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Everything posted by Maelstrom
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Yes. I went nothing for 15 harvesting drifters that attacked each other. Every time l let drifters kill each other I get maybe a flax fiber once in a great while.
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VS is coded in C# which is much, MUCH better than Java for gaming purposes. Additionally, to my understanding, vanilla VS is about as optimized as it can get regarding view distance. I'm sure others who are more technically minded than I will be able to better explain this.
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One thing to remember, drifter drops drop dramatically if killed by another drifter. Not sure if is the same with non-player kills, like kilns.
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Gruel lices? Eeeeewwwww!
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Maelstrom replied to jeremy13621362's topic in Suggestions
Invisible thirst bar, visible thirst bar. Either way a thirst bar exists. About the only thing I can think to make heat work is basically the same as cold. Too much activity (or time under the sun) and/or heavy clothing in a hot climate causes heat to build up. fluid consumption would be part of the hunger bar, but reducing the heat build up would take being in an area of significantly lower air temp, such as a cave or submerged in water. Just like being next to a fire takes time to heat up being in a cooler environment would take time to cool down. I could go for a mechanic like that. A thirst bar is the lazy way out and only adds an unfun burden to playing. Let's prevent this from happening... -
Lovely, interesting or just plain bizarre landscapes
Maelstrom replied to Maelstrom's topic in Videos, Art or Screenshots
Terry Pratchett's Discworld is based on that Indian cosmology. Fun reads from what I'm told, 41 books indicate he was pretty good. -
Bags in bags? only if one of those bags is empty. Otherwise it nerfs inventory management.
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To be fair, either you rarely visit that area and won't see that stuff again anyways, or you visit the area frequently enough that it will despawn. Either way: out of sight, out of mind.
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Normal spawn rules basically don't exist during temporal storms. About the only spawn rule you can count on is occupying a space that is too small for a drifter to occupy. I've lit up my base with numerous lanterns so that even on nights of apocalyptic rift activity I don't have any drifters spawn but during a storm drifters are popping out of the woodwork (almost literally! )
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Should be easy to mod these kinds of changes.
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I forget how many slots reed handbaskets have. I think 3? So yeah, it'd need to be 4 to make it attractive if a quiver takes up a backpack slot. Now if it could be in the off-hand slot instead, then 3 is definitely the right amount.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Maelstrom replied to jeremy13621362's topic in Suggestions
There are two ways animals (presumably seraphs are the same) deal with heat. 1. Go to places that aren't hot (take a swim or go to someplace where the air is not hot). 2. Drink fluids, primarily water to not get heat stroke. Option 2 requires a thirst mechanic to be implemented. If not, the hunger mechanic would have to be increased dramatically to simulate thirst, but then eating would work in place of fluids. It's just this simple - if you want heat mechanic you must have a thirst mechanic. -
A quiver for spears would definitely be early game. I prefer blackguard and generally don't bother with bows, but early game spears are the way to go. I'll stock up on 12 spears for temporal storms until I get steel armor; so a quiver for spears would be appreciated early game. A reed quiver for 3 spears sounds about right. A hunter quiver for 4 feels right as well. After that? not gonna waste resources on it.
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That mod does not run in 1.19
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This mod https://mods.vintagestory.at/accessibilitytweaks should help with the motion sickness. Feature: Camera Movement Allows the user to control the strength of particular camera effects. - Temporal Storm Glitch Strength - Global World Warp Strength - Perception Warp Strength - Camera Shake Strength - Disable Involuntary Mouse Movement - Disable First Person Item Bobbing
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Weeellll That depends. If you use the remove mode, then grass does not regrow. Using trim mode allows grass to regrow.
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VS does not have wizards. Mayhaps you speak of the clockmaker class?
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The room itself wasn't in water at all. It was pretty small and cramped. I almost didn't see it coz of all the RNG placed blocks shielding it from view. But this getting quite off topic. Perhaps we should take this to another thread?
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Rework and proper tooltips for the Sound Settings.
Maelstrom replied to Cetasaya's topic in Suggestions
A slider for each sound? No. Just no. Broad categories? Most definitely yes! mobs, ambient, weather, music come to mind. -
Welll.. I suppose. It's the adventure of exploration. Did you know there's a nice little hidden treasure trove in the RA? Gotta go through the translocator to find, though.
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Allow editing of protected lore locales as reward (SPOILERS)
Maelstrom replied to Cetasaya's topic in Suggestions
I also had a problem with the room with a ladder to get to the next level. Had to go creative and go all terminator on a block or two. -
My brain recalls that as well. I think it was something I saw about 24 months ago - give or take a couple/few months.
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Allow editing of protected lore locales as reward (SPOILERS)
Maelstrom replied to Cetasaya's topic in Suggestions
I don't think so. I think it was just a benefit of RNG placing blocks that allowed me to wiggle through. In the area on the other side of the TL in the RA I found a room I could not get to without going into creative and removing blocks. This time the RNG placed blocks worked against me. -
Never know what's around the next corner until you go around that next corner. Might find a bountiful deposit of ore, maybe a ruin. Maybe (or likely) a dead end.