Hal13
Vintarian-
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Everything posted by Hal13
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Most gamers don't have that much coding knowledge though and most modders (and coders in general) don't document inside their code good enough for amateurs to follow (heck, I know of not few instances where professionals aren't able to figure out parts of the code of programs they have to maintain anymore, because of lacking documentation). Additionally messing inside that code may create unforeseen instabilities and left over snippets (or through config disabled features) may still cause incompatibilities. Hence imo creating mods as clean and on point as possible should be what modders, publishing their work for broad use, should do ideally. But we're getting offtopic.
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"another minecraft clone"? Can people at last stop calling anything survival sandbox with focus on building a minecraft clone? There is nothing that's iconic Minecraft in it, no cubic meter blocks, no static landscape, different techtree, different hostile mobs... That's as much a MC clone as Raft or Fallout4 is...
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The mod changes way more than only this and therefore isn't an alternative to implementing it separately (if via mod or vanilla doesn't matter). If there was a mod changing only this single behaviour without interfering with other mods that would be an alternative to vanilla implementation, but sadly many mods tweaking some thing tweak way too many things at once. Don't get me wrong I did use BTH in the past, but imo tweak mods should change as little at once as possible and only things that are connected at once. That way there wouldn't have to be several mods tweaking the same thing in different or even the same way and it makes trouble shooting and finding incompatibilities (and fixes for them) way easier. I really like the works of for example Apache, copygirl, Craluminum, DArkHekRoMaNT and Mr1k3 for keeping the changes mostly as small and on a singular topic as possible.
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Actually starving should happen if the nutrition bars are low not just because you are hungry, humans can go (and still function) weeks without food (though about 1 involuntary week without food seems often to be enough to consider even cannibalism) and seraphs seem to be stronger than humans. Hence what about: A new character starts malnourished (nutrition levels all under 25%), malnourished people experience hunger as less severe, therefore the hunger rate is lowered, at the same time they are kinda weak, HP, damage output and speed at the default value, and at last their digestive tract is underperforming, foods have lower nutritional values. With the majority of nutrition levels above 50% characters are healthy, slight boni to HP, damage output and speed, hunger rate and nutritional values are on the default. All nutrition levels reaching 50%, or being healthy with at least one maxed out (over 90% full) nutrition level, makes the character well fed, the digestive tract performs best and as such the nutrition values of any food type not yet maxed out gets a significant boost, but the hunger rate is slightly increased as hunger is felt more intense, additionally to the boni a healthy character gets, a well fed one gets a significant bonus to HP as such a body can take more of a beating. Maxing out (over 90%) the majority of nutrition levels gets the character's body into peak performance, the boni from healthy and well fed get further increased, but hunger and nutrition values drop faster. The hunger bar lags behind by a few ingame minutes, eaten foods only add to it with a slight delay, the nutrition state lags behind a full ingame day. Above 90% filled hunger bar means the character is full, eaten foods have reduced effects. If it drops below 50% they are peckish, eaten foods are slightly more filling, while having the same nutritional values. A character becomes hungry when the hunger bar is close to empty (under 25% I'd say), eaten foods are significantly more filling, while having the same nutritional values, additionally the delay before registering the stomach filling is slightly higher. Characters who are at least well fed and full get a speed debuff as long as they are at full health and a short speed buff when they are hurt by a mob, there is a chance when the speed buff ends that they lose 33% of their hunger bar (stress vomiting) the first time they stop moving for a second IRL. Those who are hungry and at least healthy burn nutrition which counteracts the hunger rate until they are malnourished. Only those that are malnourished and hungry are actually starving and after nutrition levels and hunger bar reach zero start to take maxHP damage fast, meaning they don't get damage they could heal but instead the maximum HP gets reduced, I'd say by 25% of the default per ingame day of starvation, to stop starvation at this point they need to reach a hunger level of higher than peckish.
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I'm foremost a technical player and second to that a mediocre builder. Like in Minecraft you just can build terrain features, so it's easier to start with a flat surface and build up the terrain you want to have around your build, unlike in reality where moving mountains is near impossible and mining stable tunnels into a building would take months, terrain itself poses little to no strategic value. The 3wide plots are efficient if you put water on both sides, though I mostly go for 7x7 greenhouses instead, imo the best way to irrigate farmland is making sure no block of it is further than 2 blocks from a water source; a single water source can irrigate farmland up to 3 blocks away so making strips of farmland 3blocks wide is efficient too, as it's the least work, the blocks directly touched by water are the best irrigated though and optimizing for growthtime therefore would mean farmland only adjacent to water, but having no block of farmland further away than 2 blocks from the water and optimizing for scythe use at the same time is the most efficient in terms of optimizing for as little time used for agricultural tasks as possible. The features I like most in VS are having options to play the way I like, not necessarily how some dev intended the game to be played. I very much like that there is no end goal, no boss to be fought to reach the end of the game.
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Something clearly seen as magic doesn't fit to VS imo, but something resembling pseudoscience or something that could be futuristic science does. Maybe players can find old machines in ruins (claimed by the system like trader carts), additionally there could be tiered blueprint parts as monster loot, finding those machines might unlock multiblock crafting recipes and puzzling together those blueprints might unlock crafting recipes for smaller things (and of course they should be able to be placed down as wallpaper). maybe one of those machines would act like a drifter lure or scare mobs away who aren't fully domesticated? with such you could funnel drifters, even those spawned in a storm, into areas where you aren't bothered by them. Maybe others help with irrigation and fertilization of farmland, think sprinklers. Maybe one of the blueprints grants a recipe for a fertilizer better than the easily craftable ones, maybe another would grant a recipe for something preventing any spawns (drifters, animals and weeds) on farmland it rains down on... You could build the multiblock machines (and craft the blueprint items) without the recipe of course but if you put stuff at the right position gets only checked and the recipe in the manual only shown if you've examined (clicked on or successfully built) one of those before. Of course if more lovecraftian horrors get introduced that might open the game to more magic like things, maybe using temporal stability as fuel for rituals and "spells" (personal stability for smaller things and the stability of an area for big effects), kinda like in lovecraftian horror magic grants high benefits but usually comes at even greater costs. What do you mean with pre historic setting? The traders are clearly at least late roman period (I'd even argue at least medieval, but it's difficult with the setting being post apocalyptic and there being lootable stuff still all over the place), the setting is post apocalyptic and the defined goal for the devs is technology of the steam age, with them encouraging modders to introduce electrical age, atomic age and later technology. The player might start with having to go up the technological evolution, but is able to skip certain steps if lucky enough while exploring. The tribal part may be wrong too, the trader's race is capable of fighting and winning against anything, including somewhat decent equipped seraphs, barehanded, without having to fear wildlife they don't really have an incentive to form big communities, but that doesn't mean they live as tribes, they could very well just roam around and only settle down after they've seen their fair share of the world, they are the apex predators of the world (as of now) and obviously they know how to use the temporal gears to set a spawn point (the same trader respawns in their cart if killed, and they still are mad at the one who killed them, it just takes more time than it does for seraphs) and how to claim areas to prevent thieves from stealing their property, for that they have to know that fighting each other is more or less pointless which in turn makes forming tribes more hassle than it's worth as you don't need a tribe for neither protection nor attacking and looting others. If you assume them to be as curious as humans (could be, if not for the pressure of fitting into groups) you'd get a society of people who'd travel at most in small groups, who'd settle likely only kinda temporary and who aren't really religious (as it is fear that drives religion), of course they could fear certain technologies as they see proof all around them that it lead to society's downfall before, but they might be human enough to not care and thinking of themselves as not able of making the same mistakes as those before them.
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The top surface shouldn't be solid full block on those, hence no lighting up should be necessary. But if you want to make sure and not light up the area, put chiselled blocks on top you can go as small as 1/8x1/8x1/8 block to make sure inside that block there will be no spawns, same can be used inside too.
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@Platidragon No, redram's comment meant more just littering and letting it despawn on the ground. But a fire pit, like a burning pit kiln, does work for burning items.
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Breaking ignot forms with soft metal - metal vanishes
Hal13 replied to Garjouan's topic in Bugs (archived)
It's normal behaviour, same happens with partially filled molds you break. tbh, as long as the metal is still molten (not only hot but solid) that kinda makes some sense, as you'd have at least some losses when it gets poured on the ground. Though when it really starts solidifying those would become smaller and smaller. Deleting the contents isn't ideal but the nugget suggestion might come with problems too, only natural occurring ores have nuggets, but the game doesn't save the exact composition of alloys hence refunding the nuggets that went into making the alloy is difficult and molds can be filled with an amount of metal that isn't a multiple of 5 units, making it difficult to refund the nuggets that went into filling these molds too.. -
Fire (emitting) bug, but without active fire ...
Hal13 replied to RobinHood's topic in Bugs (archived)
Sounds and looks somewhat similar to when running the game with really low game speed, maybe an update error? I think I can see smoke particles in that picture, hence it could be that the light particles of the fire are still there/shown by the (local) client? With low speeds such are fixed after closing and reopening the game, as the emitted particles aren't saved and fires do need to emit new ones for there to be light and smoke. -
Do Stone Path blocks count as full blocks for airtight room purposes?
Hal13 replied to SaltySpecula's topic in Questions
is it okay for other rooms? you know the ones that do not need to be airtight -
My link does change the path for save files and mods. I have different folders for every version I use, each with their own data/save path and mod path. The saves are in "\data". D:\Vintagestory\1.15.9\Vintagestory.exe --dataPath "D:\VintageStory\1.15.9\data" --addModPath "D:\VintageStory\1.15.9\Data\Mods" @FronsiI think I found your mistake, try: --dataPath "D:\Vintagestory\Data" This post might help.
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Yes, but only if you are close to walls (at least in the versions I played), which might be an indication that the character harms themself. The player character is in constant contact with other player characters obviously communicating via telepathy (chat) as there is no limit on the same world for the communication. And apart of player characters nothing reacts to the monsters, no animal panics no trader attacks them, and the monsters don't react to anything but player characters either. the same is true for temporal storms nothing else seems to notice it. Sure there are lore pieces (stories and tapestries) in which there are fights between drifters and wolves or other animals and persons, but those are from the ruins and as such most likely date back to the time of the cataclysm and hence are not saying anything about the present or may be even more evidence that the monsters are not real as the same animals and persons do not react to them anymore. My take is: seraphs do suffer from a collective form of PTSD from having escaped the cataclysm and being connected telepathically. I still haven't seen much evidence against it, but would love to as that way I could refine or disprove my theory. (more can be found in the story subforum)
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To my knowledge that's your reason, at least as long as 1.16 did not change something about that (still playing in 1.15).
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Limit certain hairstyles and hair colors until mid-game.
Hal13 replied to Ultimate_Waffle's topic in Suggestions
Seraphs are not necessary wild people, they literally teleport into the world with each login and teleport out of it when leaving the game (it even is said so in the logfile). Sure one could say to keep the hairstyle, when staying in the world for long times without pause you'd need to have a comb and shears, but that is a massive amount of programming work for nearly no added immersion benefit. as early as after making a knife and getting some wood you could easily craft a comb and you don't need shears to cut hair, you can use a knife or seashells, even shaving is no issue with those. Similar with dying the hair, sure some colours could be considered artificial but dyes aren't that complicated (of course with exceptions blueish dyes and bleaching before applying a new colour definitely are) anything in the reds can be made with little effort when reaching the point of early agriculture, for example beetroot juice is used up to today for that purpose. Growing hair and having to maintain the hairstyle are nice things, but at beast it's something for polishing at some point, when mechanics are mostly finalized and only aesthetics are something that needs to get some more tinkering. -
I can assure you they wouldn't be able to hold 4-8 slots worth of small items. I mean what is a "small" item, likely the stackables? or do you mean single unstackable bowls? belt pouches are great and make a good addition to a backpack if you have enough of them, but they do not provide enough space for much, though a single big pouch (with a volume of about 1 liter, which is bigger than the one we see in that picture) irl is able to hold about the amount of dry rations for a day, and without spilling when running about 200 coins (depending on their sizes and density a bit more or a bit less), that would translate to about a single slot of nuggets or food items at most. it would make more sense to implement a belt with pouches, to which you could add up to 3, maybe 4 or at max 5 pouches or extra tools effectively resulting in slightly more than a handbasket in terms of inventory space, of course that should then mean only if you have tools on your belt the auto replace feature would trigger when your tool breaks, it would be more immersive than carrying 4 handbaskets and still having both hands free to mine, chop wood, hunt, fight, ... having up to 2 of those belts, a linen sack and a backpack would be totally feasible to carry around without being hindered too much, though you'd have to set the sack aside when you need your hands. of course adding pouches to a backpack might be a way to implement bigger backpacks without having to carry several bags on ones back... But it would make inventory much more complicated.
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Tbh I'm not sure if you are joking or not... There are many things that aren't outright make combat mechanics more challenging, that would result in more challenging combat. Like I said there are combat things that really could use an overhaul, especially an overhaul of the AI could do wonders: animals that have no way of reaching you shouldn't stay close as long as you can obviously still harm them, idk if path finding can't find a way to get you but the animal takes damage trying to get to you it should retreat after some time or a damage treshold, similar to drifters now throwing rocks if they can't get to you but still see you. such changes are way easier implemented and provide a gameplay benefit for most of the players. Occassionally a curious wolf could follow you in a safe distance and when finding your big farm with dozens of animals as livestock may alert more, or could be tamed. Active blocking I definitely think would be good, but directional strikes and blocks are way too much. Maybe secondary attacks would be blocking, I mean sure, it is possible to throw a spear while wearing a shield, less precise and far but possible, but is it needed? From what I see there is no drawback from always carrying a shield in the offhand, apart from not carrying a lantern or torch and while building high up people are likely to crouch most of the time anyway resulting in them constantly blocking as it is now (right? still playing in 1.15 my information on this are the changelogs). apart from the spear no weapon does use the right mouse button so making blocking a more active thing might make combat more challenging without actually making the mechanics too complicated. and crouching + blocking still could have a benefit as potentially more of the body is behind cover. Actual hit locations instead of randomizing them is another thing, especially if mobs would have to actually hit too. if an enemy is below you, it makes sense that they target your legs, attacks from the back might do more damage, ... the player already has hit locations, hence i think the devs will implement something like that at some point. The monster we have are a bit bland, maybe some monster that kept its distance and tries to hit you with ranged attacks? Or a monster that camouflages as blocks around it and only moves if it is attacked or its target cannot see it?
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A ratio of 1:1 i could understand but 5:1 with deaths in the three digits? Are you seeking them out or don't you employ any tactic when fighting them? Correct and incorrect, yes wolves do not actively hunt humans in fact they actively avoid them. But apart from the fact that player characters are not human, if they started to hunt something they won't just stop, they do follow their prey and attack when the prey shows signs of getting weaker. Like early human hunters they are in it for the long game. following their prey for days, totally something they would do. Wolves are tier 2 mobs, copper weaponry is tier 1 and shields wouldn't help much irl against an enemy jumping onto you either (from the size of those wolves they should weigh about the same as the player character) sure irl you would be able to keep one at bay with a shield between you and it, but irl an opponent of that size and weigh would throw you to the ground even with a shield, hence that not happening is a big advantage you have in VS, especially as you are faster than wolves, can climb ladders, can jump further and can pillar up. That would be a neat thing to do and mostly correct, as long as the source of fire does not stay stationary for long their natural instinct should induce fear when facing fire. but it should apply to every animal. So the apex predator of VS should be only as dangerous as a pig or sheep? And drifters which come in tier too btw. should be way stronger? basically naked and malnourished player characters too? A well fed seraph can take i think 2-3 hits from a wolf even without any armour, throw on the improvised armour and you can take another bite or two. You don't need to be lucky to survive a wolf attack you need tactics: make sure your escape routes always are free of branches else you could get catched on them, do not run through thick forests without preparation, have a few blocks (ladders seem to be best as they can be deployed really fast and you don't need to jump place them) to pillar up on your hotbar or stay near bigger bodies of water, if they're suddenly started spawning around your base trap a few in a lit trench which prevents new spawns around them... Yes, as long as wolves aren't starving they shouldn't go for that blueish bipedal thing running through their territory faster them they could, when looking for prey. I'd like that smarter AI and it would go very well with the slightly less aggressive behaviour. Or the drifters we face in VS are only figments of the imagination of the player character... Memories of the time before the great cataclysm, they only spawn in the dark or when a seraph has a mental breakdown (temporal storm)...
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Please not, those mechanics are way too broken, KCD did a better job but even those mechanics are only good in a duel like situation (or it becomes a shooter, quite literally as killing via ranged attacks is way faster than any melee fight). Going into melee in both games is quite stupid, sure you might need a backup for when your and the enemies ammunition is used up, but in MB you can easily defeat whole armies on your own (would have to look up my exact record but it was in the lower three digits killed in a single battle, about 1/4 - 1/3 of the enemies casualties most of those before my army and the enemies army clashed together) and in KCD defeating a dozen soldiers/bandits is just as easy, just stay on open field and on your horse and shoot them with arrows, in melee on foot it's tedious to even only defeat a few opponents in MB and in KCD melee on foot against more than 1 enemy at once is basically suicide. I don't see what is enjoyable to this as you'd make ranged combat even more superior than it already is in VS. Sure it'll be a more realistic take on combat, but is that really needed? Apart from the rock throws it still seems to be that hostile mobs do not need to actually hit, you only need to be in reach at the time they attack for them to hit you, why make it more complicated (than it is already) to hit them in return? In past games and servers that exact thing happened, you open the game/server to pvp and with the PVP enthusiasts comes the most toxic bunch of players, those that kill others just because they could especially without consent to fight them, griefing builds (in Minecraft for example), etc. leading to those that do not enjoy pvp to leave the game/server behind and the game/server becoming a cesspool until it gets taken down. Sure, those players are not the majority, not even under those players who like pvp, but they sadly take over every time they land on any server. I mean who apart from people enjoying combat and in the end wanting to challenge others who are skilled combatants do benefit from refined combat mechanics? Nobody, "interesting" combat mechanics only benefit people who like combat, people who do not enjoy that, will quite likely either have to learn to survive or stop playing. Sure, they still could play in creative mode, but that's not what most of them want (else they would do it already). I don't say there are no improvements that can be made on combat in VS. Useful, more realistic blocking would be nice, mobs needing to actually hit to do damage would be nice, more variety of weapons and enemies would be nice...
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That would be too much imo. Changing a piece of armor takes at least some time irl we are speaking of at least minutes to make sure it sits right (even a helmet would take, depending on the type of helmet, at least about 10 seconds and both hands: take off old one, let go of old one, take new one, put on head and adjust it). Drawing a new tool is done in a matter of moments (let go of old one, draw new one from the belt/side of backpack/sheath). Drawing a shield is only slightly more time consuming as it can be worn on the back on a strap, (as long as the old one isn't still strapped to you it's let go of old shield, turning motion, adjusting the shoulder and arm carrying it). Though I don't know why its usage is tied to crouching, that would make some sense when using the shield against a ranged attack not traveling in an arc but for everything else you'd want to raise the shield not cower behind it.
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Where are your pieces of evidence? A "theory" is more than only a claim and convoluted words. A theory requires at least some argument in its favour. A few things that you leave completely open: Why aliens? And what do they want the zeitgeist for? Is there a use for zeitgeist? Why do temporal storms only form near player characters and only effect those? Where are the signs of intelligent behaviour of drifters? Why from the future? And how did they manage time travel backwards? Why are they only attacking player characters? I mean they act like zombies in cheap horror movies, pushing each other to death just to get closer to attack the player characters. And they die easily, no comparison to tardigrades! No time effect is in the game that reverses the arrow of time, there are some convincing arguments to be made for individuals or objects in game traveling through spacetime at a time speed of not one second per second (teleportation basically means traveling through space without traveling through time and there are arguments to be made for player characters having traveled from the far past to the present and without the presence of a player character in the world time on it usually stopps). At this point your claim is basically any in game lore was placed there by aliens, which is without any evidence about as ridiculous as the creationist belief of god having placed fossils to fool scientists. If you are able to use convoluted wording you are able to put some arguments behind your claim and disarm arguments against it before those are put up against your claim by others. I'm quite sure you can do better than that.
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Should there be an 'iconic' enemy like Minecraft's Creeper?
Hal13 replied to Native Copper Bits's topic in Discussion
If stability would be physical, it would affect mobs and npcs in the same way as it does player characters, which it doesn't. animals and traders don't care for stability, monsters are only attacking players and no animal seems to even only notice them, the stability meter is a player character based one, different players will have a different amount left and low stability causes player characters to take damage when near walls, which might be because they're harming themselves trying to get away from the confinement. The wolves only are a menace early game, and even then they rarely are something that torments players (apart from the newest ones). You can easily outrun and outwit them in vintage story, people even farm known wolf spawning spots, as they are a more than only decent source of hide, meat and fat. You can easily manipulate the spawning algorithm to not spawn more of them in a certain area by keeping some in a lit hole... and they behave as stupid and atypical as in most other survival games, hence not iconic. Hence no comparison to the creeper which is a menace even for seasoned players, which has only drops useful in mid- to endgame, can not reliably be prevented from spawning as long as other mobs should still spawn, can destroy your build if you don't take them out carefully... -
Sadly not the other way around, turn off stability and you'll never experience a storm. Something I still don't understand as drifters spawn even with stability turned off, and the massive drifter spawns in midair are the key feature of temporal storms as of now.
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If I do understand You correctly that's wrong, but I'm unsure if You could mean to compare felling the tree as a whole against breaking the leaves before doing so, then You'd be right. The drop rate was and is the same (or there is no significant difference, one would have to look into the code to confidently say "same") if one breaks the leaves with any tool / bare hands, according to both the wiki and my own experimenting with thousands of trees at this point (over versions from 1.12.14 up to 1.15.9), only letting the leaf blocks despawn and felling the tree as a whole result in lower drop rates.
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I think it was well over 90% like with durability on tools you want to sell.