Hal13
Vintarian-
Posts
544 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Hal13
-
as @Fredrik Blomquistmore or less stated already, the tin plated steel is completely irrelevant for the lid (we use tin plated steel because it's dirt cheap less than an US-dollar/Euro per kilogram [that should be around 50? screw cap lids for jars] and it's durable. bronze wouldn't work because it's too stiff to be pressed into a screw-cap for example, gold on the other side couldn't handle the pressure or would have to be thicker and it's kinda precious stuff you don't want to use for that...), our metal lids all have a rubber seal to make them airtight (which is the only thing that matters) which is why relatively often glass lids are used too. unglazed ceramic is porous and therefore never 100% airtight (as long as you only seal the gap between jar and lid that means, you could more or less coat the ceramic jar in wax though). i mean we have lead plates already, that aren't used for anything, tin plates that would have a use (and could be recycled afterwards of course) wouldn't be too bad... and metall rolling machinery could be another interesting machine to add, maybe it would be kinda costly but would make use of these 3 metal voxels left when smithing plates out of 2 ingots and doesn't need the metal to be glowing hot, saving fuel for the big steam engine we'll hopefully get at some point...
-
you mean killing two birds with one stone? power generation and killing drifters (and chicken maybe to make it more literal)? back to topic: yes on higher speeds that would hurt, but as the blades fall apart if they hit anything, leading me to think they aren't that sturdy connected, i'd say the actual damage they'd do would be superficial.
-
Then the wiki is wrong, again... under server commands worldconfig the default is listet as 12... Then either another default (/time speed) is wrong in the wiki (it says 60) or somehow the game doubles it to determine the irl-seconds per ig-minute... but nevermind the math doesn't change that much, the only things that change in my calculation would be setting foodspoilspeed to 0.6 instead 0.8 to make stuff last for as many months as without the added days and that with /time calendarspeedmul 0.5 it'll be 15 ig-days per irl-day already, not just with setting it further down to 0.25. Of course that's only relevant if one wants to somewhat keep the vanilla proportions between stuff spoiling & growing over the length of an ig-year... As the spoiling and growing stuff doesn't spoil/grow connected to a timer but actually servertime based freezing the timer/time while someone is logged off won't work (it'll just spoil/grow instantly then when that persons loggs in), at least that's how i remember it working, without changing spoilage/growth completely. it's easier to play around with the settings until one gets to a point that's satisfying for the server's players. I mean theoretically it might be possible to make an option for localised foodspoilspeed settings (still growth has no setting yet, apart from saplings), but if the player is able to set it themself in the end most will claim a small room and set it to 0 in there, won't they? And if serverstaff has to do it, it creates unneccessary additional work for them especially on big servers (on the small ones players tend to not be on 24/7 anyway)... Maybe a setting on cellar efficiency or something instead? that could be set globally and it wouldn't change too much, the setting could just be a multiplyer for how good cellars slow down foodspoiling. Or even better introduction of ice cellars and later on heatpumps resulting in buildable refridgerators and freezers...
-
default is 12 not 9 days per month. a real time day is 60 ingame days (ingame day default 24h and a ig-hour lasts for 60 irl-seconds) making it 5 months per 24 irl-h, hence default setting means slightly less than 3 ig-years (35 ig-months) per irl-week per default. if i remember correctly food spoilage/cropgrowth etc. isn't tick based but derived from time, you could setup the server in a way that day length is doubled by using /time calendarspeedmul 0.5 and that way double the time it takes for crops to grow and foods to spoil, than add 3 days to each month via /worldConfig daysPerMonth 15 (making it 15 days lengthening a month to exactly 12 irl-hours) and lower spoilage to 0.8 via /worldconfig foodSpoilSpeed 0.8, meaning it would still spoil in the same amount of months as before that way you'd only have 14 ig-months per irl-week, with a good cellar (multiplying the spoilrate by 0.22 at best) you'd even be able to keep vegetables and fruits long enough for the next time you log on... And if you rent out your greenhouses to your more often online neighbor there is quite likely something growing in there anytime you go online... or the server can just be set up with /worldconfigcreate bool allowCropDeath false, which should mean you can plant it and harvest it when you come online a week later... of course you could even go /time calendarspeedmul 0.25, making it only 1 passing ig-month each irl-day with the above settings (if the server never stops because there'd be always someone online)... The problems with these options for configuring the server is of course the players that are online much more might not like longer nights and years, i'm not sure if hunger and sapling growth rate is tick based (though you can just adjust it too if thats the case).
-
there was quite a lengthy discussion about villages and towns and stuff already, not sure why it was necessary to start a completely new one (sorry just found it again it was a derailed discussion about temporal storms that went in the villages/towns/"huge cities" direction)... i'm still thinking scattered homesteads instead of actual villages and towns would be more likely with the traders species basically being more powerful combat wise than seraphs which themselves are way more powerful than humans, as it is now, assuming the traders aren't significantly stronger than the average of their species, there would be little incentif to form big communities for them, a family or two with one to three houses and maybe some specialised building for a craft and a few fields would feel more immersive for me than a village of these people, especially as such a village may inhabit quite some space and like with trader wagons probably wouldn't be able to be changed by the player. the craftsperson living there might only be able or willing to process stuff for a fee if the player gives them the necessary ressources (maybe they have some sort of exclusive deal with the traders when it comes to trading?) maybe a homestead tailor will only repair clothes, maybe a homestead farmer sells only a handfull crops each time trades refresh, a homestead smith might pay for ore or metal ingots, and only if they have it in their inventory they'd sell items made from it to the pc? and i like that mechanic @Screwysuggested, maybe there always is a traveling trader point next to the homestead? and maybe there could be additional trading hub points where two trader routes overlap in which case both traders occassionally will be there at the same time? BUT on the other hand that would limit player building stuff quite a bit as each of the locations the wagon can spawns would be claimed by the trader and couldn't be built in. but maybe a single trader only goes to 2 homesteads and 2 hub points? that would limit the impact on building freedom such a mechanic could have...
-
it has been said several times by the devs already, officially there won't be electricity as vanilla tech level development will end with steam age. and mechanical power (including steam power) is already the equivalent to MCs redstone BUT modders are free to implement electricity or even nuclear power or more futuristic stuff. yes devs want to implement even stuff that vanilla tech won't need, so that there won't be such a chaos like with MCs different modded coppers (before 1.17, there was no official copper and several mods added their own copper that needed conversion if you wanted to use it across mods) and other ores and metals. one example for such a metal is lead which up to now has practically no use in vanilla VS, even less useful in vanilla VS are and potentially will always be: gemstones, chromium, platinum, rhodium and uranium....
-
i think the crafting table from tinkers is kinda what was asked here, but it should be doable on any full block surface instead of having a blocktype for it? that could bloat worlddata really fast as suddenly every block with a full block top surface would have an inventory (and that might even be the less ressource hungry option of implementing it, as the items on tinkers crafting table had no hit box, and was usable even if there was a block above it) but only if the block above it is air? i do think that's not a bad idea, but for some things actually having to put all the items down and activate the recipe to craft the item can become tedious REALLY quick... just think about cobble stone blocks and if you'd have to activate the items on the workbench for every single block instead of being able to craft a whole stack at once. same with firewood, ladders... I can see that mechanic working nicely for items you don't need that many of, like all tools that need assembly for example. and i think it would be a good way to just have a 1x2 crafting grid in the inventory to craft firewood, planks and such. i often use the crafting grid for storage on my way back from hunting/logging/mining, that definitely should be prevented at some point, maybe moving should drop everything that's in the grid? any log could be used for crafting simple stuff like cobble stone blocks, plank blocks and similar on a bigger grid (same like now just an interface added to logs if there is air above it and it's activated like one activates knapping)? and for more complex stuff you'd have to assemble a table from logs and sticks for example? or any surface instead of a log, but when not interacting anymore everything gets dropped? i mean yes it would be nice to be able to decorate more but bloating i have several worlds/saves taking over 1GB each now already.
-
as i've never really found a real tin vein (i mean i even had the metal settings to max and only found a few ore blocks of tin, same with silver and gold) ever in my few hundred hours over 5 worlds, i'd appreciate getting more out of it, maybe then i actually would do some bronze stuff? because tin was that sparse always, i normally go straight from copper to iron after i found enough tin for a hammer, a pickaxe and an anvil... i mean that mechanic could be used for all stone blocks, where now the block disappears and a few stones drop, breaking part of the block then might drop a stone breaking another part another stone, etc. maybe hitting the stone part of an ore block drops a stone until the block would be mined as if it was a stone block and then a few (the minimum) nuggets would drop too, while hitting on the metal parts of the block might give a nugget until the maximum number of nuggets is extracted breaking the block and dropping only a single stone... the chopping mode was meant for chopping down a tree not for firewood, though the block that gets chopped might give firewood instead of a log block, or depending on the way you chop you still might get the log block (chop low/high enough you get a log chop through the middle you only get firewood)... though implementing something doing this job here, would get us closer to moving structures like airships and wagons, maybe trains later...
-
problem i see with that is: the world obviously must have changed since the apocalyptic events and considering that only several days after the first seraph enters the world temporal storms and monsters start entering it, i'd say they are not the cure, and neither do they prevent the intrusions from the rust world... i mean time only stops if you set the server to stop when there is nobody on it, default for singleplayerworlds, if anyone owning a server could take a look how that log looks when the server doesn't stop without players on it, that could make it more clear. Though perhaps the world can only be sentient if there lives a seraph on it and maybe it's not the seraph but the worlds sentience that causes the intrusions by the rust world? outgoing from the game mechanics i still think the rustworld events and monsters the player characters face are psychological (nothing other cares for unstable areas, monsters and storms), though there seems to be the darkness kills animals mechanic (the ai culling mechanic), darkness mostly is underground, more deeper = more unstable, one could argue it's an abstraction of monsters/instability killing animals too (though if you look closely it could just be animals killed by that mechanic underground as they "got crushed" got hit by rocks from the ceiling, while the bitemarks on animals killed by darkness above ground indicate other animals killed them)... on the other hand VS is advertised as lovecraftian horror, and there what kills you is rarely physically harming you directly, most often people aware of the dangers drift into insanity and that gets them killed in one way or another, similar like seraphs hitting their head against walls (you automatically take damage when the gear is empty only near walls not in the open last time i checked) when their stability is depleted...
-
only because a mod has it already doesn't mean it shouldn't be wished to be included in the base game, right? since when do you do such a thing? i strongly agree with @allstreets though, gateing it behind iron doesn't make much sense and at that point, tapping normally isn't necessary anymore anyway, a honey alternative makes sense only for the time until you can just have a few greenhouses for your bees (i normally have 5 skeps in a flower greenhouse for my honey/wax needs nowadays, sometimes i have a second greenhouse with bees though), resin is common enough if you don't destroy the trees where you can harvest it and until iron tech level you'll have enough of it for most of your needs. the resin option would be nice though as that'll mean player planted trees could become sources of resin, going logging you'd need to be less careful to not destroy resin sources.
-
not correct, traders respawn too, in their wagon/hut everytime you kill them and they retain the memories from before they died (and stay mad at the pc for quite some time), it takes a bit more time than for seraphs though (a few ingame days instead of instant). monsters don't attack anything but seraphs though... and nobody but seraphs are bothered in a temporal storm/unstable area, even when they are in that area i mean... animals/NPC ignore monsters and monsters ignore animals/NPC... and it does not explain the world speaking in the log/loading screen either... and there is no actual network of teleporters, i mean theoretically yes as the code does look for any unpaired teleporter, that has to fulfill certain requirements, and randomly selects one out of the pool of possible candidates to pair it with the teleporter that is used for the first time, but after that these two are connected and the connection can't be broken without destroying one of them (not sure anymore if that is even possible outside creative). found it that's what happens from the worlds sentient perspective (can be found in logs/server-storyevent.txt): until "Return again." it's the world loading, from "It pauses" onwards it's the world saving all states and session ending. There seems to not be much difference through the versions but i only looked into 1.12.14 and 1.14.8 just now...
-
But it just triggers the normal autosavefeature (as far as i can see), it's not an actual quicksave (which could be loaded separately and won't get overwritten the next time the autosavefeature gets triggered, which could be after a player gets killed or similar events), or did you mean a game crash with "in case something goes awry"? In my opinion autosave and quicksave are totally different things. Nearly all (atm i know only a single one, Starmancer, which doesn't and that's still in really early development, but would benefit massively as often as it crashes when testing) sandbox games have some kind of autosave feature for when the game crashes or similar, often they keep only the last 2 autosaves (the last one and the one before, in case the last one isn't readable) or even only the last one, which may produce problems when the save gets corrupted if the game crashes while saving. Player triggered separate quicksaves though? Sure i've seen them (nearly never used them though), but often in gameengines, that normally aren't used for sandbox games (Renpy for example), and/or in games, that are intended for pure singleplayer gameplay, I'm kinda sure never to have seen quicksaves in games that even only have the option to be played in multiplayer (but i may be incorrect with that, i'm not actively looking for a quicksave option, like i said i don't really use it anyway, if i can save manually than a regular save is something i do instead, i mean something like this won't happen to me ^_^).
-
Like RobinHood said, it's most likely they fear you and pathfind away from you, after a few generations (I think generation 3 doesn't fear you anymore) that should stop though.
-
And that helps with your problem how? You still would need to go outside the game to copy the files, and still won't be able to conveniently load the save before the last save. As far as i understand the game saves automatically in the background every few seconds (default seems to be 300 seconds, but that may have changed since 1.7, at least the server config page in the wiki seems to be written at that time and there is no other mention of anything with "autosave" in the wiki) and maybe after some major events happening, like death and respawn, but not necessarily every block/player state or change, that command just forces it to do that save at a specific time (but i haven't seen it yet, as i already said it's not in the wiki). You still aren't able to exit without saving completely (at least not without risking the world to become corrupted) and it may even happen that the world files you copied while playing are incomplete or corrupted in other ways (the same, maybe even higher, corruption risk as while you copy, the game might save again). Therefore i don't think that "HA!" is justified. But if it works for you, good to know. Btw, if you know more about the command or the games autosave feature in general i'd be happy to read about it, like i said about nothing to find on the topic in the wiki.
-
I know of only a single bloxel based game, where the dev wants to get to the point of creating actual planets with them, but even the ring world habitat that is in now, creates huge amounts of problems for bigger builds on it. But doing that without having had the plans from the beginning? Maybe some team of modders would take the idea to make a mod for it? They could concentrate solely on the issues and fixes for them, without needing to implement all the planned features yet to come too. Maybe they'd figure out ways to do it and it becoming an official option for worldborders later? It IS a nice idea for smaller worldsizes after all.
-
We are speculating what COULD be, not what is, the status quo is sleeping gives no buff, just advances time. But while sleeping your hunger should deplete a bit slower and maybe giving sleeping a slight regeneration buff might make more people interested in sleeping from time to time?
-
i'm not sure, the default world is double the earths surface, is there really a need for looping? In a default world you could fly with top speed for reallife days from one border to the other (of course only if the map is completely generated already, else you will take weeks). If there is no need to do it, it just would overcomplicate development and take away from implementing new stuff and fixing existing bugs. Looping the world is not a trivial matter and there are only 2 coders in the team, one of whom does the administrative stuff too. a simpler looping mechanism (like the one suggested) might be doable, but even that creates big problems: 1. biomes/landscapes won't match, there is no blending from one to the other, making the border area ugly as hell with harsh cuts (people will complain about it) 2. if that would be fixed you wouldn't see where not to place stuff anymore, therefore chutes, axles, furniture (like beds that are more than 1 block big), but especially multiblock structures would need to be reworked to make them work correctly 3. Rendering new chunks will take more time, the engine doing the rendering would have to look if a newly rendered chunk is maybe on the other side of the map 4. Spawning new mobs will take more time, as the algorythm has to consider blocks several thousand blocks away from the player position to be viable spawning spaces you just would have to not loop from pole to pole but from equator to equator (equator -> north pole -> equator -> south pole -> equator -> loop to the beginning) but even that would create new inconsistencies someone will point out and complain about later (together the two loops would be more of a moebius strip than a sphere).
-
I was speaking about the sheep, drifters are nothing one really wants to keep around... That panic room is only a death trap, if it's not inside of chiseled blocks, in temporal storms drifters can spawn in any light level and even in midair. but that's another topic.
-
if you don't light up the area closing them in won't do much good, as they can despawn in darkness (please correct me if i remember it wrong).
-
it actually has, i think it starts with punch a tree... EDIT: small Correction it starts with: followed by: and then I was sure at some point it was Punch the tree not Destroy the tree...
-
On itch and humble it's actually 20% more expensive, even with the discount for being a subsriber it should still be more expensive. Other than that the only differences are: you don't have to register an account on the forum and are able to look up the payment details later easier, if you need them at some point.
-
I guess you play on a server? You shouldn't hop onto a multiplayer server in a survival game without knowing even the basics. Or you lowered days until monsters start spawning to 0 (from the default 5, this grace timer can be set real high, i think up to 99 days, too) and did the same for temporal storms (if that's the case why the complaint?). Only in temporal storms drifters can spawn in midair or at the players position. Or in unstable regions, after your stability depleted too much, i guess, but why go underground in unstable regions on the first day? If you'd spawn in the region around tschernobyl more or less naked just with tattered clothing and a geigercounter (equivalent to the gear in the bottom middle of your screen), you'd not start running towards stronger radiation too, right? And even settle there? in earliest game the rule of thumb is, don't stay where the gear is depleting, run away from that area and don't go underground. Afterwards make a knife and an axe, get dry grass, firewood and sticks, craft a firepit, get torches, next get into panning for the nights or more crafting... survive... You as a player start as clueless in your first new world as your character does, or you may have done some research before you bought the game, something you ALWAYS should do. You can find clues on what happened to the worlds over time, you have to try and err and think about how to do stuff. Find it out, don't expect the answers to be given to you (as we players all only have pieces of the puzzle, and many possible theories are out there), question the simple answers some might give you, and help completing this puzzle or just ignore the questions and survive.
-
That happens all the time in Minecraft too, people just got pampered by big titles which even explain walking with an extra tutorial and expect that kinda thing in every game, even when they don't even bother trying it out in single player first.
-
few more protips: you can space ladders out 1 block (as long as you don't hit a cave, just use a ladder every other block); and as long as you stay on a ladder you can just dig straight down, without falling into caves... in basalt areas, you might want to have a bucket of water ready though, you could hit lava and that stuff might burn the ladders. Don't you use shears, or at least a knife? or are you that far away from any bushes and trees? you might want to take a look into the world settings and mods you use too, maybe deposits were set to be way less common as in the default game? Which will create problems especially if not playing alone. depending on the mods eventually less sticks will drop or you have the possibility to craft sticks from boards or firewood?
-
Ruins should be (not all) but with a 50% rate scary
Hal13 replied to RobinHood's topic in Suggestions
VS is no action game and no dedicated single player game, and i don't think Wolfenstein is scary at all, but i don't see whatever you wanted to show after "- like this -" either, therefore i have to speculate what you mean with scary, as you didn't write anything describing what you mean... Ruins can only be scary until someone took everything from there, after which ruin specific mobs look out of place to others and scripted jumpscares are lame when there is nothing to hide it. But jumpscares as a whole are boring annoying childsplay in my opinion. I mean they work only if you make them inconsistent, something technical players hate, or restrict player movement, which isn't really possible in a game where you can just dig away everything, and tend to get more and more annoying fast even when implemented somewhat decently (will the same jumpscare after hundreds of times still be interesting? VS is intended to be able to be played for thousands of hours not only a few dozen). And undead rising from their graves isn't much better either, for one, they don't really fit, even a t800 would be more fitting than zombies or skeletons in my opinion and second what would count as graves? And of course if anything is even remotely "scary" depends on the persons fears. There are people that get terrified by minecrafts spiders. But of course until now only structures are implemented, that are connected to people, there might be some structures coming at some point, that are connected to otherworldly horrors.