Hal13
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Everything posted by Hal13
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does anyone actually go through the hassle of making an early metal armor? It takes way too much work and ressources to craft a metal armor that is comparable good to nonmetal armors, i'm speaking of chainmail of course. At least I never bothered to craft any metal armor below iron (there are way too many things needing copper and bronze i normally don't get enough to get much more than an anvil a hammer and a pickaxe; iron is available abundably), I may craft gold or silver for their decorative value if i ever get enough ore to do that (have never found enough gold or silver to get even a single ingot).
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Yeah, we were talking about the stats the game should track after all... I mean it would be possible to make achievements like "smelted some ore", "did create first copper pickaxe", "knows how to smith", "miller" (use a windmill with a quern), "windpark" (has built several windmills)...but these wouldn't really tell anything about the real situation at the moment, i mean you could have lost nearly everything because you fell into a lava lake or maybe another player stole your stuff when you were offline, the achievement.still would be valid but maybe the player has to start in the stone age again...
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Tool and weapon maintenance system with appropriate rewards.
Hal13 replied to Thalius's topic in Suggestions
We should try to not overcomplicate the mechanics with additional mechanics that early on... Apart from that, quartering ingots would be kinda complicated, as an ingot consists of 2x3x7 metal voxels. I don't think repairing items should require using the smithing mechanics, as that would take about the same amount of time as crafting a new one (and only slightly less material depending on how metal working will further develop). Other than that a sharp scythe may make harvesting grain easier than using a dull one, but it doesn't yield more, and even now the time it saves isn't big compared to using bare hands. Btw. copper axes were used to chop down trees and they still work for that purpose, though they looked more like a chisel on a stick than modern axes (with modern here i mean late iron age and later). Repairing an item shouldn't be much more complicated than repairing clothing, therefore i suggest the following: the big advantage would be you don't need new voxel models for tools with handles and armor, and of course it's similar to repairing clothing, meaning not another mechanic to learn for new players. the grindstone could give a 'sharpened' buff though, maybe a bonus of 25% to work speed and/or damage for 30-40 tool uses/hits? it definitely isn't as good in cutting off limps and heads and most warhammers were lighter than waraxes, more light pickaxes than sledgehammers... therefore i'd say it'll be less bloody and gory... here are some other suggestions (or links to the topics) concerning metal working: -
okay adding a few related topics:
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Problem is: how would the game know you are at that stage? maybe you had that much at some point but lost it all somehow, would you still be in copper age? maybe you never start massproduction, but only mine and use what you need at the moment, you have full iron or even steel gear, but would you still be in stone age? My point is: there is no good metric for the game to tell in which tech age you are.
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i'm totally with you concerning the points cut damage types and changes to damage reduction. But the Tiers i'm not too sure about, on one side armor tiers are different to tool tiers something i don't really understand, on the other side it could be reworked to fit better in the other items tiers, maybe durability damage depends on tiers? both items could get damaged by a fixed durability damage multiplied by the quotient of the tiers? both take the same durability damage at the same tier, but if for example a tier 2 weapon hits a tier 4 armor the weapon would take 4/2 times that durability damage, while the armor would take only 2/4 of it... clothing would then be tier 0.5 (but would only take damage when armor gets damaged or not sufficient armor pieces are worn), non metal armor tier 1, copper tier 2, iron tier 4, steel tier 5 i think, other metals tier 3. Durability would be dependant on how much material was needed to craft the armor, i'd say for example 300 durability per used copper ingot or 1050 per used iron ingot (around the average of the tools using 1 ingot to craft), or if we get a rework of metal working it could be made dependant on the actual metal voxels/units used instead of the rough per ingot scale. The high damage tier resistant attribut of plate armor and gambeson would just mean they count as 0.5 tiers higher. Sure that'll mean metal armor would have really high duarabilities with a copper chainmail helmet (which are 10 ingots) having 3000 duarability, but as armor would be long term investments losing efficiency in their armor value when not in good conditions would provide incentives to keep them at conditions of over 50% (like with clothes), maybe let's instead say the downwards spiral starts at 90% (meaning after having lost quite some material already, in case of a plate helmet you lost 2 ingots worth of durability at this point) and under 10% armor would only save the clothing beneath and not give a real benefit in combat anymore (as long as the item on an armorstand still looks fine you than would have an additional incentive to use armor as decoration), meaning over 90% durability full benefits, between 90% and 10% declining benefits and under 10% no benefits other than protecting the clothing. repairing stuff can actually be a material sink too, maybe each time you repair an item (tool, weapon, armor, clothing) you get less durability per item used, at some point it would be better to craft/buy a new one as you'd need more material for a complete repair than for a new item, but repairing is less time consuming and therefore you would still repair it as long as you have a big surplus of material. Each repair could be 5% less efficient than the last one, meaning you repair your copper armor with a copper plate to get 600 durability when you do it the first time, then use an ingot the next time but get only 285 durability, next time you use another plate because it got quite damaged which then gives 541, ... maybe capped at 50% at the lowest point... that way you might want to have items worth more than an ingot or two for big armor repairs, maybe chainmail helmets? here are some other suggestions (or links to the topics) concerning metal working:
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As always... pics (screenshot of your statistics) or it didn't happen... simple solution to the trust problem... maybe with the option to see other peoples statistics too? if you encountered them and they gave you the permission. That would be a more immersive way to see peoples stats than having a server wide scoreboard. And it would mean, only the people you really want to impress (and trust enough to let them know details) know how much ore you mined and gears you had in your possession... and what would be a good indicator for that? stone age okay, everybody starts there, but already defining the borders of copper age are kinda difficult, are you considered being in copper age when you did your first copper cast? or only after making every copper tool? same with bronze and iron age...
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auditory distortion to any sound during temporal storms
Hal13 replied to Blue (battle berry)'s topic in Suggestions
i think instead of using the pitch using a random delay to sounds (and other feedback) would be more fitting to the theme of the storms. you may walk, stop, and then still hear footsteps. drifter sounds may be still there even after you've slain all there are directly around you. you might get the getting hurt feedback later... -
Memories and finding them (inspired from we happy few)
Hal13 replied to Blue (battle berry)'s topic in Suggestions
That's not exactly right, you didn't sleep through the ages, you "enter the world" the temporal storms and monsters spawning only start again after the first seraph enters the world, after seemingly there weren't any seraphs in the world for a long time, the player character physically phases in ("enters the world") or out ("leaves the world") of existence when logging in or out of a world (which complains about being alone again). Seraphs seem to be without sex, gender, age or permanent death, therefore i doubt they have a childhood. And in earlier loading screens it was mentioned that you flew from the ruin of a world (not necessarily the one you start in). Therefore these firsts you mention aren't firsts, only maybe firsts in this world, and that these firsts would trigger memories of the actual first time, that may have been aeons before, i doubt. you mean you need more external motivation to explore the world? Other than getting the right stone/wood to build something, finding more rare stuff, finding stuff you can't get in the climate you are currently in, finding landscapes you want to build something in, finding at least one of each trader type to get the uncraftable stuff, finding rare wallpapers and music discs, ... -
but that way you would have a massive gain in burn duration comparing logs and firewood, in my experience logs are nearly impossible to start a fire with but last way longer than if you chopp them into handy firewood. I think i would only do one of these changes, not both (more likely the recipe change for firewood than the change to burn duration).
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it depends on the angle the world is on, if its axis is less angled than earths axis it may happen at no point. And seeing your findings the world is not a sphere therefore there shouldn't be a point with 24h days/nights even if the angle would be the same.
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yes and i thought further than only the current nearhighend screens, 8k+ will come, expanding the slider constantly is surely a possibility, but shortsighted as resolutions will rise even further. To scale the gui relative to the resolution is future proof and doesn't need to be adjusted as often.
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I guess you mean one of the traders, as of now there are no other npcs? Not only does the body not disappear, the trader will come back from the dead, still remembering that you killed them, still pissed at you and will try to kill you on sight and as you might know traders punch really hard. why didn't you spawn a completely new trader instead of copy/pasting them? I'm not aware of any way to get rid of a trader for sure, i mean other than using a worldbackup from before copying them.
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Was genau? Mods die von Nichtdeutschsprachlern (immerhin bis auf eine kleine Minderheit der Rest der Welt) geschrieben und deswegen nicht offiziell übersetzt werden? Oder das Wiki, an dem hauptsächlich Nichtdeutschsprachler schreiben und selbst von denen zu wenige um es auf dem aktuellstem korrektem Stand zu halten? Die meisten Deutschsprechenden können auch Englisch (immerhin ist Englisch seit 1990 in ganz Deutschland erste Fremdsprache, mal von wenigen Lehrplanexperimenten abgesehen), aber fast keiner außerhalb Deutschland/Österreich/Schweiz versteht Deutsch. Wenn man also als Spieleentwickler auch nur ansatzweise dauerhaft erfolgreich sein möchte, greift man sicher nicht auf Deutsch als Standard zurück und übersetzt von da. Zumal der Gameranteil in Deutschland signifikant niedriger als in den meisten anderen Industrienationen ist (und D dabei von den drei deutschsprachigen Nationen mit weitem Abstand die größte ist und die meisten Spieler beherbergt). Vernünftige Übersetzungen kosten Zeit und Geld, wenn aber nur wenig Nutzen daraus entsteht ist beides an anderer Stelle besser investiert, insbesondere wenn das Team klein ist und der Umsatz niedrig, und das gilt umso mehr für Mods deren Devs größtenteils nicht Deutsch sprechen, allein arbeiten und die für ihre Arbeit gar kein Geld erhalten. Weil auch der größte Teil der Spielerbasis Nichtdeutschsprachler sind oder Englisch bevorzugt, weil man sich dann nicht nur mit einer kleinen Minderheit der Spielerschaft eindeutig austauschen kann (habe selbst an einer Spieleübersetzung mitgearbeitet, wenn auch mehr als Korrekturleser, und viele Kernbegriffe wurden aus genau diesem Grund teilweise gar nicht übersetzt und teilweise auf eine Weise übersetzt von der man so einfach wie möglich auf das englische Wort kommt), ist auch der Forenteil der auf deutsch ist relativ klein und auch auf dem Discord wird eher Englisch geschrieben. Englisch ist halt der größte gemeinsame Teiler. Dazu kommt dann noch dass Sachen beim Übersetzen übersehen werden können, ich erinnere erneut an kleines Team und begrenzte Ressourcen. Ein "vieles fehlt noch" hilft also wenig falls du wirklich eine Veränderung daran möchtest, dagegen könnte eine Liste wo genau Übersetzungen fehlen, oder offensichtlich falsch sind, viel eher dazu führen, dass an den Stellen übersetzt oder nachgebessert wird. Dir fällt eine fehlende Übersetzung auf? dann mach 'nen Screenshot und bestenfalls gleich einen Übersetzungsvorschlag, aber bitte nur dann auf dem github als Fehler melden, wenn es definitiv kein Text ist, der von einem Mod verändert oder hinzugefügt wurde (oder es sich um Variablen, Befehle oä. handelt, die nunmal fest im Code verankert sind und nicht dazu gedacht sind übersetzt zu werden).
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And if the trader gets killed, they will respawn at that time too.
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Classes in single player, do people use them?
Hal13 replied to Phillip Webster's topic in Discussion
That actually could be a good reason to use the hunter... i have chests above chests of sticks, i have enough metal to massproduce arrowheads or sand/gravel/bony soil to pann for them the only bottleneck each time are feathers. -
i literally just looked for a few seconds to find these (in them are the default values as far as i can tell): Only thing is you would have to know which numbers to use as the defaults here don't use any descriptions like rare or something, but that you should be able to get in game by entering the commands without giving a value (which gives you the value it's set to). If you change any of them, remember to make a backup before.
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maybe scaling the GUI not in a multitude of the default gui textures but in a percentage of the used resolution would be a good way to implement that (and would be future proof, i mean maybe there will be even bigger resolutions used in the future)? any other ideas how to do it?
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You might have seen that this forum is on english and not even your german does make sense most of the post, if your post was automatically translated, it would have been better to translate into english instead. back to the topic of fruit trees. tbh i don't think we'd need any complex grafting mechanic for now, creating such may take too much efford for the little gain for implementing it in this update. implementing fruittrees itself for now would be a big undertaking already (think about all the textures needed, new wood and leaf types for example). The earliest fruit tree domestications where more or less just stick a sapling in the ground and wait for it to grow and i think for the purpose of the game that is sufficient for now (else woodcutting etc would have to be reworked completely too or fruit trees would have to get a whole new system instead of reusing the existing tree mechanics) a climbing growths mechanic though would be a huge plus, as it could be applied not only to raspberries, blackberries and wine both in the upwards and downwards direction but vines and moss too, maybe we could get ivy for decorating or corals in an ocean update later that could use the same mechanic? I'm not sure what you meant with the racoons, but if i had to guess you wanted to say they would be way better climbers irl than the ones implemented? which is true, on the other side securing every field, beekeeping operation etc. in a greenhouse to make it racoon safe instead of just a fence may be too much hassle for the gameplay gained. don't forget the default VS day is only less than 1/60 of a realtime day and racoons are not as devastating pests irl (they may raid a vineyard but most stealing of grapes is done by humans and birds) as in VS, implementing it in the way that a simple fence and lightsources will keep your yield safe from them is imo a good compromise. high seats are imo not part of a homesteading update, more something for a wildlife and hunting update and the mechanic you proposed doesn't make any sense, you aren't camouflaged in them, you just have a better viewing angle onto animals than they onto you, like humans most non flying animals only think in little more than 2D (the plane they are on plus a small angle above/under it, if there is something leading the eye, an arrow pointing down, a ladder on the wall, a deep crevise the angle might become more steep), some animals living in trees take more time perceiving the area under them, but apart from some birds, other flying animals and maybe predators, whose prey lives in trees, nearly nothing really actively perceives things happening above them, that's the biggest bonus you have in a high seat, and with the detection radii VS uses something like that is already implemented, if you pillar up high enough nothing will detect you while you will still be able to see everything...
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i thought that's one reason behind the different stack sizes? As the more stackables mod shows it would have been possible to have everything, that's identical, stack in the hundreds Using different sized stacks in combination with limited inventory slots therefore is already a way to implement load. But maybe a worldsetting adding options to change them? that way you'd have default stack sizes and via a stacksize setting you could have multiplied them with 1/1024 (rounded up, meaning nothing stacks), 1/4 (rounded up), 1/2 (rounded up), 1, 2, 4 and maybe another setting about normally unstackables, with which you could make them stackable (as long as data is identical) to 1, 8, 16, 32, 64?
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My take is: - Seraphs are some kind of refugees from the past, fleeing the events that made the world that what we know as the rust world. We know that they were there when the apocalyptic events lead to civilisations fall. - Seraphs have some kind of telepathic bond to others of their kind and can communicate with any other seraph in the same world. (the chat window) - Because of their flight through time temporal instabilities, temporal storms and monsters only affect them as time doesn't like tampering in any kind. And only start existing in the world after the first seraph arrives. When a seraphs stability is really low they start to hurt or even kill themself. Which leads me to the possibility that the whole temporal mechanic is actually a mental thing. They might, like many refugees, suffer from a kind of ptsd, and as they share a telepathical bond with each other they face the same monsters. OR seraphs might flee from the origin of the rust world and any "time" they appear the rust world follows, they might be more of some harbingers of doom than actual refugees. - The loading screen (if not using mods, or maybe it was only earlier versions) describe the world as a living, a feeling thing. And the seraphs "arrive" on it each time you logg on and enter a world or "leave" it "alone again" when going off. Furthermore they physically leave the world with all the possessions they are carrying at that moment each time the player loogs off. need to leave it there, will post more tomorrow.
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Some suggestions about the game and its mechanical aspect
Hal13 replied to Livarbesaru's topic in Suggestions
which mode did you use? one of them only gives you a percentage how likely you'll find generated ore in that chunk (no matter if there really is or was any), switching between modes seems to be the way to go. Even seeing a meteor is a relatively rare occurence (sure there are meteor showers every so often and theoretically about 44,000kg of material enter earths atmosphere daily, but outside of meteor showers you rarely see even only one meteor, heck even while there is a shower you only see it if the sky is clear and there isn't much light around you and it's night), but actually meteorites (stuff not burned up in the atmosphere, but actually hitting the surface) are even rarer (according to NASA "Typically less than 5 percent of the original object will ever make it down to the ground. These meteorites, pieces of meteors that are found, typically range between the size of a pebble and a fist.", not too mention most, about 95%, are just stone meteorites), chunks of the size you find in craters in the VS world are once in several centuries or even millenia events, the last ones comparable in size (but not iron) were the one exploding above Chelyabinsk in 2013 and the Tunguska event in 1908, sure every few years a meteorite of a few kilograms reaches the ground (still nearly never iron) but that's barely comparable to the meteors you find in VS. Meteor showers as some aesthetic thing in the sky once in a while would be a nice thing to have though as i'm never able to see one here. afaik that's both on the roadmap to be added, the Steam Age is the planned end age of technology for the vanilla game. i personally use bronze only for 1 hammer, 1 anvil and 1 pickaxe (and it takes ages to find enough not copper to make that), with the bronze pickaxe i then mine the iron i normally hae found until then and go to the iron age right away (and then normally go over to make everything out of iron, might change now with steel introduced, but am not that far into the new game, i start anew each major update). -
i always support additional options. but tbh quite some of these settings can be set ingame after generation, as they don't effect terrain generation at all. the only ones you need to set before generating the world should be: climate distribution, world width (if you want the world to be really small), world length (if you want the world to be really small), polar-equator distance (if you want the world to be really small), starting climate, forestations&shrubs, global temperature, global precipitation, surface copper deposit frequency, surface tin deposit frequency, global deposit spawn rate, shouldn't take more than 30seconds to a minute to change these to the settings you want them to be, of course over dozens of worldgenerations that'll all mount up quite much even with that, loading the preset would potentially just take about 3-10 seconds each time depending on the way of implementation, on the other side if you know where to look you might find the files where the default playstyles (which are only different worldsettings after all) are stored and could just add your playstyle as one of them. but especially the char presets i strongly wish for myself.
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tbh that won't do, a single block of granite weights 2.8 tons even an ant is only able to carry about 30-40 times their weight, meaning even if we'd assume seraphs to have superhuman strength (able to carry 40 times their weight) and a body mass of 200 kg, which both would come at other costs, you wouldn't even be able to lift the materials to craft a quern, of course that's assuming the gravity of earth would apply, which is unlikely as the world is per default 2times the surface of earth and with the mantle seeming to be some kind of metal and that shallow under the surface gravity should be way higher, Not only that but i think, it would quite likely diminish the player base drastically if you'd need to carry more or less each individual block you might want to place anywhere for itself.
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Not being able to see anything in the dark without a lightsource is a feature not a bug.