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Warmbo

Vintarian
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Everything posted by Warmbo

  1. For future reference, you can also export areas using World Edit commands to select an area and then the final export command /we export-client [FileName] which will have the server try and send you a .json file containing your area, which you can then accept. It will place it in the same folder where the claim exports go. I am unsure if you need any special privileges to run this command or not.
  2. It's not really the difficultly that bugs me, so much as the mechanics are nonsensical for how shrubs work. I *do* think berries should be sort of a midgame food, but if it was just the proposed difficultly level I wouldn't complain.
  3. This particular sub-argument doesn't seem geared towards improving the game.
  4. Yeah but the game doesn't have sugar at the moment, no? So honey is a decent equivalent for now, in my opinion.
  5. I wouldn't call it knee-jerk, I'm literally suggesting different mechanics to achieve the same goal. The proposed mechanics just don't make any real sense from a horticulture perspective, and there's easy ways to take mechanics from the real-world and achieve the same results. That's all.
  6. I think that's a good point Mathathian. If berries are this difficult, why bother? Just go for trees and wait a few years. I'm biased, sure, but I think my suggestions do a good job of matching real shrub management and punishing a user for trying to just move their whole berry farm.
  7. Yeah, the new berry system doesn't exactly match real-world shrub cultivation hardly at all. I hate to be like "you should do it completely differently" but there are other mechanics you could have used to prevent transplanting an entire bush farm willy-nilly. For example, berry bushes could act similar to trees, where new ones are small and produce little fruit, but grow to a maximum output within a number of years (say, 5). The model need not exceed one block. You could keep the fertilizer boosting mechanic and use it to instead increase the chances that a newly planted bush survives. (Say, 20% without, 50% with.) These mechanics would really slow down new bush farms without making them require long-term maintenance. Additionally you could require pruning at the end-stage for growth in order to get/keep maximum output. Depending on how much you wanted to incentivize/require maintenance you could adjust the end-stage penalty for not pruning every year.
  8. Vasyl, I dunno if you noticed but yesterday someone offered to help keep the mod updated. They made the offer on the mod page. I don't know anything about coding. Is the mod not already open source? https://mods.vintagestory.at/axleinblocks
  9. Oooohhhh. I took it as revive like bring back from the dead. Healing another player is no more interesting than healing yourself.
  10. I am very excited for these changes. I have one small suggestion: >Feature: In multiplayer, players can now revive other players using a poultice Player revive should be non-trivial and require a temporal gear as default. With poultice, death becomes less consequential. A temporal gear also fits with the mechanics/aesthetic of using a temporal gear to set spawn. I heard about this change outside of the forums but couldn't verify it here until this announcement, otherwise I would have voiced this suggestion earlier. If I should post it someplace else, let me know.
  11. I installed the game recently and am enjoying it quite a lot. However my current computer is running out of harddrive space and I would like to transfer the game to a new computer. I checked the forums and couldn't find any posts on how to do this. Is this possible? Would I just use the same game key on the new computer?
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