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Everything posted by Teh Pizza Lady
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I should add that I didn't see a way to control the angle of the sails or that the wind direction had any bearing on the boat's speed. Also there didn't seem to be any way to use an oar to help paddle the boat.
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I saw a thread yesterday where a player was using the sailboats and thought they were extraordinarily slow. I did some digging into the game's code on GitHub and found this: Another section that defines the value of the motion variable (used below): And finally: From my own testing, the sailboat cannot be controlled from the passenger seat and so it cannot exceed a STR rating of 1. The physics engine scales the motion so in case of lag spikes, the boat moves further during the spike instead of resetting its momentum (controlled by DT which gets larger as the framerate goes down). This would seem to indicate that the raft (with a passenger) could theoretically go faster than the sailboat since the passenger rowing adds 0.5 to the STR rating for a maximum of 1.5. This seems to indicate that the rowboat would indeed go 50% faster than the sailboat. In order for the sailboat to be worth it, the distance you would need to travel would have to exceed half reasonable distance that a rowboat could travel in a day to ensure that making round trips with the rowboat would be ineffective. Both are still slower than the elk so if there is a land-based route then it's possible that the elk would be the quickest way to get from point A to point B, but that's beside the point. The point is that sailing has always been faster than walking and the sailboat, as far as I can tell, is clamped to walking speed due to the nature of its control scheme (driver seat only, no passengers can assist with rowing, etc). Am I doing something wrong here or is the sailboat really that bad?
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Are you playing on a multiplayer server? If so, maybe someone decided to help you out. If not, then the only logical explanation is that your sow was joined by two others, one of which is pregnant. This makes even more sense if you have your pen setup with dirt on one side so that a male can easily follow you in.
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I have a hammer with a hard steel head and a wooden handle. The hammer head is older than the handle because the handle has been replaced twice. If you want realism, then you need a separate durability for the different parts of the tools, which would add a bunch more complexity to the overall systems. Perhaps requiring nails to attach a metal head to a wooden handle would be in order, but having a bunch of bindings for different materials is adding a level of complexity that would only serve to increase the amount of stuff you have to carry in the already-limited bag space. I don't think this is as good of an idea as it sounds without some way to ensure that you won't become over-encumbered carrying the things you need to gather in order to craft simple tools.
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This is a good idea, but trees can actually worsen the situation if the problem is bad enough.
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Imagine you're sheltering from a temporal storm. It's the nastiest one yet. You're pretty sure the bowtorns and shivers are coming together to make a new type of nasty monster to deal with. Somewhere outside, is a bear eyeing your abode waiting for you to come outside. Then an earthquake strikes out of nowhere (because real earthquakes cannot be predicted without majorly advanced technology that doesn't exist in VS). Your house collapses. Suddenly 20 drifters, 3 shivers, and 19 bowtorn all decide you're the most dangerous thing out there and the bear is hungry. You my friend are screwed. If that happens to me in-game, I'm turning it off and deleting that world. #nopeRightOnOuttaHere Same thing, really, for hurricanes, tornadoes, and volcanic activity. It's not going to be fun, not even in the slightest bit. You are suggesting an unmitigated disaster on top of an already harsh world that actively punishes you for daring to exist.
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- better weather
- more ocean animals
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I once went to this zoo that was supposed to be amazing, but they only had one animal on display: a dog. It was a Shih Tzu.
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if it's in the game, it should be on the wiki if it's on the wiki, it should be in the game If something is included on the wiki, but isn't in the game or cannot be found by playing the game, then it should be removed from the wiki. The game doesn't necessarily have to spell everything out for you. Part of the charm of the game is tinkering with things and figuring it out. Sometimes you just need to be 2 grass short of a pit kiln for it to sink in just how much of your survival is hinging on you actually learning how to play the game. Sometimes you need to walk past horsetail 20x before you figure out what it looks like because I totally didn't do that before. lol I think we're saying the same thing at this point.
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I agree, it doesn't make much sense to have some information on the wiki and not include it in the game. However the in-game manual doesn't give you specifics on anything. If you want to know everything before-hand, then why not memorize the entire wiki before even touching the game? For that matter, why even play the game, if you're going to take the experience of exploring the game's mechanics away from yourself?
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Oh, no denying that peat is easier...if you can find it. My point was rather that peat isn't renewable. OP was saying that he preferred to use peat or firewood because it was less precious than charcoal. My argument was that the non-renewable resources should be considered more valuable. Hope that clears things up.
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Charcoal is actually so painfully easy to make I'm not even sure why this is even a question right now? part of playing games like this is building a stockpile of materials you're going to need. Charcoal is one of them. I'd consider coal peat to be more precious than charcoal given that you cannot craft it from an easily-renewable resource.
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One need look no further than that thread to know who really cares about the players.
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He is a moose-kin... And he has a raging blood-lust against foresters. There I was, the other day, minding my own business, just trying to chop trees for my charcoal pit when out of the corner of my eye, I saw him... or rather his shadow. It was Dave. There was no mistaking his long, spindly legs; his elongated neck and giraffe-like proportions! And has luck would have it Dave decided to attack, but not before quietly transforming himself into a moose and charging head-first at me. I just want to thank my lucky stars that he didn't turn into a moose with antlers or that would have been the end for me! TL;DR: Dave is an other-worldly moose that is constantly on the prowl for Seraphs chopping trees to make firewood and charcoal
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They apparently made a post "explaining" their actions. I get a real vibe that these folks sit in the road to block traffic when they're not griefing servers. Real cybersecurity folks would quietly infiltrate and create a report on their findings and provide written examples of how the weaknesses could be exploited, not wreak havoc and cause destruction of people's prized possessions.
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These are unpicked bushes taking up to 30 in-game days to flower? Doesn't seem right. It's a new world, too. No errors in the logs.
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I dance around just out of melee reach, but behind an object so they can't hit me with arrows either. Then when they turn around, I start throwing rocks with the accuracy of baseball legends. That'll really annoy the heck outta them! Remember, only throw rocks when their backs are turned. Seraphs are sight-based creatures so if you stop moving, they can't see you.
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Is there a way to update mods to their latest versions?
Teh Pizza Lady replied to Teh Pizza Lady's topic in Questions
sure I'll try that. -
I run a multiplayer server and play with a few mods here and there and I was wondering if there was an easy way to check mods to download and use the latest compatible version of a mod for the version of the game that you have. Visiting each mod page is doable when you only have a few mods. Once you get to 10 or even 15 mods, it becomes a chore to check for updates.
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I feel like you missed a large portion of my comment and should read it again to see if you can answer your own question. > A list of recipes could show question marks over some items and clicking on those could show that copper is used in a crucible with something else (also shown as a question mark) to make something else to clue you into alloys. Expand this into linen. A list of recipes with question marks to show that other things can be made with it despite not knowing what they are. Picking a cranberry should show what you can make directly with that cranberry. Anything else involving stuff you haven't discovered yet shouldn't be revealed or just shown as question marks to show that there is extra stuff that can be done, but not necessarily what it is. So asking about alcohol is moot (and frankly super annoying) because, if you haven't ever produced alcohol, then you shouldn't know about it. However if you have produced juice, then there might be a hint leading you to wonder what happens to the juice after it expires? It's just an idea. You don't have to go so hard on it.
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A way I've seen something like this handled in other games is if you get one piece of what you need, you'll unlock recipes. For example, if you pick up copper ore from the surface, you could get a notification saying, "You've unlocked knowledge about copper!", which would enable the parts of the guide about smelting and finish with a hint, "Surely other such metals exist in this world. Maybe there is more you can do yet.". A list of recipes could show question marks over some items and clicking on those could show that copper is used in a crucible with something else (also shown as a question mark) to make something else to clue you into alloys. So in OP's case, picking up a cattail could provide a message, "You've unlocked knowledge about cattails!" and looking in the guide would all the recipes you can make right away with cattails and also show that there are further recipes for other things not yet discovered. Just an idea.