Hells Razer
Vintarian-
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Hells Razer last won the day on March 18 2023
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Hay sooooo temporal storm spawns.........
Hells Razer replied to Vinnie Crawford's topic in Discussion
The map waypoint system used to work exclusively with commands in early versions. No UI.- 37 replies
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- temporal storms
- spawn
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(and 1 more)
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Suggestion for using saws to craft planks.
Hells Razer replied to BoogieBrando's topic in Suggestions
Check out In Dappled Groves. It might not be exactly what you want and Vinter Nacht's mods tend to be a bit on they grindy side (for my taste) so buyer beware, but it should be close. For that matter check out all his other mods too! They are really good for doing what they set out to do. Also they are pretty customizable through config files. -
Are you sure you did not press "B" at some point? That button toggles the block info overlay.
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Sounds like a wonderful idea for a mod. Make it and let those who would enjoy such a thing play with it.
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First of all Streetwind thank you for the detailed explanations. You really should put these in the wiki! (I mean since you sat down and typed them anyway) Secondly, hasn't there been done something similar already somewhen in 1.17.x? I play with 30 day months (and calendarspeedmul [0.25] but that is another matter) and while I used to get multiple harvests per month, nowadays I barely get one per month (and less than one per two months for the slower crops).
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Just remember, bears can jump! ..well "climb" but you get what I mean.
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Let me put it in more simple terms: I do not want to have to deal with anything more than surface drifters unless I go looking for them. I want to get up to steel tech without having to deal with harder drifters just because I made better tools. I want to make my steel full plate and my steel sword and leave them on my armor rack and admire them until I decide to actually go cave diving, and even then only as long as I am in the mood to deal with them. Your scaling system will actually take that choice away from me, while forcing me to engage with content I do not want to engage with at times I do not feel like it. You could say "Then why do you not play on peaceful?" but the fact of the matter is that I enjoy the potential of risk that is presented by not having everything be perfectly safe. I want the caves to be scary and places to avoid, because they are dark and full of terrors. I mean I know that if I am fast enough most caves can be lit and be made safe with minimal risk, but every dark hole represents the horrific dangers that lurk just beyond the light of your torch. In sort I enjoy much more the "nothing, is scarier than any concrete danger". If I HAVE to deal with them constantly then they will at best become an annoying danger or at worst a nuisance that I have to deal with by always wearing armor no mater what I am doing,lest one of them appears while I am not looking and two-shot me. In short you proposed gameplay change will force people to play in "the one true way" instead of letting them play how they enjoy.
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I will be honest with you. I believe difficulty scaling of this kind is how we got in Skyrim and Oblivion bandits with ebony weapons and armor, and other similar nonsense. There are very specific genres where difficult scaling is a good thing, and "open world survivalcraft" games is not one of them. Or at least not when combat is not the only focus of the game. In games like Vintage Story the challenges being static especially in regards to the progress of the player is important as it does not force you to interact with it without having to resort to cheese tactics like not equipping better armor and weapons to avoid making the enemies harder. Because I guarantee you that people will do that rather than play the game as they would naturally if the scaling was not present.
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Also another thing about the bloomery: you will not be getting rid of it very fast as you will still need it for glass making.
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Important note to avoid drifter spawning shenanigans: Raw stone blocks (what caves are made of), cobblestone, and dirt are considered "natural cave walls" by the game. That means that if your cellar is more than 50% made of these materials it will count as a natural cave instead of a cellar and will be subject to cave spawning rules in regards to drifters. The simplest way to check if your cellar counts as a cave is wait until above ground music starts playing and then enter your cellar. If it stops abruptly and/or starts playing the creepy underground music then you do not have a cellar (or room for that matter), but an artificial cave. Oh also, your cellar cannot be larger than 7x7x7.