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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. What about if shot in the face instead of the back?
  2. This happens to me frequently. I'll scour the landscape and be lucky to find a handful of deposits within decent running distance, and then many in-game days later will be fiddling around near my house and stumble across all the nearby deposits...that I no longer need.
  3. The description on the prospecting picks' pages mention specific deposit types, yes. However, I think it's worth noting that the handbook might not be entirely up to date either, given that the description doesn't list olivine or cassiterite(tin) at all, and lists halite as "rock salt". Lead deposits near the surface could fall into this category, however... This is true, that the JSON files seem to make specific distinctions between surface deposits and deep deposits, at least when it comes to copper and tin. Lead doesn't seem to have any distinction between deposit types, which suggests that the propick might be able to detect them with a density search. However, this is where I'll hop on @Maelstrom's wagon, and point out that based on my experience, prospecting for deeper lead deposits is a waste of time. It's a rather common ore, so it's not terribly hard to find--if you find one deposit there will almost certainly be more nearby. It's also an ore that only spawns in sediment rock, which is only ever going to be found near the surface. The one exception is chunks that have thick layers of sediment, but even in these cases the sediment rock gives way to igneous around the "mid layers", or about Y 40-60 if I had to ballpark a number. Given that lead ore has a dark color, and most sediment rocks are lighter colors, it's rather easy to spot even at a distance. Thus it's more efficient to canvas the surface looking for bits on the ground or patches of the ore nestled into a cliff face, than it is to spend time actually prospecting for the stuff like one might for other ore. That's just my two cents.
  4. Welcome to the forums! Panning is both the safest method of obtaining copper, and the most tedious. Most players will scout nearby territory looking for bits of copper on the surface, and use those to obtain their first pickaxe and hammer. Mark the location of the ore bits before picking them up, as bits of ore on the surface indicate an ore deposit underneath. Finding surface ore bits is typically easier to do in gravel plains/desert, since there is much less foliage to block one's view and the ore bits stand a little more. However, slowing to a walk and looking around carefully also helps one notice surface bits more easily, as it's very easy to miss smaller details when sprinting around.
  5. "Full Metal Alchemist" -- equip the Forlorn Hope armor set, while wearing all alchemist clothing and accessories.
  6. Honestly I think all this is the easy part. The hard part is figuring out how to do it, with a reasonable amount of system resources, given it seems like something that would tie up quite a lot of them. Likewise, I'm not sure how one balances this for multiplayer. Not every server admin wants to deal with players making mallets that look like swords, or a sword that acts like an axe, etc. not to mention all the rude-shaped weapons that will almost certainly crop up. As a mod though? Sure, why not! Then players can choose whether or not they want to spend the resources on that kind of chaos.
  7. Have you considered just making the builds into blueprints and porting them to a new map instead? If builds are the only concern, that might be a lot less hassle, as well as save on disk space.
  8. Probably depends on where one lives. Subaru owners around here have a...reputation.
  9. This is the main purpose of achievements, no? Pushing players to do things nigh impossible, or that they wouldn't normally do, purely for the sake of bragging rights.
  10. Base game wolves don't breed, yet. That kind of function comes from mods currently.
  11. "The Other Block Game" -- using a shield, block 20 rock throws from 20 different drifters. "An Unexpected Adventure" -- complete the main story without ever using the map items. "You're Finally Awake!" -- use a bed in a trader cart. "Ultimate Cave Man" -- beat the game without metal tools or weapons. "For Whom the Bell Tolls" -- die to a monster summoned by a bell "Dances With Wolves" --survive attacks from 3 different wolves within 3 minutes, while not wearing any armor.
  12. "Right to Bear Arms" -- killing a bear...with your fists! "Killer Rave" -- have 10 drifters die to other drifters within a minute. "Elder Abuse" -- kill Tobias "Robots in the Skies" -- die to a flying mechanical creature
  13. I think it depends heavily on what sort of wilderness one wants to be dropped into the middle of. Dense forest is fine, but if the player is hoping for more "African savannah" or "Australian outback" or "Mongolia", it's going to be a pretty disappointing experience if there's just nothing but trees.
  14. YEP. Though do keep in mind that it does take a while for effects of bad habits to show themselves. The drawbacks are pretty sneaky like that. Of course, if you or a friend has admin powers, they could always expedite the process via the console.
  15. Could easily just be the modded effect.
  16. My friend and I play with 80% landmass. While land-based travel is still dominant, the sailboat still comes in handy in certain cases, provided it's not wintertime. If there's an ocean nearby, it's a lot more efficient to sail to various points for exploration and resource collection(which you can stuff into boat storage for easier transport).
  17. You might try out this mod: https://mods.vintagestory.at/show/mod/247 It doesn't add achievements, exactly, but you can level up your character by doing various things in the game and pick rewards as a result. There's also this mod too: https://mods.vintagestory.at/show/mod/14390 You get a health boost for sampling different foods. Otherwise, I don't think most VS players are really interested in an achievement system. The mod I found that adds such a system does have a few thousand downloads, which is nothing to sneeze at, but it's not so many that I would call it a popular mod either. Achievement in VS isn't so much flashy sounds and shallow pop-ups, as much as it is figuring out better ways to do things, completing parts of the story and uncovering new lore, or enjoying how effective new equipment is compared to the old.
  18. Well I mean...that's a desert for you. That being said, I think the disappointing thing here isn't that there's foliage...it's the kind of foliage found. Currently, there's not many options when it comes to desert plants. The pine trees do make sense, after a fashion, but I would rather see the stubby, twisty variants, or even better--new tree types entirely. Pair that with some sage, mesquite, cacti, etc. and it starts feeling more like a desert than just a gravelly expanse. I believe you can, but if so the changes will only affect newly generated chunks, which is likely to look pretty jarring. As for the main topic of the post--I do like the comparison shots, and I do think turning up the foliage like that is pretty, but as for actually playing the world...I wouldn't do that unless I wanted a LOT of forest and brush. The vanilla settings feel pretty solid to me, although I feel like there could stand to be a bit more pure grassland(like Kansas-style prairie). I just ride face-first through the trees most of the time, and use the minimap as a navigational aid.
  19. I think it's still RNG, although I'm not sure if it's related to world seed or not. If loot drops are related to world seed, I would be suspicious of "streamer luck", given that a lot of content is somewhat scripted, but it's possible it could have been pure luck too. Overall, I suspect that pickaxes are rare finds, but perhaps not as rare as what players tend to think. Maybe, but a pickaxe alone won't break the softlock, given that a hammer is needed to actually process any ore dug up. A hammer and chisel are also needed for constructing the quern, so it's not really possible to get ahead there either.
  20. Pretty much this, but it's based on the fat percentage. The description itself is straightforward, but it does make it rather easy to know who to tease mercilessly about fridge raiding.
  21. I believe that's more of a Combat Overhaul feature, although vanilla sort of has bits of such a concept. As for damage reduction, it's on the list of considered features, although it's something I've pestered Pizza Lady about on Discord and thus isn't listed on the mod Github...at least not yet. For the most part, I lean towards making it a "feature" rather than a feature. That is, a high fat level results in a tiny amount of damage reduction--enough to save you on rare occasion, perhaps, but not optimal enough that most players are going to opt to rack up fat just for that feature. I think this might be part of the next mod update, but I'm not sure. The tough one to balance here is having a system that allows the player to utilize the fat for such, without letting them use starvation as a cheaty way to shed weight fast, or go too long without food at all. The general idea we've been working with is that the player can burn through a certain percentage of fat to avoid suffering starvation damage, at the risk of getting slapped with some heavy penalties should they try to abuse the system. That's brilliant, actually! Hadn't thought of that. I'm not sure how feasible that would be to code though. Thrown this one around as well, and it pretty much goes hand-in-hand with the damage resistance. However, I would expect this one to be the more serious advantage of the two, given how hard some of those monsters hit. Of course, a counter to this kind of advantage is potentially taking more fall damage as a result of the fat level...
  22. Mining speed, maybe... I'm not sure I would cut attack speed, since the loss of movement speed already has pretty significant impact when it comes to combat and daily tasks. More what I've been looking at from the ideas standpoint, is what other benefit does a higher fat level hold aside from cold resistance. Obviously, fat level is not something the player is going to want a high value in(in most situations), but if there are a few benefits instead of pure drawbacks then the player has some interesting choices to make in terms of buffs/debuffs and the diets needed to maintain them.
  23. There should be a crafting recipe listed in the handbook, or listed on the modpage. Difficult to say much more than that, without knowing which mod you're referring to(there are at least a handful that add quivers).
  24. Check your server config files. By default, the propick's node search is turned off in multiplayer. That's probably what's happened here. If you wish to set it to the vanilla search range, the vanilla search radius is 6 blocks. Edit: Just to make sure all the bases are covered, make sure that you're not playing a modified version of Wilderness Survival or Homo Sapiens, as both of those also have node search disabled, I believe.
  25. Interesting. I can see why it wouldn't be popular, however, if there is a periodic "tax" then it could be used to check who plays regularly against who does not. Assuming the admins are the ones checking the "taxes", they could just return the items to their respective owners at the end of the check, so that players aren't actually losing resources. However, the flaw I see in this system, is figuring out a way to make sure that the player in question paid the tax themselves, and didn't just get a friend to do it for them. Perhaps tax items must be returned in person to the corresponding player? I don't know. It seems a problem that would be prevalent mainly on big servers, and not so much small ones.
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