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Miles Upshur

Vintarian
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Everything posted by Miles Upshur

  1. I should have known from the start what the culprit was. I've just been using Salty's manual tool crafting mod for so long I didn't think to suspect it. I even noticed the recently updated SFX and didn't think it might have come with new unintended consequences. I guess I wasn't aware that it was even able to affect bows, and I'm not sure if it was intended to effect tools from other mods. Either way I've addressed the problem. Thanks for the help.
  2. client-main.logserver-main.log Here's some logs (I hope they work) and I updated the mod list on my op. (Hope it works) I was also poking around the files and tried some things. Removing Primitive Survival did not fix the issue, though I'm not entirely sure how a mod could be suppressing base game recipes. I was in fact able to locate both of the json files containing the recipe for the bows & the fishing spear, so I'm still clueless what the game's problem even is. I didn't realize at first that I couldn't craft these items even if I did know the recipe, so it's a bigger issue than I thought. I guess my next step will be to try reinstalling the game.
  3. I noticed that some recipes are missing from the handbook. It shows some basic information and what it crafts into, but the grid itself is absent. I've got a lot of mods running, but it seems to be affecting select items regardless of the source. There could be a bunch more I haven't noticed, but all the vanilla bow recipes are missing as well as both fishing spears from Primitive Survival. I don't remember how to craft the fishing spear, so if you do I'd appreciate if you shared your wisdom. modlist.json
  4. Everyone seems to use the chiseling feature without many drawbacks, but I can't seem to get it to work for simple things. I usually get stopped at the door for trying to modify a block when the pixel I removed pops right back instantly. If it disappears for good, it's usually not long before chiseling the block reverts it to normal, which sometimes causes me to switch from my current chiseling scale. Even if I manage to keep chiseling despite this, restarting the game reverts all the blocks affected by the bug to normal, possibly with a few bits chiseled away. This happens to me in 1.19.8 and 1.20.1 with or without mods.
  5. If you're beating the EoC with only the SoC a hook and some potions, I'd say you certainly have a better understanding of EoC that makes it significantly less threatening. But the goal of Terraria is to become a powerful champion of the world by defeating an ancient celestial god, so you're supposed to feel like you're stronger when you take down a big threat. Jungle bats getting swatted down once you're geared up is exactly the purpose they were meant to fulfill. And yet they still get their comeback when flying foxes emerge in hardmode. I don't think that's something that VS needs to do, since the premise of VS is primarily survival, and uncovering the mystery of the world. Terraria is combat oriented and has hundreds of enemies to spread throughout the game, but VS only has a few dozen so they should get the most out of them and maintain the dreary atmosphere they're meant to create.
  6. To be honest, your suspicions are entirely accurate. My build style is very particular, and I like to maintain a fine balance between aesthetics and efficiency. I admire your style on a conceptual level, but I'm a different kind of nerd who likes building castles and thinks gloomy interior lighting is warm and cozy. Thanks for offering some help, but I think I've gotten a handle on things by now. I made more lights and I'll probably look into mods soon. I'm mostly here to get involved in a discussion about game mechanics.
  7. That's a thought I considered, but I don't think I've stumbled across any story locations yet, so I have no experience speculating in that regard. And a difficulty curve that goes up towards the middle and tapers back down in the endgame is exactly what I had in mind. If you get the choice to make it harder or return it to normal at the end would be even better. I guess we disagree on how a progression based game should unfold. In most instances when I defeat a boss in any video game, I could do it again and it would often feel significantly easier than doing it the first time. That's just how memorizing patterns and strategies works. I was referring to the way the game is constantly advancing you through different stages as you unlock and explore more of your world.
  8. Woah there, drop everything. Terraria doesn't scale well? I'd say Terraria is among the best examples of progression-based gameplay that gradually expands the players power throughout the game. VS has even given me strong Terraria vibes when I'm deep underground in a ruined shelter, looting the corpses of lost miners. Granted, they are also very different in their own ways, and I by no means think VS should be nearly as combat oriented as Terraria. But VS can surely learn a few things, even if they have to factor in a 3rd and 4th dimension. I'm not suggesting an aggressive progression system that defines the game, more of just a set of milestones. There's plenty of room for debate on where those points may be, but complacency and survival do not go hand-in-hand, so a dynamic approach seems more applicable for the type of game VS is. I agree that progression loses that sense of accomplishment if the enemies rise at the same pace, so it's important to keep them distinct. I'm not saying that all the enemies throughout the game should be affected by progression either. The depths are always dangerous, but the surface is a shifting landscape where temporal storms and rift activity can shift the balance of power all over the place, so why not reflect that in gameplay. Keep in mind, that with a more dynamic system, there would be risks and rewards associated with progression, including ways of reducing the surface threat and putting them back underground, if you so choose. This is good to hear. I've only seen the trailer for 1.20 but I'm eager to get my hands on the official release, whenever that is. I'm holding off on playing the test build partly because I don't know how, and partly because I'm still pretty new, so why rush. Although I am a bit surprised it took so long to be able to use ropes on animals, seems like a pretty important aspect of ranching.
  9. Exactly, I'm not looking for a copout solution that removes all intrigue and challenge. The surface drifters were obviously quite effective in keeping me at the beginning of my journey. But now that I'm all geared up and they can't really hurt me, it's just getting old. I get where you're coming from, and I agree that night time wouldn't be as eerie without them, but that's not what I was suggesting. My contention is that they aren't scary anymore, and I'd like to change that. If the devs are absolutely certain they want drifters to spawn anywhere dark then so be it, but I'm not so sure that's the case. It just seems like a placeholder mechanic for a game as robust as this. I'm very much in favor of the give and take philosophy in game design, and would like to see surface drifter combat enhanced. Say they move forward with preventing drifters from spawning indoors. Now there's room to expand on how Drifters spawn outside. Perhaps more would spawn the more rooms you have, or the drifters could band together to bust down your doors. And suppose the further along you make it progression-wise, the more dangerous surface drifters become, with new types and attacks. As it stands, surface drifters are merely flax packets and I really don't think that's what the devs intended.
  10. Yeah, that's where I'm coming from. Being forced to modify an essential, but ultimately aesthetic feature for a practical benefit isn't an ideal game mechanic. Rooms are a more general approach to the solution, but alternatives could be some type of artifact that repels enemies, or a special block that can claim an area based on progression. And thanks for the mod idea, I'll check it out. I like effort and expense, but in a different way. Making more lights is a repetitive and boring task when building a large fortress, which is already a big resource commitment itself and ought to have some associated benefits.
  11. I appreciate tips, but I'm also interested in discussing if the spawning mechanics could be improved. Dark areas = monsters worked for Minecraft, but VS isn't MC so adding more nuance to enemy spawns is good. I've got armor and weaponry that trivialize the encounter and make it a chore, so I'm trying to think of ways to improve the overall experience. I know I can make more lights, but lights are expensive-- unlike in Minecraft. To compensate, outside spawns could be increased, such that you still encounter the same number of drifters, but you now have the freedom to keep your rooms dimly lit if you prefer it that way. Narratively, the monsters originate from deep within the caves, or emerging from rifts that appear visibly in the world, so it doesn't seem right that they pop up out of nowhere in rooms that are *almost* completely lit.
  12. I obviously didn't go into enough detail on how the system would work, but you're right. The most basic requirements would be an enclosed space with lights and furniture, but the blocks that make up the room would also need to be player-placed and could even omit natural blocks like soil and stone to prevent exploitation. There would also need to be limits on the minimum and maximum size of the room to further reduce unintended use of the system.
  13. Hi. I've been enjoying the game for a few weeks now, and loving every moment of it. The game is everything I could've asked for, and radiates potential that I'd love to play a small part in molding. As the title suggests, I've noticed an issue that bothers me regarding the ominous walkers of the night, and I'm looking to find out if anyone else feels the same way. To put it bluntly, I can't keep these knuckleheads out of my house! I'm aware that darkness is the primary culprit, and understand that local rift activity may influence their spawns, but I'm absolutely sick of finding them moaning and groaning through the halls of my fortress. I've got enough oil lamps and torches staged around the place to light my way, and I feel like that should be enough to keep the monsters at bay. By the time you've made some armor and a falx, these guys are little more than a pest, and the initially grim and eerie atmosphere they created with their noises was quickly replaced by a jaded sigh as I try to carry on with my work. My solution is an overhaul of the rooms system that governs cellars, such that being inside is safer. A fully enclosed space with a light source, a door, and some furnishings should count as a room. Bigger rooms could require more furniture and light sources, and specified rooms could be created with specific furniture. Monsters cannot spawn inside rooms, although breaking this rule as a result of rift activity or temporal storms would be fitting. Anyway, this is just the way I see it so if I'm missing something or you've got anything to add, feel free to let me know. Thanks for the read.
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