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Ender Riens

Very Important Vintarian
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Everything posted by Ender Riens

  1. Rot does, yes, but unspoiled pickled veggies don't.
  2. Clay Ovens are for baking pies and bread. - Bread is made by grinding grains in a Quern to get flour, then crafting the flour in your inventory with a bucket full of water to get bread dough. - Take two bread dough of the same type and crouch-click them onto a table to make a pie crust. Fill the pie crust with meat, cheese, vegetables, or fruit (and optionally crouch-click another two dough on top when it's full to create a lattice) to complete the pie. Place either bread dough (up to 4) or raw pie (only 1) into the oven once it's hot to bake them. The oven tooltip and bread/pie color will tell you when it is done. To heat an oven, place firewood inside and light it--the wood will disappear once burned, giving you an empty, heated oven.
  3. When you place a flower (or most any plant), it places it in a random set position within the block to add minor variance. The range on beehives is actually not based on exact block lengths--I'd guess it's actually more of a circle. The takeaway is that flowers may or may not count towards a beehive (if they are near its max range) depending on where the flower is placed within the block. Here is an example: A skep with a row of 3 flowers placed 8 blocks away in all directions. Notice the "nearby flowers" is not a multiple of 4 (or not zero), as you'd expect--that is because a particular 3 flowers are placed nearer to the skep inside of their block (close enough to fall within its range).
  4. Yes. There should be a mods folder in the server files, just throw your .zip files in there just like normal mods. Just make sure you have them installed as well.
  5. Tested it myself, doesn't work.
  6. You can access survival inventory by changing gamemode. "/gamemode 1" and "/gamemode 2" will let you switch between survival and creative. You'd have to switch to survival and then back (which gets you the crafting grid), but I don't think there's a way to get a survival inventory that persists through the switch to creative.
  7. 1. You should be able to put crocked turnips back into a barrel by simply right-click transferring. Otherwise, you can transfer between pots and crocks, though it doesn't really provide any use as the pot considers it already cooked and provides inaccurate sat values (unless creative mode just really doesn't like putting crocked vegetables into pots). It also interestingly enough started to duplicate the vegetables... I wouldn't be surprised if it's an unfinished test/creative-only feature, but try it yourself if you'd like. 2. Unless someone knows something I don't, from testing I believe once food goes into a bowl it is considered a meal and cannot be retrieved in any manner.
  8. To quote the wiki: "...boars (and sometimes sows) will attack players when in close range but will become passive after 10 generations." "...male sheep (and sometimes the females) always attack players when in close range, but they will stop doing so after 10 generations of breeding." The only domesticatable animal that will guaranteed not attack you are chickens. If your animals are just occasionally attacking you when you get too close, it is likely an intended feature. If your animals are constantly trying to attack you (i.e. chasing you), then it is likely a bug. "Neutral" animals, by definition, do not chase unless attacked as well. They may attack if you do not respect their space, but if they are not actively chasing you then they are still in a "neutral" state. An animal is only "aggressive" when it is actively pursuing you in an attempt to harm you (e.g. wolves, a provoked ram/boar, or a rooster that has decided to attack).
  9. Yeah, Forget-Me-Nots don't spawn in large groups, making them extremely hard to collect en masse. A simpler solution is to raise your beehives up one block with a fence (or block of choice) so they stand above the flowers but still get the flower effects. Then you can put almost any flower in your apiary (except the extremely tall ones) without issue. Also puts your hives closer to eye level.
  10. Not winter. Brand new world, first in-game month or two, none of the berries I plant are progressing. The wiki says "Berry Bushes flower only during Spring, Summer and Autumn. In Winter, their growth is completely halted, even if put in a greenhouse. It will constantly show 'Will Flower in 4 Days, weather permitting.' even if the weather is not permitting." The last sentence perfectly describes my problem, though it is currently not winter. The area I am in is relatively warm (30-39C). The only two explanations I can figure are: A) Berry bushes have a maximum heat tolerance I did not know about before (as far as I know, berries grow in any temperature or climate. Temp/climate only affects their generation). B) It's a bug.
  11. Your farmland is drying up. Water it again to replenish the nutrients you are losing. As far as I know there is no way for a farm tile to actually drop soil levels (medium to low, etc.), and you can always get the tile back to its max nutrients. Fallow tiles will still lose moisture even without a plant on it. I don't know how much or if you are watering your fallow tiles, but they are dropping in moisture and turning into dry farmland (the "low fertility" look you see). This will dock the effectiveness of the tile, but rewatering the tile enough will make it moist again and bring its effectiveness back up to normal.
  12. Ender Riens

    Class survey

    It's expected that they figure out what to fix before they get to any actual fixing, and I'm not suggesting to collect a bunch of short-answer opinions to figure out what to balance. That kind of method is extraordinarily inefficient to sift through and draw meaningful conclusions from. What I am suggesting is that this not be the only poll they do. While this poll means to (and can) figure out where problems lie, it has a hard time pointing out what the particular problems actually are (it only suggests them at best). You mention the issue is likely penalties, but it could be more than that, and guessing it's penalties is only an assumption backed up by design speculation. Class issues are more than likely a number of different things--potentially any combination of penalties being too harsh, penalties existing in the first place, bonuses not being influential enough, bonuses not being unique enough, class differences having little variety outside of passive stat changes, or a bunch more things outside of those potential issues. What the results of this poll gives is where the problem lies, but the solutions are nothing but conjecture (unless one genuinely is reading all of the feedback posted in this thread). A good designer can hazard a confident guess in what the issues actually are, and in most cases be correct--but the potential for missed problems or a half-working solution is large. We know what classes players do/don't feel like playing, but we don't know why they do/don't feel like playing them, which is information to be discovered via another poll, and information which will target more specifically what they should be changing. We know what classes might need changes, but we don't yet know for sure what changes should be made--the problem could be any of the aforementioned issues I listed, or more beyond that which I haven't thought of. Hell, if one of the issues even is something like penalties, it could lead to the entire class system being changed and improved if you figure out via polling that players find penalties in particular an issue. That being said, this poll is better than nothing. Any player feedback (even loose feedback like this) leading to design changes is, in most cases, a good thing.
  13. Ender Riens

    Class survey

    Be very careful with this kind of user research. Questions like "what is the best," "what is the worst," are too vague and can lead to misleading assumptions or have drama-fueled answers. 45% of people prefer Commoner, but why? Do they not like the debuffs of other classes? Do other classes simply not feel unique enough? Or are the class buffs not strong enough to warrant preference? Maybe your problem is that most classes are defined by stat changes, and not actual tangible differences (like class-specific recipes), resulting in classes not feeling very visibly different, so players aren't pushed towards class differences (and settle on a neutral-ground class)? There are hundreds of reasons that people may think a certain class is good or bad, and these reasons vary from person to person. These survey questions are not specific enough and do not provide much valuable player input in terms of making balance changes (outside of obvious outliers like Clockmaker). Even just changing the questions to a "what classes do you think are good/bad" allows you to collect info specific to each class instead of specific to the singular "best"/"worst" class (a very controversial and muddy question). It turns the question from mutually inclusive (all options affect a choice) to mutually exclusive (other options do not affect any singular choice), which is much more valuable and clear information from a user research perspective and which leads to better design changes. Be careful about using potentially charged/unclear/invaluable questions to make design decisions. They may be good for figuring out what you should target, but you need to ask more specific things to figure out what you should change. E.g. you know players largely believe Clockmaker is bad, but you don't necessarily know why. Make another poll and ask specific questions about the class and its modifiers to understand the particular why before making any changes, otherwise you're just shooting in the dark and making assumptions. This current data set leads to nothing but assumptions, as it is prone to bias (being mutually inclusive) and there isn't any specific information about the whys.
  14. Yes, display cases and shelves will be your best bet for mineral displays. Display cases in particular work very well, and can hold anything a shelf can hold (minus clay items). Most every mineral/ore in-game can fit on a shelf or display, as far as I know.
  15. I personally use lategame winters to prospect (more prospecting never hurts) and find translocators, though if you don't really feel like traveling anywhere then you remove a lot of options. Considering you're lategame and have already done most things, I'd recommend giving some hopper/chute automation a try if you haven't already, or try larger-scale automation if you have. If you are truly endgame and out of things to do, then I've personally found microblock/multiblock chiseling to be somewhat entertaining, if sculpting is your thing. You could also peruse all the fancy craftable clothing you can make out of fabric and dyes.
  16. Ender Riens

    Cassava?

    I am currently in the process of doing testing like this for a climate guide, and Jane Dee is correct. Cassava spawns in hot and dry areas, commonly those that spawn savannahs. They will usually spawn in climates that are Very Hot or above (around 32C+) and more commonly in areas with less rainfall, as they will not normally spawn in jungles. The lower rainfall you get, the less likely jungle climates are to spawn and the more common savannahs and deserts are, which are your target biomes for finding Cassava. The plant itself can spawn on a variety of terrain (including sand), meaning they can spawn in barren deserts as well as savannahs. If you see Saguaro or Acacia, you are in the right place, as these two also almost exclusively spawn in these climates. Your golden range is Scorching Hot (around 36C+) and rainfall between Very Rare and Common.
  17. I've heard a couple people in various places say that berries make surviving hunger too easy, though it is fair to point out that the nutrition system naturally encourages players to eat other things. It is 100% valid to believe berries are fine as they are, though it's impossible to appease both sides of the matter. It would be much better to keep berries "broken" to some than nerf them and make them "bad" to others.
  18. People start burning out after bronze because around that time you kind of run out of problems to solve. Usually you'll have acquired most of what the game offers to you at that point, especially if you're playing with other people. The steelmaking process is kind of the last big task in this regard, but as mentioned here it's daunting for new players and the benefits are negligible/arguable. It's also not very alluring when it doesn't grant you anything you couldn't already get without steel. I almost wish there would be future-planned tech that is gated by steel, if only to provide some encouragement to dive into steelmaking. Keep in mind that every new system and piece of content they add (even non-endgame stuff) is something to do regardless of progression status. As much as we'd love endgame content right now, a large part of the struggle is that the path to endgame as of current is pretty barebones when you compare it to the roadmap of all intended features. There would be a lot more to do on the way to steel in this regard. In this sense, I also feel like they could make a much larger, longer, and more interesting deal out of the stone age and how you progress into the copper age, also extending the progression spectrum. But other than fancy clothes and steel armor, we don't have much right now. We'll have to see what they end up adding, as right now it's pretty gray and unspecific.
  19. It is a relatively shared issue/opinion that berries are too strong. They are one of the easiest to obtain and lowest-maintenance food sources in-game, and are very easy to collect in mass quantities until the player effectively needs no other food sources outside of winter (given you're not surviving in extreme climates). Though, there are a matter of "false" solutions to the problem: - Nerfing saturation threatens more problems than it solves. Berries are already one of the lowest time:saturation ratio growables, and lowering them further would make them tedious to eat and require more berry gathering (which is tedious on its own) for the same satiety. - Increasing natural bush rarity, making bushes harder to translocate, decreasing berry harvest size, or increasing length between harvests doesn't solve the issue, it just increases the labor it takes players to reach the aforementioned tipping point where they need no other foods. Players can still collect berries in mass to reach this status, and the problem persists--you just have to eat more of them for the same satiety, which adds tedium. Both of these changes add tedium to the berry-usage process (and makes them generally less useful), which can threaten the abandonment of berry usage as a whole. Though, making all of these changes but in small amounts may avoid more glaring consequences while still maintaining a nerf to overall usefulness, but it is a patch over the wound at most--not a full fix. The problem lies with how berries are obtained and cultivated--they are far too easy to collect and plant in obscene quantities. The solution relies on changing how berry planting functions with minor tweaks elsewhere to complement such changes, but nothing severe enough to discourage berry use altogether. A few example solutions: - Berry bushes must be planted in tilled soil like crops, and consume nutrients. A rather unelegant solution, this poses problems: they may have to be removed to regenerate soil nutrients, they don't naturally grow/function like soil crops (no growth stages, seeds, etc.), they'd now need water for the soil, etc. On the other hand, berries would now be limited (like other crops) by soil quality and quantity, access to water, nutrient regeneration/crop-cycling, etc. which begins to solve the prolific-propagation problem. - Give berries alternative, useful uses. Encouraging players to use berries for uses other than eating will simply reduce the amount of berries used for satiation. Things like brewing alcohol (which can be drunk or traded for non-satiety benefits) or baiting wild animals (have them eat stray berries on the ground) provide alternative use that creates more content or solves other existing problems, respectively. One could also make berries significantly more useful for generating rot/compost than other options (which helps solve the problem that compost takes so much rot it is not worth actively pursuing... it takes 1 stack of rot for 1 compost and 8 stacks of rot for one high-fertility soil block). The main issue with this is that it is a pseudo-solution: players do not have to actually pursue/utilize these alternative uses. The reason I mention "minor tweaks elsewhere to complement such changes" is that, with proper tweaking, one can create the most solutions while preventing the most problems. I personally think that a combination of a slight all-around nerf to raw berries as food plus enough alternative uses would slightly discourage their usefulness (and commensurately use) as food while greatly encouraging using berries for other purposes. This would not only create more content and depth to berries in the process (a positive change), it would largely avoid the negative repercussions that may come with major numbers nerfs. There are definitely more potential solutions I have not thought of, but I think it is safe to say that berries need some form of tweaking in order to balance them.
  20. This only works if the quern inventory panel is open.
  21. You have to hold right click on the top of the quern--the part with handles that you'd rotate. Clicking the bottom half opens its inventory.
  22. This would be my go-to solution to fixing players skipping temporal storms. That, and/or resources specific to storms that are difficult/impossible to find elsewhere. As punishing as storms are supposed to be, there needs to be a proper reward for overcoming them that encourages players to face them head-on.
  23. I think this should belong to a mod, if any, as otherwise some of these technical uses would discourage the aesthetic uses (you don't want to hang a painting that lowers stability or spawns enemies, would you?). That, and Vintage Story doesn't seem the type of game to hand out free things just for hanging a painting. Though I agree that some solution to settling in unstable areas would be a nice addition.
  24. They drop various metal items on death. The corpse itself just lingers for a while and you don't have to harvest the corpse to get the items.
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