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About Asreal
- Birthday 01/15/2000
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love this idea, and while we are on the topic of heating: Please add an insulating axle variant! I want my smithy to be warm in the winters
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I may need better avoiding strategies then, cause I can be as careful as possible and still get jumped apparently It really did feel like it just appeared ontop of me and killed me with no warning and right as I had almost made it to the copper age (quite difficult with no clay deposits, reeds, food scarcity, and predators)
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Hey, So I was trying a hardcore world in the arctic, and was making good progress, but something weird happened on my way back home from a hunt, I think a bear literally spawned right on top of me and killed me! I was walking along, nothing around, no sounds of wild animals in the forest, and noticed a quick flicker on my screen like something had spawned ontop of me, next second I was killed by a polar bear. Is this something that can happen? or was it just a really stealthy polar bear that snuck up behind me? It kinda didn't feel very fair, I was being extra cautious and paying attention knowing the woods are full of predators, and it seems to have come from directly behind me, I would have noticed if I passed any animals and that flicker makes me think it had just spawned on my character
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me looking at the speed of that windmill: Great Scott! it's an airplane!
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well, yes but also a setting that makes the polar regions not repeat and line up with the edge of the world doesn't seem to be a particularly hard challenge to solve, and it wouldn't change the funness of the game. I think the reasoning behind having multiple climate bands was to emulate walking 'around' the world, so when you enter the next band it is like you are continuing down the other side of the sphere, except all the terrain is now different. I also was not requesting this as an official change to the game as it is a pretty niche mechanic, most people will never travel so far to enter the other climate bands, I was just asking the question of if it was possible for my own worlds, to try and make an accurate model of what would be considered an earthlike planet to play in edit: as for the coordinate system, I personally don't know how relative vs absolute coordinates gives away anything, I personally like to play without maps or coordinates since I find that funner
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so my question would be: how do you get the poles to line up with the edge of the world if the map is centered on the player at 45 latitude? I wanted to make something close to the scale of earth with the poles in the right spot
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as someone who is constructing a whole airship using support beams as the airframe, here are some issues I have encountered: hitbox hard to locate and can be very hard to remove other blocks cannot be placed within the hitbox of the beam's start, which can be frustrating when placing chiseled blocks or decorations beams connected to chiseled blocks, become a part of the chiseled block, and so the whole block must be removed to get rid of the beam copying a chiseled block with beam attached to the inventory (in creative) will also have the beam attached when placed again connecting a lot of beams together can cause other connected blocks to become ghost blocks possible fixes: as tyrion mentioned, adding a whole hitbox will help with removal, I do worry if this will prevent any blocks being placed over a beam for decorations and stuff though, I don't think the hitbox should prevent other blocks being placed. making chiseled blocks remain separate from beams when copying/removing would be nice not sure about a fix for ghost blocks, that may be more of a me issue due to the scale I am building with these beams nice additions: being able to click on a beam using a wrench as a way to allow you to move where it connects to
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Oh wow! This is one of those mods I didn't know I needed, but this is really neat, And the showcase video is adorable And there's a very good reason: It's mushroom season!
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Asreal replied to jeremy13621362's topic in Suggestions
I'd be fine with that too, but then you just answered your own question on whether thirst should be added, better than I did. so we know thirst isn't needed now, and I'd be fine with your implementation of it. still I think drinking water or something would be possible with a full hunger bar to cool you down, and the 'thirst' meter I mentioned before is more like a cooling meter from your drink, spread out over a period of time. which still doesn't have to be visible to the player, and yeah it's technically another meter, whether hidden or not, but they'll know if they are overheating and don't necessarily have to drink to cool down and to LadyWYTs point, I think personally hyperthermia should be just as punishing as hypothermia: a gradual heating up and then slow damage over time, but that's just my preference. There is currently lots of time for the player to react to hypothermia and warm up, even well before they start taking damage, so hyperthermia can operate the same way. I just don't want people wearing their finest furs in the desert lol, unless they plan on swimming or drinking or hiding from the sun a lot -
Chains & Hinges [Pulleys, Elevators, Drawbridges, Chisel Doors & More]
Asreal replied to Kiptrix's topic in Suggestions
honestly, I just woke up today after having a 'dream' about pulleys in vintage Story, which led me to this post. in addition to chain pulleys, I think having rope pulleys would be neat too, and you can create compound pulley systems to trade speed for mechanical advantage. these can either be hooked up to a hand crank or a power train to automate lifting barrels, water, or other things. if the system was hooked up to a power train there would need to be some sort of catch mechanism to keep the load falling when there is insufficient power, and ratchet to disconnect the input power when the load reaches the top. To carry heavier loads, more rope can be wrapped around the pulley system to increase torque. when would you use chains and when would you use ropes? A compound pulley system can trade speed for torque if your power train isn't strong enough, as well as offering more precise control of a load, and can be operated manually by the player. This would work great for cranes lifting chests, barrels, water buckets, or other items. a chain instead would be used to lift heavy blocks for automated doors, elevators, drawbridges/portcullis etc. so think lifting and transporting cargo for the rope pulley. I think it would have it's uses in moving chests and barrels with different stored good, not so much for water considering we can use a bucket to make infinite water right now. anyways I drew a little diagram to better illustrate my point. maybe this is a bit of a separate idea from yours, but I think it would go nicely together! edit: I realize I am 4 years late to this discussion lol -
Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Asreal replied to jeremy13621362's topic in Suggestions
well, lets look at it this way: I believe you can still eat when your hunger bar is full, so lets say we add thirst? but not in the same way you are thinking. the thirst bar will be hidden from the player and determine how quickly they heat up, drink some water and the bar fills, and you will start cooling down some, as the thirst bar decreases you start to warm up again, drink more water! if the thirst bar is empty, you will warm up faster in hot climates, but it will not affect you otherwise, thus avoiding it being an extra bar to satiate, but just a way of cooling down for a time. I'm not sure how or if the hidden thirst bar would affect players in cold climates, but it really doesn't need to. to emphasize a good point brought up by Echo Weaver above, a water jug could be carried, that would not affect saturation but purely thirst which as I'm proposing, thirst will only affect how quick you heat up in warm regions and nothing else, you will not have to manage your thirst bar like hunger, and it won't even have to be visible to the player, they will know when they need to drink by how hot they are getting Thanks! I'd be surprised if I am in the minority, winter exists and (I think) people find that to be a fun mechanic, why would people not also want heat? it would be like winter but for deserts I haven't played in warmer climates, but I do think some sort of preparation for the seasons would add more to the game and not be annoying, you have to prepare for winter, so why not prepare for summer in hot regions? -
Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Asreal replied to jeremy13621362's topic in Suggestions
well, here I am! Why would adding a heat mechanic make the game more fun? lets take a look at the existing cold mechanic, as heat would work similarly to this but in tropical climates: Winter in Vintage story offers a challenge that players have to prepare for, stock up food, get warm clothes, build a proper shelter, gather firewood etc. so why would it not be the same for heat? if you live in a more temperate climate, cold will be your main concern, but if you are in the tropics, summer could be like the winter you have to prepare for, I presume there would be a sweet spot between cold and warm regions where the temperature is comfortable year round, so if players don't want to deal with this challenge they can seek out the goldilocks zone of not too hot, not too cold or disable overheating in settings so what specific challenges could heat offer? well first lets dismiss the idea of thirst, this isn't needed to make heatstroke go away. but we can add a cooling effect to drinking fruit and juices, giving more of an incentive to create drinks in warmer climates to cool down. The clothing system would work the same for warmer climates, except we can add it to the existing clothes: a hat may offer a buffer of +1C in cold regions, and -1C in hotter regions, for example. some clothes like winter coats will have a negative effect in warmer climates resulting in faster overheating. animals will be scarcer and food spoils faster due to the heat (which may already be implemented), being in direct sun will ofc make you heat up faster so you have to be properly prepared for the tropic summers, same as preparing for the temperate winters, but these climates will be far enough apart that you do not have to battle a hot summer immediately after a cold winter. and why would it be fun? A lot of the game mechanics of vintage story offer the player a sense of accomplishment when they learn how to slowly master different skills and progress throughout the game, overcoming more of the game's challenges. a player who properly prepares for the winter will be rewarded with not having to worry about the cold or food, and can focus on other aspects of the game like building up their base and unlocking new metals, or other stuff. If the player does not prepare properly they are challenged with the harsh winter temperatures, risk starving and hypothermia, and will have a hard time. This player will learn that they do not want to be caught out in the cold and put more incentive into making winters more survivable. Now lets apply the same logic to heat: one season a year, a player in warm climates is faced with harsh living, and will need to properly prepare: get proper clothes, build a sealed shelter that can insulate against the heat, store food, minimize time spent outside, you are met with the harsh conditions of surviving in unbearable heat but once properly mastered the heat no longer poses as big a threat: making drinks to cool down, staying out of direct sun, with proper planning and preparation you can survive the heat of summer same as you would the cold of winter. I do not think this would be an annoying game mechanic, it requires the player to think, plan, execute, learn and master the elements. It adds the realism of people wearing proper clothing for their climate, and again will be fully customizable in config if people do not wish to engage with the heat. another consideration would be heat sources: campfires, smithing, and other heat intensive processes may want to be done outdoors instead to allow the heat to dissipate. this encourages different types of building styles depending on whether you live in cold or warm regions: cold regions are more indoors, enclosed, trap the heat, while warm regions may have more open buildings so heat can escape. all in all, living in warm climates will present it's own unique challenges, as does living in colder regions and I think having a heat mechanic will further enhance the experience and offer more unique gameplay depending on which region the player chooses to setup in. I also do not think the player should have to battle both summer heat and winter cold, you will be presented with either one challenge or the other depending on where your base is, and there will ofc be some sort of goldilocks zone between these 2 extremes where summers and winters are both very mild and not really a concern, or the player may choose a nomadic lifestyle and travel between north and south to avoid the cold and heat altogether. I personally would love to see a heat mechanic, but these are just my thoughts, I am not a modder and have little coding experience, so I couldn't implement such an idea, but if I could I think it would be worth it.