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Everything posted by LadyWYT
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[Spoilers] Question about the end of Chapter Two
LadyWYT replied to williams_482's topic in Questions
This is part of the Better Ruins mod, and not vanilla lore. I'm not exactly sure what all it entails, but it is a structure separate from vanilla story locations.- 1 reply
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Welcome to the forums! Disable your mods and ensure the vanilla game is working properly first. Once you've verified that vanilla is working, then you can start re-enabling your mods one by one, testing as you go. It's tedious work, but it's the best way to tell exactly which mod is causing the issue so you can remove it. When using mods, do keep in mind that while older mods do sometimes work on newer game versions, it's not a guarantee. It's best to verify that a mod for an older game version is working correctly on a new version before adding it to your modlist. Likewise, beware of mod versions marked "dev", as those are versions still in development and more likely to contain bugs or cause issues.
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I would also note that new suggestions also need to take the Standard game balance into account, since that's the game mode intended to be the default(multiple gameplay styles accounted for and settings tuned to satisfy the widest variety of players). Many suggestions that I see float through the forums aren't necessarily bad, as much as they are clearly balanced around individual preference.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Possibly, however, I think the big game changer will be the addition of a status effect/earnable trait system. If the player can earn bonuses to things like melee damage, ranged damage, physical resilience, etc. that allows them to fine tune how they operate in combat. If those changes aren't permanent, that also allows them to potentially do things like practice combat styles to keep the bonuses, or practice styles to switch bonuses as needed. As for status effects...combat becomes a lot more serious than just a numbers game when there's suddenly the potential to get an arm or a leg broken, or a concussion, or some other serious injury that will inhibit your abilities for a while. I play with a mod that adds that concept to Skyrim, and it makes me think much more carefully about how I approach things. I often end up carrying around some medical supplies because when something does happen(it's not so much "if" as "when") a healing potion just isn't going to get me back on my feet. While the player can easily equip a set of gambeson and defeat most things without hassle now, that's not likely to be the most attractive option with status effects since gambeson won't stop bones from getting broken or puncture wounds, etc. It might still prevent the player's death, however, the player probably won't be keen on constantly waiting on injuries to fully heal. -
My solution as a new player was to just turn the temporal storm frequency to the longest interval, which also happened to be the setting for the least intense storms as well. That way they were still part of the world, but less spooky and I had plenty of time to prepare or do whatever else I wanted before one arrived. Of course, like many of the settings I originally turned down while learning the game, I gradually returned to the defaults for a better challenge.
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Right, and I hold similar opinions. However, at the time I posted that suggestion, the OP seemed to be more interested in the realism and survival mechanics than they were the lore. While I do think the game is lacking without the lore, players who are indifferent to the lore or otherwise don't really enjoy it will probably enjoy a game mode like Homo Sapiens(I mean that is why that game mode exists).
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Welcome to the forums! This is already possible via making one's own textures for the game. It's also worth bearing in mind that the devs have their own artistic vision for the game, and texturing takes quite a lot of work. The more textures there are, the more disk space the game will require. It's much better to keep texture packs as optional mods, rather than bake them into the game directly and bloat the file size.
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Well...if you shove a pointy object at a flat surface hard enough, the pointy object will stick.
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Honestly the more frightening noises are the ones you typically don't get to hear, since they have a rather large aggro range. They will bonk their heads against the ground as an idle, as well as stand up on their hind legs(which makes no noise at all).
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Did you update the game recently and did you remember to update the game's data path if you installed it on a different drive? If you installed the game elsewhere, the files will remain where they are supposed to be but the data path for your saves and mods and stuff will get reset to the C drive, which means the game will assume you need to login again.
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Question about the spawn locations during temporal storms...
LadyWYT replied to Broccoli Clock's topic in Questions
Not in my experience. Bowtorn require the space to be more than 2 blocks tall, but it can still be less than 3 blocks. I've seen them spawn in rooms that were 2.5 blocks tall due to the ceiling being slabs. Granted, they prefer to spawn in spaces that have at least a 3 block high ceiling, so it's not as common to see them spawn with ceilings slightly lower than that. -
UHHHHHH I THINK ITS TELLING ME TO LEAVE......
LadyWYT replied to PRISIM STAR's topic in General Offtopic
Welcome to the forums(and the game)! It means that rift activity is high and that's likely to be an unstable chunk(although this is no guarantee). Hitting C will bring up the character information panel, which should tell you what the current rift activity is. Overall, it's nothing to worry about, but do keep in mind they spawn monsters, especially in the dark. If there's high rift activity and it's getting dark, you'll probably want to either sleep through the night, or find something to do indoors(or in a large lighted area with a perimeter fence). -
Question about the spawn locations during temporal storms...
LadyWYT replied to Broccoli Clock's topic in Questions
Well technically...you could say we do, since: For an actual flying enemy though, I think I would either make it an enemy unique to a story location, or make it an enemy with limited flight abilities. That is, maybe it utilizes flight to ambush a target, or otherwise chase it down, and then fights on the ground. Likewise, it could also use flight to quickly escape situations it feels it might lose. That way it can have some unique fight characteristics, as well as a definite advantage, but not be implemented in such a way that it's going to be too annoying to deal with, or force the player to rely only on ranged weapons to deal with it. To my knowledge lighting doesn't affect temporal storm spawns very much, if at all. As for a minimum spawn distance from the player, I think there is supposed to be one, but I'm not entirely sure what it is, or if it functions correctly for every spawn. I've had a monster or two seemingly spawn right on top of me during a storm, however, those were also fairly rare occasions indoors, and when it happened outdoors I think it's more likely that the monster spawned further away and came up behind me without my notice. Overall, the best strategy to weather a storm safely, is stay indoors in a brightly lit area, preferably a smaller room with lots of decoration. That should minimize the chance of anything spawning close to you, while still giving you enough space to do things and defend yourself if a monster does happen to spawn. Edit: I will note that if one has to be stuck indoors with a monster, a drifter is the most likely candidate, but a bowtorn is actually the most ideal spawn. The reason for that is drifters have no qualms about playing patty-cake, but bowtorn do not like targets getting too close and will resort to running around in circles if they spawn indoors. Their melee attack is rather easy to dodge and they have a low health pool, so even the high tier bowtorn aren't terribly hard to take down in this circumstance. -
And what I'm trying to say is that's not been my experience; as far as I'm aware, the temperature is working as intended. That's not to say there couldn't be a bug in the code, but I do find it a bit unlikely based on what I've seen. Just to make sure all the bases are covered on spoilage though--the spoilage rate for player inventory, in my experience, is a set rate, and will not be affected by outside weather.
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First off, welcome to the forums(and the game)! There are mods that allow you to retrieve farmland, but as for why it's not in the game, it's likely to both prevent players from cheesing farm mechanics(dig up dirt and place the same dirt back to restore full nutrients) as well as perhaps to avoid a lot of inventory clutter and potential code bloat(though I'm not sure how efficiently such could be coded, so it might be possible). Given there is plenty of dirt in the world though, I wouldn't worry about this one too much. Eventually, you'll be wanting to replace the dirt with terra preta anyway. Whether or not temporal storms are fun depends on who you ask. For those who don't enjoy the mechanic, that is also why there is an option to turn them off, or sleep through them. You should be able to turn them after world creation with the command /worldconfig temporalStorms off; just make sure to reload the world after running the command in order for the change to take effect. Eh, not really. There are special monsters that only spawn during temporal storms, that have a chance to drop Jonas parts, however you can also find Jonas parts in ruins or hunt other special monsters in the deep places of the world. Temporal gears can drop from any monster, as well as be occasionally found as ruins loot or purchased from treasure hunter traders. Rusty gears can easily be found in ruins or retrieved from any monster, in addition to being acquired via trading. In my opinion, it's easier to acquire Jonas parts and temporal gears from temporal storms, but you're not going to hamstring yourself if you choose to turn the mechanic off. I wouldn't be surprised if this becomes a mechanical option in a later update, if it's not already a feature. In my experience, how fast a windmill can power a machine depends on what kind of machines it's trying to power at the same time, and how strong the wind currently is at the windmill's location. The ones spawned in the world stay as they are. The tree seeds planted by the player will turn into mature trees after a certain number of days, however, trees planted by the player will never be the old growth trees that can spawn naturally(like the huge oak trees). Fruit trees are different though, in that they will continue to grow over time until they reach their maximum size, regardless of whether they spawned at world generation or were a cutting planted by the player. Do keep in mind that if/when you go this route, you will definitely want a mod that allows you to reset your spawn point via bed or some other means, since you won't have access to temporal gears. I think there is a console command to change spawn, but console commands aren't the most immersive option.
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Well, yes...because that is how outside temperature works. It's colder at altitude than it is at sea level, however, the change will be a bit more pronounced in-game than it will be in real life, simply because the game world is scaled down. The player's body temperature, to my knowledge, is calculated based on the current outside temperature in that location, compared to the player's cold hardiness in addition to warmth bonuses from equipped clothing items. By default, the player's cold hardiness is 0 C, which means the ambient temperature needs to be around freezing before the player's body temperature will start to drop. Wearing warmer clothing, staying dry, and staying out of high winds will help prevent body temperature from dropping as well. As for spoilage timers in things like storage vessels, to my knowledge this is also calculated based on the current outside temperature at that location. So if it's a cold mountaintop, the spoilage timer should be ticking much slower than it would in warmer climates at sea level.
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I believe they can still transport elks, but I think you have to actually be riding the elk in order to do so. That being said, I wouldn't recommend trying to stuff an elk through a translocator, given the cramped space and likelihood of something going wrong. If it's a translocator you intend to use frequently then it might be worth the effort of carving out passages for an elk to safely traverse, but otherwise it's just less hassle to go by foot.
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Maybe I missed something, but judging by what's written in the mod description, it has some preset values for various items already, along with a config file that allows players to change those values to whatever they wish or otherwise add additional values for items not covered by the mod.
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Gas lamps fit as a late game tech option, since there's already one such lighting system in the game already(the player just isn't allowed to build their own version) and it fits with a steampunk vibe. Electricity...no, I don't see that happening outside of mods, since that particular case leaves the realm of medieval steampunk and enters the realm of modern tech. In the case of gas lighting though, I wouldn't make it an infinite light source. Rather, I would implement it in a fashion similar to the in-game example: fuel a boiler with coal, produce light as long as there's fuel...albeit with a much longer burn time than the one that currently exists. That way it's a late game lighting system that will require quite a lot of effort and resources to build, but will have significant benefits with relatively little maintenance.
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Yes, but that is cumulative downloads over the lifetime of the mod. If you go look at the Files section of the mod's page, you'll see the download counts for each version. Aside from a couple of outliers, the average version gets around 200-400 downloads. Based on that, and the fact that not that many players are following the mod, it's not something I would consider popular.
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One thing that comes to mind here is you try looking at the in-game tapestries for inspiration. The designs are probably more complicated than what you'd want to attempt as a beginner, however, they do use basic colors and you could use portions of the designs(like the gears) as a template. Also when it comes to making a design template, you'll likely want to have some graph paper on hand. Very useful for cross-stitch, bead weaving, or other work that features a grid.
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I like it as an option(base game or modded; I would lean toward modded), but not as something enabled by default. It was one mechanic that drove me nuts about Valheim--any kind of light source had to be refueled. It does make sense, but if I'm building a large fancy base the last thing I want to be doing is spending most of my game time either refueling the light sources, or collecting fuel for said light sources.
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The core reason for that is that the primary catalyst events of the Old World take place somewhere in central/eastern Europe. Neighboring regions are referenced(like the Middle East, Asia, North Africa) and would be affected by the revolutionary Jonas tech rather quickly given their proximity to the tech's birthplace. I don't think it's necessarily out of the question that the tech could have spread to the Americas via the Beiring Strait, however, spreading such tech takes time, and there doesn't seem to be much of that between the introduction of Jonas tech and the catastrophic events that followed. So it's a bit of a stretch to say that the Americas were directly involved. Personally, I would rather just focus on a handful of European cultures, since that's the main focus, and have them done very well, while modding handles other cultures in more satisfying depth. To me, that is a lot better than implementing lots of different cultures, that end up having no depth at all due to how many there are. That being said, for story locations themselves, I wouldn't mind seeing a warmer-climate settlement based on African culture, or an encampment of Arctic nomads(I think there are at least a handful of these cultures remaining in Europe/Asia even today). I wouldn't expect either to be a replica of what their original culture was, as much as I would expect something new based off the original culture.
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Generally, the best way to find new rocks is to just...go run around and explore. Climate doesn't have any impact on what rock type spawns, so there's no need to worry about that. Translocators can help since they teleport you thousands of blocks away in an instant, but while the rock type is usually different at the new location it's also not a guarantee. Playing with true map colors enabled can help you spot different rock types. The only other strategies I can think of is that for some metamorphic rock(like marble) you'll need to figure out the host rock and then look for the host. Other rock types such as limestone, bauxite, and slate will often spawn in strata together, so it's definitely worth paying attention to rock strata and learning the patterns.
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It's also worth noting that Tyron is building his dream game. He doesn't seem to be hurting for money while doing it either, so while a big studio could try to make him a monetary offer he can't refuse, I'm not sure whether or not he would take it. It's hard to say no to a lot of money, for sure, however it's also difficult to give up a dream that one is intent on achieving. With the track record that big studios have proven to have when it comes to making games and handling IPs, I think it's safe to say that it would take a lot more than just money to get someone to sell their dream these days.