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Hal13

Vintarian
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Everything posted by Hal13

  1. I did post a 5x5 4 high totally spawn proof bed room once (though you can go even bigger), the trick is "chiseled blocks", as those, no matter how little material is left, do protect the whole block they occupy from any spawns, but as long as there are air blocks there will be drifters spawning in temporal storms, as in those storms the normal spawning algorithm gets overwritten and spawning occurs in midair. Btw. those stones on the ground don't protect from spawning, same with the lantern in your hands.
  2. You may not like what is written on the roadmap: Villagers (and therefore villages) You may enjoy the mod Trader Camps as it reduces the over all trader positions, but adds the chance for several traders to spawn grouped together. Back to topic: Trader carts do consist partially of blocks not obtainable in vanilla and Traders respawn like Seraphs (it only takes longer for them), as such it makes sense they are able to claim the area their cart is in the same way Seraphs can claim areas too. Give Traders a ranged attack like drifters have gotten and the abilities to climb ladders, open/close doors and open/close fence gates and you wouldn't want to anger them anymore. Though the game does generate carts without Trader occasionally, removing the claim from those would make sense in my eyes...
  3. That's not fully right, we are able to only eat parts of a meal and/or drink only 1/3 of a bottle of juice/wine (which we can refill even if partially filled and which are stored in a player's inventory), hence the code for having some sort of magazine is there already. animation wise replacing a drum is similar enough to shoving shells into a shotgun meaning you'd only need to animate it once and insert different sized/coloured cylinders, drums may just be specialized containers like mining bags but take only x items of the same type of ammunition at once. reloading a second shot into a double barrelled shotgun would just repeat the reloading animation. Still a second animation for front loading guns might be necessary, if there'd be front loading pistols there'd be a third needed if we'd be going for somewhat believable looking. Shooting animations could be similar enough for them all to use the same animation for all rifles and the same animation for all pistols/short barrelled guns, the lever could be part of all rifles with more than one shot, and using it could be the end of the shooting animation (more or less an animation for the ammunition check, if there is none left the animation ends in the drum/empty shells jumping out and the rifle in an open state, ready to be reloaded, if there is the rifle returns to the ready to fire state). I'm by far neither a coder, texture artist, 3d-modeller nor animator (you'd need someone being decent in all four or up to at least three different people being able to work together on it), but I'd think even if it'd be only a single gun, those two animations you mention and writing code for it... If I'd take money I'd have to deliver something I could be proud enough of, I'm not sure if what you want could be made in under 10 hours with decent quality and without incompatibilities (plus an budget for bug fixing hours for later game versions), and if it would take significantly longer those 200 bucks might be underpaying even a hobbyist (I sure as heck know it's not nothing, it's 1/5 my monthly income after all, but after taxes, for which one needs additional time and/or money for someone else to do them, and other expenses [from usual business expenses, over possibly needed assets to possibly legal expenses], there'd be little left from 200 bucks for that kind of freelance work, the professionals I know need to charge that per 1-2 hour(s), to make some profit from it, and from my experience 2 hours are shorter than one might think). But maybe Zarkonnen / @David Starkcan be of help? He made the Ranged Weapons Mod.
  4. That may be true (though create does have its flaws too, especially as moving on a moving entity may cause the player to glitch through it) and I HAD BEEN playing Minecraft since InDev, but as I will never accept the ToS for the Microsoft Account (and never had to accept anything saying the license agreement could be changed onesidedly) I'm locked out of the game (still looking for a pro bono lawyer (I'm not sure about the term, I mean the kind of lawyer taking a cut of the resulting compensations, I wouldn't mind them taking 100% if I get a way to play at least the versions before they forced migration) to take this case of mass disseisin). For multiblock vehicles like ships it might be better to define them as another dimension with its borders being transparent portals, an entity of the same appearance would move in the normal VS world, while being on board meant the player character is moving in another. Maybe one had to construct a model of the ship first via something resembling chiseling...
  5. Possibly those types of weapons aren't needed by the post apocalyptic society, even barehanded traders are far more dangerous than wolves, there could be too few people to spark big conflicts (meaning anything not usable for hunting is basically meaningless most of the time, and without large scale warfare no huge steps in weapon progression), resources and fertile land possibly aren't scarce enough to fight over and monsters only start spawning after seraph enter the world and only as long as they stay. The current steel production and other mechanics might be added on later on the road, similar as with casting tools and smithing them, there could be other ways to make steel in the future. I'm quite sure Tyron did mention trains and airships as the steam age tech they intend to implement at some point, as such I do assume techlevel to be comparable to the time when those things were widely built.
  6. That's not an early firearm, that's already an quite advanced one, though even earlier ones like the arquebus might not be viable firearms for player characters. The musket could take blast powder and lead balls as ammunition and would be "accurate" on distances less than 10 blocks (meaning the spread should be about 1 block for each 10 blocks). The barrel would be from cast bronze or iron with a stock made from a board and a reload stick made from cloth and a stick. Could come as pistols too, with a malus to effective range of 50%. Could use paper "casings" for faster reload but even then, would need to be dried and reloaded after getting wet. Several versions of shotguns could be next, single or double barrel, possibly even more (before the invention of drums and clips to add more shots you added more barrels), at this stage ammunition would have to be crafted with a casing made from copper or brass (and wax or fat for sealing several casings at once, idk maybe 6), blast powder and either pellets (could just be lead, copper, iron or steel bits) or lead balls and each barrel made from iron or steel. Balls would basically work as before (but with a higher effective range, maybe 20 blocks), pellets would result in an aoe in form of a cone with damage lowering the further away the target(s) are (up to the effective range) OR it could work similar to Minecrafts explosions, casting several rays damaging whatever is hit by those rays. Next would be revolver based weaponry, rifles and pistols. Ammunition would be made from casings, blast powder and rounds, rounds can be either cast from copper or lead or smithed from iron or steel. The weapons would be crafted from a rifled barrel (or a shotgun barrel, the barrel type would dictate which ammunition is used), a drum and either a rifle or pistol frame. Rifled barrels would have to be smithed from steel. The rifle form would have an effective range of over 30 blocks (spread of less than a block per 30 blocks distance) the pistol half of that. Drums could be smithed in different capacities (maybe 2x 6 chambers or a 12 chamber drum for a steel ingot and a 24 chamber drum for 2), the smallest drums might be easily replaceable for reloading fast, pistols would only be able to take the smallest size. Balls could do high damage (I'd say 10) though are considered tier 2. Pellets are considered tier 1 and could do either little damage (around 10 divided by the number of rays) for each ray or the ball's damage at the origin of the cone lowering linear until it reaches 0 at the effective range. Rounds could do medium damage (maybe in the vicinity of 8 ) but being considered tier 3. Different materials could change tier and damage of the attack with lead being considered the baseline, copper would be the same tier but damage +1, iron would be considered tier +1 and damage +1 and at last steel would result in tier +1 and damage +2. The goal for tech development is steam age (with trains and possibly airships) hence we'd be somewhere in the late 1800's to early 1900's in the end. Therefore firearms would make sense but I can understand not to add them too.
  7. I'd love to have the option of having temporal storms without temporal stability toggled on. Temporal stability often prevents me from using a nice area for building hence i turn it off, sadly that turns off storms and with that swarms of drifters.
  8. Such a review doesn't fit into suggestion, the amount of things you review negatively, partially not even true, and want to have changed goes way over some suggestion to improve a part of the game, you basically want the whole game overhauled. As such this topic isn't a suggestion but a review and would fit into discussion way better. You could have made separate topics for each of your suggestions, but if you'd used the search function most valid points were suggested already, some even are worked on, either by modders (whose mods might become part of the main game or not) or the devs (things you'd see on the roadmap for the game). Really? Vague information and no clear instructions in the guide? How much clearer do you need the instructions, than the "When you have 2 of them, shift-right-click to place one on the ground to begin knapping", even with a link to the article on knapping? The wiki is similarly on point, but at the same time actually gives hints on optimizing the process and doing it together. As You said You'd have played Mc for a decade, I have to assume including modded and that you know how to use tools like a wiki. In all honesty and without being defensive about it, THIS accusation is ridiculous, especially if compared with Minecraft you get way more useful information in VS, though you have to press a button and for more than the basics search for it. You are playing a survival game inspired by a horror genre, you spawned in a forest and you didn't run towards somewhere where you are actually able to see your surroundings? Not even every forest is infested with wolves (and other biomes filled with trees are even less their habitat) and you can prevent new ones from spawning by herding enough of them together in a lit hole, they aren't even super dangerous for day1 if you know not to fight them, they are slower than player characters and are slowed down even more when in water. I dislike their behaviour but they are not the danger some point out they'd be. I repeat You are playing a survival game inspired by a horror genre. Temporal Storms are toggleable events, which are dependent on the temporal stability mechanic, without which they sadly don't happen even if toggled on. Caves are not generated with mobs inside, those only spawn in the vicinity of a player character, hence if any of those toggles are turned off your suggestion would mean: no monster spawning at all, which is a totally other toggle. Monsters spawn in unstable areas, which is everything underground (as a rule of thumb the more blocks are generated above a cave the more temporally unstable it is) and at night if one doesn't prevent them from spawning, full block surfaces are spawnable, anything not a full block or covered in water is not (though some blocks like farmland appear to not be a full block but actually are). To prevent mobs from (de-)spawning at night light up your area (same as in Minecraft until just recently), for mood lighting use chiseled blocks (anywhere from as small as 1/8 x1/8 x1/8 of a block up to only that much missing) as carpets or similar , if you add enough chiseled blocks you can make your interiors spawnproof without any lighting, even in temporal storms (won't prevent mobs from despawning though). You have more options for spawnproofing compared to Minecraft, use them! You aren't really supposed to walk all that way, there are translocators for far travel, sometimes there are dozens in relatively close proximity, but even when walking the default distance from pole to equator is 50k blocks (correction it depends on the selected playstyle with it being 100k in standard and wilderness survival, the 50k are the default for the exploration playstyle I prefer, You can create other playstyles with other defaults, though you'd need some modding knowledge), with spawn (if set to temperate climate) somewhere around the middle, with the default movement speed you can cover 1,800 blocks per ingame day (20 minutes) hence you should be able to cover the whole distance from pole to equator in less than 30 days by foot (if the terrain is somewhat in your favour and there are no too steep cliffs) a bit over 9.25 hours of walking (not even accounting for running), add translocators able to teleport you over thousands of blocks after getting repaired and that number drops significantly. From my experience the defaults are kinda made to make people customize their worlds to their needs and not to present settings on how it is meant to be played by all. Making the default map sizes even smaller would likely result in more people complaining about the worlds being significantly smaller than in Minecraft. One of the valid points. Mapmaking and sharing waypoints was suggested already though. Adding your view on the topic to the topics instead of letting it drown in here, is more likely to result in making your thoughts heard. Another of your valid points, though it seems foods do just have values for spoilrate and when it was made, resulting in this behaviour, there are topics on it already and suggestions for multiplayer servers on how to set up the game to mitigate it becoming a big issue (for example here). I like the idea of actually making mines (though with iron deposits you usually have deposits large enough for such a thing), the RNG thing you mentioned, do you mean sources of lime and halite? If so you can buy lime and salt from different traders, if you are unable to find any and you usually don't need huge amounts of both. Did you try both prospecting modes? If you toggled off the class restricted items option, you can do that, if not you are more limited if not playing a tailor. It has been said many times that this is something they are working on, but all dynamic fluid physics will hog system resources, possibly resulting in many being unable to play the game. It's easier for games like Terraria or Dwarf Fortress, which only have slightly more than 2 dimensions (in Terraria there are only main layer and background layer for example, still on low end computers rain fall can cause lag). Okay first: VS is a sandbox game, which ultimately means make your own goals. Second it is still basically in early access, dungeons, additional lore, technology up to industrial era tech etc are on the roadmap, there are already regions so temporally unstable that a few minutes in them can deplete your stability completely, resulting in the effects of a temporal storm and constant damage if close to walls. There are suggestions and discussions on how to implement oceans, which basically require boats or even ships to cross... If you need external sources for goals, start collections, build a monumental museum for your world, start making awesome statues via chiseling mechanic... You said you've played Minecraft for over a decade, how did you keep playing it if you aren't able to motivate yourself over just "finishing" the game? it's on the roadmap and there are topics discussing the best way to implement such villages, you might want to start discussing those suggestions. The game is meant to be modded and customized, the devs even go as far as to implement stuff that won't ever see a use in vanilla just to give modders something already in the game to use instead of having to implement it themselves (how many mods did introduce several different metals, like copper, in minecraft and needed library mods if used with others). "if tons of people are using a [...] mod..." which one? There are many mods that address similar things in different ways, some making it easier some making it harder, there are thousands of players, but no mod has more than a few hundred followers, how could you decide which mod to make vanilla when none of them is used by the majority of all players? Think about it that way: If you were the dev and would remake the game according to a mod, you'd endorse that the game is meant to be played that way, even if there is quite some backing by that mod's supporters, you might annoy the other players who chose not to use that mod (for example because it's incompatible with something they like), but if you do not do it, people can just use that mod, after all there is nothing wrong with modding the game (it's even encouraged) and as it's not vanilla you'd not have to fix its bugs but can use your very limited resources on getting the game closer to a finished state. I may remind you that there is only 1 full time programmer on the team.
  9. I've read it all at some point but answered the most recent ones only as I had little time. That's one lake out of how many? I've seen occasional deep lakes too, even with default height, but the vast majority of bodies of water in my experiences were shallow enough for players to be able to replace the ground with dry feet. Still not a fan of the fast travel, way better imo would be being able to set a course, correct the course and be able to play on board the ship for the duration of the travel, similar to how some players prepare stuff to do so they can just stay indoors over winter. And for the question who would just sail freely over the oceans, there have been several big games with such a mechanic over the last years (including a Legend of Zelda title and an Assassins Creed title), I'd say the player base for such isn't particularly small, I mean just look at the submarine war simulators, which often even have little more than navigation and warfare over the ships instruments, maybe it's possible to set a rejoin point on board and players can either travel on the ship or logout on the ship and when logging in will join on board, possibly at their intended destination, possibly somewhere they never intended to go to (though in single player one would always end where one wanted to go, as there are no players interfering with the course). It's a similar question to who would mine monotonously for hours, just ask the technical players who played MC since inDev, partially mining perimeters, down to bedrock (or even including breaking bedrock) and with a radius of 12-16 chunks, without TNT, beacons and enchantments. If you want to play Magellan, than You'd need that "boring" just sail straight ahead for immersion. For playing an East India Company though I'd recommend some business simulator, as the people who made the profits didn't really go to sea much. Additionally if there are dangers and possible treasures that can be found on the way, finding them after an hour of relatively monotonous travel makes them more exciting. And I'm saying that while hoping to get big multiblock airships at some point too, for which the mechanics basically would be the same.
  10. Wdym with "vast too-deep-to-explore"? Most of the "great waters" is less than 10 (heck from what i've seen less than 5) blocks deep, seraphs, at this point, do not need to breathe, have a massive density (do not even float on lava) and do not succumb to pressure as long as it's a fluid exerting it (are able to deep dive into lava), there is no water too deep to explore. Apart from that, water is supposed to become more dynamic instead of infinite source blocks, we might get pumps and other ways to drain a body of water. no Travelling is a main part of the game so there should be as little rowing/sailing mini game as there is a walking or container opening mini game. A boat building mini game maybe, but no mini game to use it.
  11. I'm not sure if you understood my point setne550, I'm totally with Maelstrom on this, the only things I do think should be able to be extinguishable are those that will get extinguished by normal rain (which is mostly unrealistic, you may not be able to start the fire, but when it's burning you'd need heavy rain to put out even relatively small fires), which are mostly only torches, firepits and pit kilns. Though realistically even those would need quite big amounts of water. a realistic torch will work just fine in rain (as long as it'd not fall onto the ground), for a small firepit you'll need at least a big bucket of water (else it'll smolder until the fuel is dry enough again and just ignite itself again) and a pit kiln as built in VS would need you to basically fill it with water. To extinguish a fire you need to take away either fuel, oxygen or most of it's heat, throwing water into it takes some of it's heat but as long as the fuel isn't submerged in or swept away by the water it's unlikely to put out the fire on its own. I think we should be able to use sand instead to suffocate the firepit or pit kiln, though in the end extinguishing the firepit doesn't create any benefit, having it around doesn't hurt and the fuel is lost anyway after it started burning, and the pit kiln we already should be able to suffocate by placing any not burnable block directly above, though I'm not sure atm. Though for gameplay reasons enabling players to use the watering can to act like rain makes sense, which is the reason I partially support the suggestion, not because it'd be more realistic. But maybe we'll get dynamic fluids at some point, then rain would accumulate in ditches like a pit kiln, and if it's raining long and heavy enough, sure it could put them out, still wouldn't do much to torches on a wall or a firepit that's slightly raised.
  12. I don't see that as a bug, irl it would burn them out basically instantly...
  13. light from items seems based on particles in VS maybe he somehow doesn't see any particles and therefore no light? Try a lit pit kiln at night, if it doesn't provide light for him too, this might be the problem.
  14. tbh in my last worlds I saw so much water, adding more wouldn't be necessary, only a convenient way of travelling on it and things living in it...
  15. That may be true for VS but I did encounter publishers who pointed me to pirated versions for better support...
  16. some things yes, basically anything that can be extinguished by a little rain should be able to be extinguished by watering can... But things like burning coal blocks? Those are basically lost even if you douse them with bucket after bucket of water...
  17. Or keep enough wolves in a pit to prevent more from spawning...
  18. There are several topics on this already... Make a shortcut to the exe and add the arguments --dataPath "desiredpath\data" --addModPath "desiredpath\Data\Mods" if desiredpath equals the game folder and the link is in it too, than you basically have a portable VS. For more tutorial on it you might want to look into the following topics:
  19. That seems to be something pirated-version-only, never saw it in the normal version, though it might be related to having the game set to the russian language or only be visible on the login screen, which you'll not see every time you'll open the not-pirated-client, too... Even if not, it could just be a reminder that, no matter what state propaganda may say, the war is going on still...
  20. There are two commands (/time speed and /time calendarspeedmul) I'm very aware, I've even mentioned the existence of both settings (though not the commands itself) in my opening post, but both do basically the same and do it by changing the frequency of game ticks and are only available as commands, I want the game running at default tick speed but the possibility to change the length of days at best in the customize world creation gui. Possibly something like one of the things I intend to do is doable with /time hoursperday, but I don't know if that has any impact on spoilage, crop growth, pit kilns, ... (should try it out again) which all should still need the same amount of days and if it does what I want, I'd like to have a convenient way of setting this when creating the world.
  21. A few recommendations: Slightly going against immersion but practical would be Auto Map Markers, Simple HUD clock, ProspectorInfo and SurvivalCategories. On the more technical side, I'd recommend Anvil Metal Recovery, Axle in Blocks, Blacksmiths Crafting, building and decorations: Fancy Doors, Sliding Doors, Stone piles, ZEEkea A special endorsement goes to From Golden Combs from Vinter_Nacht Those issues are usually true for games that aren't made with modding in thought, Bethesda benefits massively from their modding community but their implementation of mods are somewhat half assed. I'm a mod addict too, but in VS it usually takes about 0.5-1% of the time I spend playing with them to find together a modlist and get it to run smoothly. I try to stay away from mods that change too much at once, making trouble shooting easier, and VS is made in a way that if you only add things without changing anything vanilla you rarely run into issues in the first place (and if it's usually recipes from different mod-authors interfering with each other, which usually get fixed quickly after someone encounters them, either by them or another modder).
  22. Depends on your playstyle, what do you want your experience to be like? I really like xskills, but for more recommendations, as a player of a more heavily modded playstyle (about 50+ mods) and advocate for on-point-mods to help players with tailoring their experience to fit their taste/needs, I'd need to know about your expectations.
  23. Atm if you want to speed up or slow down the day night cycle, you change the tickrate at the same time. I think it would be really nice to be able to change the ratio of night to day and change the overall length of days without changing the tick rate, there are two different settings but from my experimentation both do basically exactly the same. Think about being able to make worlds with day-night-ratios somewhere between perpetual days and perpetual nights. Think about days that still are ingame days but irl it's longer or shorter, without affecting random ticks, particle effects (and game mechanics based on them). I tried a game with 6-irl-hour long ingame days (and it can be an option for multiplayer servers to address the spoilage issues), but disliked ticks being spread out and burn duration and cooking times still being in irl-seconds.
  24. Maybe you have quite some bloat in the background? Never had the same issue with the worse setup of an i5-3570 16GB RAM and an RX580... Else try looking into the GPU settings if it maybe tries to use some of its features, like ray tracing, even in games not made for it (and the tooltip for VSYNC ingame says something about NVIDIA cards not always accepting ingame settings for it and overwriting it with their own setting)... From the little info I have that's all I can think of...
  25. This mod only adds knapping recipes that are more efficient and this mod adds a way to replicate knapped items without going through the process each time. Other than that you can hold and drag the cursor and as you can't knapp away needed voxels there is no precision needed.
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