Hal13
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actually i thought when looking at an unstable area, not just when entering it. kinda like a visible fog in that area. atm it is like radiation or like co2 totally invisible but potentially deadly, but unlike both we have no tools to measure the danger before entering the area.
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You misunderstood. larger bodies of generated water with skylight access count as sealevel which the algorythm uses to determine on which y level ores should spawn, which might mean that stability is dependent on that too. if so the stability on sealevel might be random and the game goes towards more unstable downwards and more stable upwards from it. It looks to me as if solid/non-solid blocks don't make any difference. Maybe some modder would like to give us a tool to get more useful data on the matter? idk, stability goggles or something, tinting the landscape more sepia the more unstable it is?
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i think the only reliable thing is: the deeper you are the more unstable it is and the higher up you are the more stable it is. I haven't encountered unstable mountain tops. Areas around ruins seem to be unstable more often than not. Large swamps and plains seem to have some unstable regions reliably. Large bodies of water are handled as a reference point for depth hence it's not too surprising that around coasts the area is unstable with a higher probability. Some indicator would be nice (even if only sounds would be slightly off near, maybe closer than 50m to such a region), but not having any indicator is one reason why i believe it's not actually a physical occurence in the world. I usually turn off the mechanic nowadays as, as it is now, it doesn't give me anything, would be nice to be able to still have the occassional temporal storm though, i mean as long as one doesn't turn them off too. If the mechanic wouldn't just be more or less randomly something like a health drain or if there were ways to stabilize an area it would be more interesting, but it often just prevents me from building in nice spots (and i'm not really into terraforming other areas into such spots)...
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It IS a survival game after all... And it IS a sandbox game. Which means people who are not able to set challenges for themselves aren't fit to play it. I mean it's even in the first sentence of the description! Hence getting rid of it being a sandbox game obviously is getting rid of Vintage Story itself. That describes the opposite of a sandbox, which means it doesn't fit a game marketed as a sandbox game. You can set yourself the goal of finding every type of ruin or every piece of hidden lore there is to find, it might be good to get a reward like an achievement for such a completionist task, but there mustn't be any punishment for not doing it. That type of "exploration" (really that's just making sure the player follows the prgrammed story line) doesn't work with fully destructable environments. There's something blocking the entrance to the cave? I'll just tunnel around it... It's like putting up a door without walls around it, expecting people to use the door. And the "locks and keys" design pattern doesn't even work with open world games either, as the definition of an open world game is: there are no artificially closed off areas, you might run into areas intended for the lategame right from the start (it's fun playing dungeons backwards starting with the boss fight and going to the entrance enjoying the scenery). That "lock and key" design is the very definition of linear storytelling and again i'm gonna quote the front page: So your suggestion to prevent a few players from losing interest in the game (they aren't burning out, they never really catched the spark) is basically abandoning Vintage Story and developing another game instead. You mean like the frustration of getting promised and advertised an open world sandbox game, and then finding out it's neither open world nor sandbox? The first is correct, the second only partially. A game built without a fixed storyline and with an open world randomly generated is endlessly replayable and can be endlessly playable and fun. A game which betrays the expections that lured players in, is neither fun for them, nor endlessly (re)playable. As long as there's the refund policy we have now, it only will increase the refund requests, which will frustrate the devs leading to the game getting sold off or abandoned, and if the refund policy changes it might lead to a steep increase in negative reviews, leading to even more frustration leading to a higher chance of abandoning it,
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It could be partially intentional. Shingles alone do not insulate well against cold and heat (i'd even say do not insulate at all, but that's not quite right either, if it's warm and sunny outside they will make the inside into an oven, if it's cold they'll suck out the heat), they keep what is under them dry but that's about it (hence the snow falling through definitely is a bug). On the other hand if the same is true for the thatch roofs the missing insulation is a bug too (thatch does insulate well). Just thought about how the game handles gravity blocks (like snowlayers) it might not be a bug that the snow falls through, snow isn't suppossed to accumulate on the shingles right? the game could need solid surfaces to make out the direction in which the snow falls from the roof. Does it rain through too? If not that must be it.
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Combat Overhaul - Planned Feature & What I Hope to See
Hal13 replied to Davis's topic in Suggestions
But the problems you describe (and i am with you with that) are due to poor AI and the AI not following the same combat rules as the player (aoe damage intead of having to actually hit the player, while the player needs to hit). Btw. even chickens, at least the roosters, might try to kill you, only rabbits always flee (though one could argue they try to starve you, laying siege on your base)... Using a high point for the hunt is actually accurate though, yes it's less thrilling than fighting a boar on the ground (for which there are special spears), even today high seats are used to hunt, as on ground living animals (including the human btw.) are only thinking in slightly more than 2D, hence pillaring up would be a method humans would use for hunting if our world would be voxelbased and such a quickly built tower stable enough... Maybe aggroed mobs that can't find a way to the player should go away, maybe circling around the pillar but outside of any melee range, if the player is prey or else just flee as endangering themself to get back at the player isn't in their interest. Same as with high seats is true for pits, they are used to hunt, and work reliably for animals that can't burrow their way out. Maybe mobs could be enabled to destabilize single blocks of dirt, sand and gravel a block higher than them (the code for that is already there, see gravity options)? That way a pit might trap them for a short while but an earthen pit wouldn't hold them... That too would mean you'd have to use more stable blocks to pillar up. -
at last a use for them, yay! i guess that's a nice deco thing to have... and of course it has some rp uses too... That's really useful! No more wondering, and having to look up which mod version a server needs... i'm a bit confused... using a rx580 i didn't feel that stutter, so i guess the tweak will cause it? under which circumstances didn't they do that? Or does that mean now they don't emit light anymore? But shouldn't they? I mean they are kinda just big campfires the way they are built... thought about using pitkilns for the light of a light house...
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I'd guess in the end the worldsize should be comparable to Minecraft and Minecraft worlds file size can become REALLY big (last time we pruned it the server i play on had a world files worth 60GB, of course that includes end and nether hence i'd guess overworld alone would have been "only" around 25-35GB, in neither nether nor end there are many player builds and the big storagesystems, farms, trading halls etc are in the overworld too... of course i can't find the info anymore, it might have been only the overworld being 60GB big). But it really boils down to how many players and how much exploration will be done/is needed... my singleplayer VS worlds only are a few GB big all together... I imagine if i'd played together with a handful of people in these worlds and we would build together instead of apart from each other, the sizes wouldn't really get much bigger, but if people venture out from spawn to everywhere and settle each player on their own, the sizes could easily multiply by the player count. I'm not aware of the correct command (you might want to take a look at the servercommands, /wgen pregen [radius] seems like a good candidate) but you could take a few really tiny sized worlds (the smallest was only a few hundred blocks in each direction, right?), fly around in creative, generate it all that way, compare sizes, try estimate the size of the next bigger one by the numbers you have, do the same for the next bigger one... That might be more work, but if you're unlucky waiting for an answer here might take longer than doing that...
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same goes for pickaxes, prospecting pick, saw, ... though, early "pickaxes" were stone hammers, there aren't many stones you could break with copper, most are just to hard. the pick would deform quickly becoming a hammer or a piece of modern art... Which is the reason that stone anvil actually wouldn't need a durability as long as you only work copper on it it'll be fine forever; as long as it isn't weak and brittle like slate, sandstone, chalk (and about any other sedimentary rocktype),.. that depends strongly on the tool though, i'm not aware of copper picks being found nor saws either... copper axes look a bit like pickaxes though (but copper is to weak to break most stones as mentioned, these axes kinda were used like pickaxes but against wood not stone), if i'm not mistaken real saws only came after iron smithing. But gatekeeping boards and anything made from them that long wouldn't make for an enjoyable game. I usually start smithing somewhere in the first summer, at latest, if i'm really lucky like in my current world i jump from molds directly to bronze anvil (just needs to cool down a few more hours). of course i usually increase surface copper and surface tin by one step each, hence my experience might be not quite representative, though from what i've seen first fall/winter (late in the year) for starting smithing is kinda really late. BUT the crafting grid isn't there to stay forever, neither a new recipe for 1/4 blocks nor the suggested recipe for the stone anvil really makes sense to be implemented as long as the intention is going away from any form of crafting grid. a compromise might be to implement a vanilla chisel mold, chisels don't really have to be smithed, you might want to sharpen them, but basically they are just a short rod of metal (or stone). or to expand the usability of tools... as said the old copper axes looked more like pickaxes and would be used more like a pickaxe/chisel for wood... same goes for bronze axes actually (but with these you could break stones too)...
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Combat Overhaul - Planned Feature & What I Hope to See
Hal13 replied to Davis's topic in Suggestions
PVP has never been a main aspect of VS. "button mashing" doesn't really work in neither Minecraft nor VS either. Combat is, as i mentioned more than once, something not fit for a survival game (especially not when lovecraftian horror inspired), as any combat is a situation one should avoid in survival situations. Yes, the combat system is a bit simplistic, even more than Minecraft without a block/parry mechanic. Instead of scrapping the active part of combat, actually implementing the passive parts: injuries, hit locations, bleeding, infections; that's way more fitting for a survival game, and than even without sophisticated active combat mechanics it's suddenly about skill and strategy, not necessarily combat strategy but survival strategy, building traps to injure/kill your prey try not to get involved in actual combat as long as you aren't.able to win without getting injured yourself, instead of from where should i hit them. -
i'm not sure about it having to be savebreaking... i mean one could just replace the branchy leaf blocks with branches for the already generated trees, that should get them close enough to not break anything. newly generated/grown trees than would use the new mechanic , sure having two different tree codes from which only one can be grown isn't ideal but it would prevent stuff from breaking, right? And after some major versions, when there really is something that would break old saves, one could get rid of the old trees then, after all if you'd need to generate a new world and then can't grow the old trees anyway the old code isn't used anymore anyway... if someone updated the old world then ignoring that the trees would just be like placed blocks...
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- trees
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[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Hal13 replied to Melchior's topic in Mod Releases
I have found enough deposits (far over 100 copper veins marked on my map), doesn't help anything without a pickaxe to mine them though. Tbh i don't know why it's not possible anymore to put ingots and plates into crucibles, i mean i can put tens of thousands of units of metal in nugget form in there, a limitation on units of metal i could understand (idk maybe 2k?) but being able to smelt half a metric ton of copper in the form of ore nuggets (which aren't pure copper and therefore take up more space) but not half a metric ton of copper ingots just doesn't make much sense. sure the opening may be too small for an ingot, but the whole crucible is smaller than an ingot and i can put hundreds of ingots worth of metal in there. And again, this discussion is irrelevant for filing a bug report on the tooltip being wrong, if I understand you correctly that's the actual bug. If having to break it down into bits is the intended behavior, it should say "can be broken down into x metal bits" not "smelting temperature xxx worth y metal units" (with y being unequal to (a multiple of 5) times x). That would take away the feeling of losing metal by having to break it down instead of smelting it too. Somehow it does seem the issue has been ignored since something concerning it got first reported in june though even though there has been 5 versions of the mod since then and changing the tooltip seems like something that could easily have been done since then (which is why I think it's more complicated to fix than I imagine it to be). -
tbh i didn't mean burnt = charcoal and depending on how badly you burnt it some may be salvagable, but sacrifice instead of lost sounds more awesome... i think if that gets added i need to build some altars... hm... lovecraftian horror, sacrifice, maybe food sacrifices could even have some ingame benefit too? maybe changing the weather in the region, or be an alternative to skip/end a temporal storm, or call one?
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Depending on how it's implemented yes it could be fun. atm it's kinda fire and forget until a few hours later you come back to it to eat, but atm you need 5 portions of cooked meat to fill your belly, that's a massive amount of flesh, even if you think of each portion being "only" about 1/3 of a hare (and as it's about 1/20 of a pig too if you think about that it gets ridiculous)... I wouldn't even say implement having to control temperature, i think it would suffice to have a benefit for keeping an eye on it and being slightly punished for letting your steak roast over the fire for several ingame hours... If maybe 1-2 perfectly timed portions of meat sate you fully (and they would! after all we are speaking about 1-7.5kg per portion here), I don't think people would mind.
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tbh i'd wish there would be slightly more interaction for cooking, theoretically you can roast about anything (and roasted grain is a known substitute for coffee) roasted apples are good too, even heated berries do have some charm. But it's easy to get things overdone, which is why one would need to take it away from the fire. cooked foods are easier to digest, therefore nutrition values should be higher than for raw foods, heating something through kills germs (and some toxins) but theoretically you should be able to eat about anything edible raw too. I'd suggest different stages of food: raw, heated, cooked/roasted, overdone, burnt, lost some might miss stages depending on how you cook them, some might have different nutrition peaks depending on it, some might give buffs and/or poison you depending on it... Of course that would mean overhauling the yields and raising the satiety given per food item as else people would see having to cook and not being able to roast a stack of meat at once as a tedious chore. for example meat could have a satiety peak on heated (as it tastes best right before being done), a nutrition peak on cooked/roasted (as it's easiest digested at that point), but anything under cooked has the chance of inflicting some debuff (ingreased hunger rate caused by a parasite for example, of course a seraphs immune system could be strong enough to make that only a minor inconvenience for a few ingame hours), bushmeat would have a higher chance of that debuff but else there isn't much difference, poultry might even be more dangerous (thanks to salmonella) undercooked and would have both peaks at cooked, but usually is more forgiving for getting cooked too long... EDIT: Another thing that would need to change then would be cooking and burn duration of fuels being measured in time irl not ingame time. Which in turn would make it necessary to think about smelting...
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[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Hal13 replied to Melchior's topic in Mod Releases
I did not know that (but should have i looked at the bits recipe several times and it was mentioned in this topic too), but i don't have a chisel yet and it's irrelvant to the bug i reported (the tooltip says can be smelted into 57 units, but i can't put it into a crucible). And i'd probably lose any parts that are not full 5 units, last time i checked each metal bits item was worth 5 units of metal, my broken pickaxe is worth 57 units, hence i'd lose additional 2 units by turning it into bits, of which i don't know yet if they can be smelted, i mean if one thing added by the mod can't be smelted it's likely another can't be smelted too, right? Atm and with several hours irl until the ingots in the molds cool enough for me to take them out, reheat and smith them, each single unit of metal is precious. -
tbh. i don't like most streams because of how much nothing happens (partially there's half an hour or more before the stream actually starts and ) and because of the interesting parts often getting disrupted by more or less forced user interaction (the whole UserX is here with a sub/gifted y subs, donated z amount of currency c). I do like some streams where other interactions happen, like actual conversations while playing for fun (Zombiecleo had quite some of those). I prefer my interactions to be in the comment section, as the chat is too hectic for me, even with only a few dozen viewers and slowmode. Sometimes I have watched streams after they happened (and got uploaded as a video) as background noise, kinda grinding stuff together and yet not together, though lately i didn't watch any Youtube or something.
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[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Hal13 replied to Melchior's topic in Mod Releases
actually 48 hours irl per day ingame... though the first day i tested different time speeds and looked into what is dependent on that variable and what is dependent on real time and i usually sleep away 9.5 hours either at some trader with an aged bed or at my base in an aged bed i found in some ruins... with days that long exploration really becomes interesting, as metal cooling, pit kilns and charcoal pits, trees and crops growing, all depend on time speed, while hunger and cooking (and smelting in a crucible) depend on real time (which means long days = less hunger drain by sleep skipping several hours, but creating a need to travel further and hunt more through the early game). We're going on a tangent though. -
okay apart from completionist stuff most achievements/advancements should be based on the player progressing through the game (not collecting stuff). Definitely all the firsts, first knapping project, first time panning, first finished (formed and burned) clay project, first charcoal pit, first time smelting metal, first smithing project, first coke oven, first steel, ... first domesticated animal, first killed mob, first trade, first time slept in a bed, first complete set of armour doned... This kind of achievements does motivate first timers to go through the stages, gives some kind of guide what you'll need to do to advance to a specific techlevel and keeps motivation early on until they get inspired and become intrinsically motivated. Then maybe the completionist stuff as mentioned above, like find every piece of lore, collect stones of every type, mine every oretype, domesticate each type of animal that can be domesticated, ... Stat trackers and milestones could be interesting too, "sprinter" (ran 100m), "marathon runner" (ran a distance of 42195 meters), "in 80 days" (traversed 40075017 meters) and "been there done that" (went to every worldborder), ...
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[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Hal13 replied to Melchior's topic in Mod Releases
still building my modpack... but i have to modify each of your mods i'd be remotely interested in as you put way too much stuff into single mods, i'm sure i'll add the rocksniffer at some point. At this point i only have mods that modify a single mechanic each and/or from which it's easy to find the culprit if something goes wrong (because i know and used them already in earlier versions, though i'm still waiting for updates on some). i went for really slow burn gameplay in 1.15; after more than 60 hours i'm still only around noon of day 4, managed to get a decent sized charcoal pit going now and just started metal working, which is why it does kinda hurt not being able to smelt and mold the worn out copper pickaxe plus some nuggets into a new pickaxe. -
From Golden Combs (1.16-Current) Apiculture Mod
Hal13 replied to Vinter Nacht's topic in Mod Releases
updated to the rc1 after finishing burning the raw ceramic hives from the former version in pit kilns they now just disappeared, i guess the hives were changed too much?- 185 replies
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[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Hal13 replied to Melchior's topic in Mod Releases
Can't put broken metal fragments into crucibles to melt them. Playing on VS version 1.15.9 with the mod on version 0.1.15, There shouldn't be any mods interfering with that behavior but here's the modlist anyway. -
I think the ore boxes need some better balancing. They are way more expensive (stones, clay and boards; meaning you have to be able to process metal to craft them) but worse compared to reed baskets. Maybe give them the same amount of inventory slots like storage vessels, but keep it a bad option for preserving stuff? Or improve the preservation capability to about the storage vessel's capability for other food stuffs? Or maybe worsen it significantly so it'll be really good to make rot (not only slightly better than reed baskets for that pupose). At the point where a player can craft ore boxes they can craft chests instead. the chest has double the inventory slots, is better at preserving foods and can be labeled, while costing only slightly more than double the boards (and no other ressource). It looks good but being the worst storage option one has at the point one can craft it, I'd feel stupid to use it for anything other than decoration somewhere, which feels like wasted potential..
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Depends on the implementation you could for example just give no way to create new water sources, atm 1 watersource and a bucket equals infinite watersources. but yes if you go the Terraria/Starbound route with dynamically adjusting waterlevels, animating the flow, creating new water by rain etc, but in 3d and over huge distances, that will hurt perfomance.
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it seems the topic belongs into Bugreports then...