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IAmMoss

Vintarian
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Everything posted by IAmMoss

  1. So i personally think a lot of the mods that change starvation mechanics go quite a bit overboard in complexity and mechanics in one way or another I had an idea to make a starvation mod that works like this- once you reach zero satiety instead of taking damage, over the course of 14 in game days, you would lose your total health pool by one point by roughly one day. when you reach day 14 of starvation you would be left at one health point from your health pool and finally start taking starvation damage. after about 7 days, your nutrition bars decay rate will be multiplied and you will lose all health bonuses over the ladder half of starvation. giving those who have a more balanced diet more health to work with as they starve, at least for the first half. eating any food will immediately halt the clock that takes away your health, however it will take you roughly one in game day to regain 2 lost health back from your health pool, meaning the recovering time is about half the time you spent starving. i have a pretty good idea at how the extra hud info could be neat, compact, and easy to understand. maybe there could be ways to recover faster via items, but i havent thought that deep into it. my idea is to have a harsh ramification for not eating while keeping it from being annoying (chip damage noises and over complicated systems) Does anyone think this is a good idea? i would love to hear anyone's thoughts interested.
  2. you literally just pointed to mods to solve the issue, hunting should just be a bit more intuitive. no one said it should be easier i think most can agree that hunting deer is tedious. detection rates are quite large and any sort of large herd and weird terrain/ foliage generation makes it very easy for animals to get lost. on top of them being able to tank damage, even in later metal ages, makes it generally just tedious if you hunt anything faster than a boar, or trap animals in pits. imo the time/resource sink to hunt most animals just isnt worth the work. itd be fine as is, if they didnt take multiple spears to the chest. but adding a way to actually track animals i think would balance the way it is now fine. like many things with this game, as much as i love it, there is a ton of tedium, as opposed to difficulty. hunting is tedious, not hard.
  3. just stop looking. i always find it when i stopped looking so i never look for it again
  4. thats the thing. i love mods, but we shouldn't have to rely on them/ cheesing the ai in order to hunt.
  5. im pretty sure you can achieve this feel with proper worldgen settings. you can scale how expansive biomes are and at least space out story locations quite a bit farther
  6. maybe they could make metal sheets craft-able via helve hammering a plate. give you two maybe four sheets, but you are unable to use them anything, but for reflective lining (unless they come up with another use case)
  7. I agree completely. I was just making the point that you can't really compare a real world human's eating habits, even after a very arduous day of work, to a video game where you can eat six whole loaves of bread and still starve to death later that day. I was just pointing out a potential fan theory (i looked it up to verify it wasn't established) used to bridge the suspension of disbelief. Like i said, we don't even know how many calories most things are, though we can make some educated guesses based on certain foods. It's just silly to compare real life to a video game.
  8. i wish a corpse or gravestone for dropped items was an official option. or at least a current mod. i think the only one i saw was outdated for even 1.21 and wouldn't work. But yeah, i play keep inventory and have the random world spawn set to max, so there is at least some penalty to dieing I think there should be a hand held helve hammer tool ( a lotta Hs) that lets you manufacture plates with less tedium before gaining mechanical power. At least that's where most of my irritation from smithing comes from (especially cause i play 30 day months and getting flax takes forever) on the point of meat, since a rabbit can drop one serving (or "steak") of red meat, i always assumed that the portions are significantly smaller than they seem. The thing is, the average man wouldn't be literally starving to death after walking 3 miles and chopping some trees down, farming, etc. The seraph is. Idk if it is lore or a fan theory, but ive seen somewhere say it is because the seraphs are a super natural being so they consume way more calories than a human would. we don't even have an exact on how many calories something is or even what our hunger bar is. but the seraph must burn waay more calories than any human could if they can starve to death in less than 24 hours. That's the thing, all a player needs to do is find a trader and hide in their cart (or their shelter, i havent tested if thats changed since the update). ive never had one spawn inside, and since they are filled with blocks, you, and the trader, i think that alone would make it impossible. As of now, until you get at least iron armor, fighting in storms is simply unfeasible and not really worth it for most. because if you get a storm that spawns an enemy tier higher than your armor tier, you are pretty much screwed. there is no point in fighting as you will die regardless. Meanwhile if they prevent enemy mobs from spawning in a shelter, it would make it so those who actually cant fight, something to do other than die and risk losing you inventory, and getting their underclassed armor they grinded for shattered.
  9. perhaps ive never just chopped down a birch forest before.
  10. I didn't see it in the patch notes, did they make it to where all branchy leaves now drop their items when the tree is chopped down? Playing a new world and i have more sticks than i could ever dream of
  11. I just found out that the game logs every item picked up, dropped, placed in a container, etc in the server audit log. That's probably common knowledge, but it really does just seem like the only way to reliably remember and get items back. Suppose I'll just have to start keeping a note pad file of chest contents in my vehicles. Sadly, lag spikes that crash the game are a common occurrence for me when my world starts getting larger. The woes of playing on steam deck.
  12. i havent checked them all, but most of the mods i tested instantly crash my game now currently waiting for updates to 1.22
  13. sorry for necro, but im having trouble manually installing .net10 manually. I don't want to wait for the person maintaining the discover page to update, and i cant figure out how to install it manually. I updated the flatpak manually to 1.22 already
  14. Has anyone tried running a world/ server in repair mode to respawn or retrieve a vehicle (boat, elk, etc...) that has disappeared after a game crash? looking on the internet i've never seen it brought up and whether it would work or not. Haven't had the chance to test myself, but if anyone could confirm positively or negatively that would be great. I know there's always the option to use creative, but with boats full of loot it's a pain in the butt to remember everything.
  15. HEY i feel kinda silly. the medieval expansion mod (and the portcullis mod) has off set doors and gates.
  16. This is something i want so bad. 3 wide and 5 wide of each height variant of door/gate. so if your build has an odd amount of blocks, you're not assed out of using double doors. Too bad i don't know how to mod, or id try it myself
  17. ik its not rotating, but maybe you can add a marble top, and chisel the tops of the other two blocks to marble as well?
  18. thanks for the suggestion. ill be downloading it soon!
  19. Honestly, i love the idea. It is just way too sensitive. dirt should be more stable than sand or gravel yet it seems waay worse.
  20. my favorite part of soil instability is when an entity or mob steps on a random block in a field and my game drops to 2 frames because there's like 500 dirt blocks falling into a chasm
  21. @ThorfinnCould you help me with this scenario. I have butchering and r.meat installed. both change the drops for animals when vanilla harvesting, in opposite directions. r.meat also changes what you get out of the butchering table. it seems whatever patch to the vanilla drops r.meat applies is what takes effect, which makes butchering practically irrelevant. how would i theoretically get butchering's patches to take effect on the vanilla item drops over r.meat? would making butchering dependent on r.meat make it override r.meats patches?
  22. I run a server with a friend and ive only recently realized around mid winter, that it has never rained throughout our entire time playing(we're playing full seasons). Not anywhere. In fact i don't think ive ever seen a cloud in the sky. This is including us traveling out over 10k blocks. All the weather settings are set to default, and the only thing ive done is change wind speed to test windmill builds, but thats it. The areas in and around our base all say very common or common rainfall. we have quite a long mod list, but the only things that affect world gen are terra prety and all its accompanying mods (which worked fine in my solo world) If any one has any ideas on how to fix this i would appreciate it.
  23. I didnt know where else to put this. Idk if it exists, but if it doesn't i think it would be neat. For example being able to wear a mask like the leather reinforced mask and glasses at the same time.
  24. Does it not work in a survival mode world where youve switched to creative?
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