protein and dairy and frequently engaging in hard manual labor(mining, smithing without helve hammers, manual milling, wearing heavy armor) will eventually result in more muscles. Eating when you're not hungry(continuing to eat after the hunger bar has been filled, which would now be possible) and/or eating a lot of nutritionally dense/dessert foods and beverages without appropriate levels of activity will eventually result in a chubby seraph. I'd also expect all of those qualities to be cosmetic for the most part and have no actual effect on gameplay, just for simplicity's sake. NPCs might comment on your appearance, if you fall within certain thresholds, similar to what happens in certain other games(Red Dead, Fable). Allowing smaller characters to fit into smaller spaces than larger characters might also be interesting in regards to exploration, but would also make designing locations much more difficult, especially since players aren't allowed to tamper with major story locations by default. Adding minor benefits/drawbacks depending on your character's physical condition could be interesting, but I could also see it being more of a chore to manage than it is fun, hence why I would expect it to mostly be a potentially humorous bit of immersion and customization.
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https://mods.vintagestory.at/show/mod/7966 As long as there's still the quick option to take the hide, trophy(if applicable), and the best cuts of meat/fat, I think it would work well. That way hunting for food while traveling/early game doesn't get tedious, and the player can be rewarded for sinking more time into the effort but not punished for picking the faster option if there's other things they'd rather do. Where I see a system like this backfiring is if it's mandatory that the player go through the complete butchering process. Even if the gameplay loop is fun, it will become a tedious chore if it's enough of a time sink that it makes it difficult for players to devote time to other activities, like exploring and building. For my own personal tastes, I don't mind the simplified system we have already. It's immersive enough to be interesting, while leaving me with plenty of time to devote to building, exploring, or other tasks instead of constantly working on my food supply.
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This would make sense, since it's a major story location and the actions completed there will likely have significant impact later in the story, even if those points haven't yet been implemented. If the location could be regenerated fully, then it would probably result in players being able to pick different actions that result in consequences that conflict with the things already set in motion by the previous choices. The end result is that the door is opened for all kinds of ways for the game to break. Unfortunately, if that does end up being the case, I'm not sure that there's a good solution for all players to complete the story themselves in multiplayer then, outside of a gentlemen's agreement at the beginning of the game to tackle the main story when all(or at least most) players are present. My guess is that the optimal way to experience the full story and complete all of the puzzles will remain a singleplayer world, or in the case of multiplayer with a small handful of friends who are willing to play at the same pace.
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A couple more things that may or may not help fix lag in a modded world: 1. If you play with a gaming mouse, you may want to check its software settings to make sure there's not something fouling up the works, if not close the software entirely(if possible). I use a Corsair mouse, and closing the iCUE software has seemed to help game performance in some cases. 2. Try running Vintage Story as administrator. This should help make sure that the game is getting priority when it comes to computing resources. 3. If you use Windows, check the Windows mouse settings and make sure that enhanced pointer precision is turned off. This seems to have had a fairly significant impact on performance for me, and I'm suspicious that a recent Windows update may have enabled that option by default. You can find the option under Advanced Mouse Settings, like so: Also worthy of note--if you tinker with your mouse software and settings, you may need to tweak your mouse sensitivity in-game and/or in Windows settings afterward. I had to do so with mine, as my mouse speed became very sluggish initially when disabling certain things(mostly iCUE).
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Based on my own experience, I would assume that the endeavor is unlikely to produce the results that you're looking for, as I've not seen mushrooms grow outside of their original spawn points. I could be wrong though, and I expect that mushroom farming will be a mechanic that comes in a future update. If nothing else, you could always try to plant a forest and see if any mushrooms spawn. The worst case scenario is that no mushrooms spawn, and you have a new forest full of trees to cut down at your leisure.
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At this time, no. The same type of mushroom will respawn nearby, if not on the exact same block, once it's harvested/destroyed. That's assuming that spawn conditions are met. So if it's a mushroom that grows on the sides of trees, you'll need a tree nearby for them to grow back. Likewise, ground mushrooms will need open ground area(dirt or grass) to grow back. I think mushrooms that grow on the ground can overwrite grass, but not anything else. Cattails, reeds, rocks, sticks, and the like will prevent them from spawning. Aside from being able to find the mushrooms more easily and being less likely to be caught by surprise by a predator...not really. My usual strategy, should I find a good spot to harvest mushrooms, is to clear out the bushes near the ground mushrooms so I can get to them more easily without being chomped by a wolf or bear. For mushrooms that grow on trees, I take note of the tree they grew on, and then avoid cutting that particular tree down(as well as a tree or two nearby, if there are trees growing right next to the mushroom tree).
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I don't believe it will, unfortunately. I'm pretty sure that major locations important to the story(such as the Archive) are unique locations to the world. I'd say your best bet currently is finding a way to regenerate the structure, although I'm not sure if there's a way outside of generating a new map entirely. This currently seems to be a weakness of Vintage Story's multiplayer at the moment. Unless all the players are playing for roughly the same general amounts of time and keeping pace with one another regarding tech advancement, it's easy for the more ambitious players to pull ahead. For unique locations like the Archive, this will close off some opportunities to players slower to advance, unless there is some sort of server rule/agreement to only visit the location once everyone is ready. The other main drawback is that more ambitious players will advance the world time more quickly since they tend to play a little more, which can lead to food stores spoiling for players that don't play as often. I'm guessing a new singleplayer world would probably be the best way for them to experience the Archive from start to finish, assuming they want to solve all of the puzzles themselves. Now if they don't care that much about the puzzles and just want to see what it looks like, potentially fighting the boss and listening to the recordings on the resonator, you probably don't have to do anything. Any books that were in the library can be transcripted and shared by the player(s) who found them, and if you are a server admin, you could potentially pop into creative mode and manually sprinkle some appropriate loot around the Archive for the players to find while they're poking around. As for the boss, I'm fairly certain he will respawn on his own after enough time has passed, although you may also be also to make him respawn via a console command. In any case, it's not the exact same thing as being the first one(s) to explore it in a new world, but it's a decent workaround depending on your players. Another thing to consider too is that 1.20 is still slated for release sometime this year(although that could change!). New story locations are supposed to be included in the update, so if you're not too attached to your current multiplayer world, you might consider generating a new multiplayer world for 1.20, with perhaps an additional rule that major story locations should be visited for the first time as a server group(depending on your players).
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Well now I'm curious how bad it actually was. Loving that dining hall though. I really ought to get back to building in my world, but I get distracted way too easily.
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If there are more than one of a particular entity in the area, you might be able to change the description slightly. For example: "chicken clucks" versus "chickens cluck". Other descriptions, such as "ominous footsteps", can indicate either a single entity, or multiple entities. The loudest sounds should take priority, yes, given that those are going to be the most noticeable. There might be some details that don't translate well to subtitles, so the experience for the hearing impaired will differ a bit from the average player. However, while the main goal is to provide equivalent experiences for both sets of players, I think more priority should be placed on making sure the core gameplay is solid in spite of potential player handicaps. A handicapped player might miss some immersive detail here and there, but they won't miss out on the gameplay itself.