Hells Razer
Vintarian-
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Everything posted by Hells Razer
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Also, if you want to go during non calm times, wearing good quality -material wise- armor is very important. Not necessarily plate (though it is the most protective armor type of the game) but the armor tier matters a lot.
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First of all, good for you man! Don't let those rifts keep you down and tell you what to do! Fight against the Rust World oppression! Secondly rifts can despawn and respawn if you move far enough, but it is kinda tricky as you need to go significantly further away than you need to get enemies to despawn and you also need to have lit up the area that the rift is beforehand (a torch at the block directly under it, with possibly a cover against rain tends to be enough). So first up you can light up your greenhouse, and then run awaaaaayyyy! For a while. Disclaimer: It has been a while since I used the technique and it was in previous versions, given I haven't had the time to try 1.20.x (RL interference *grumble grumble*), so I am uncertain if it will work as expected.
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Anybody else finding the Temporal Storms too difficult?
Hells Razer replied to Mourning Wood's topic in Discussion
Another option is to enable the ability to sleep through temporal storms. This gives you the choice whether you want to engage with them or not on a per storm basis. -
Anybody else finding the Temporal Storms too difficult?
Hells Razer replied to Mourning Wood's topic in Discussion
Or, and hear me out, they could not do that and just leave it as a mod option for those who really want this kind of escalating challenge. It is getting quite tiresome nowadays that every game has to have this "race against the clock" kind of escalating difficulty that prevents you form actually ever feeling that yes you have actually achieved something and you are not always 2 mistakes from death if you stop running up the tech tree, or the skill tree, or the exp curve to stay ahead of the game enemies. If I want a rat race I have my job for that thank you. -
Fast solution? disable FGC. Actual solution? wait until the mod updates.
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map size What is the size in GB of a fully rendered Vintage Story map?
Hells Razer replied to Voldemort's topic in Discussion
Something to note: Unlike the other block game, here chunks are not columns 32x32x"world_height", here they are cubes 32x32x32 stacked on top of each other. So your 32x32 world was made up of 16 chunks. -
Something that does help mitigate rift spawning is lighting up the area. It won't stop rifts from spawning, but you can nudge where they spawn around a bit so that they won't be -for example- in your farmlands.
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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.
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Wolves spawn in what is at world gen a forest (but not in all forests), even if you cut down all trees in that area. It is part of the reason so many people have wolf problems: They find a place with a nice view except for the fact that it is really close to a forest. No problem! I will just cut down the trees that are in the way! Why are there so many wolves here?!?! (hint: you built right on top of the spawn point. Un-lucky) They won't spawn in a player created forest if you made it in what was e.g a plains biome. I do not know about bear spawning conditions. I have literally never seen one. TL-DR: Wolf spawn points are set on world gen and are static. If you find wolves in an area you will find them around there again later even if you kill them. EDIT: The opposite is not necessarily true. There might be a wolf spawn point there, that did not spawn them yet for whatever reason (or you maybe did not come across them yet). Your best chance is choosing plains, hills and mountains with little natural wood growth getting wood and tree seeds from elsewhere and making your own forest/treefarm.
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Sounds good. Make it repairable by crafting it with flint and grass and you have a really nice utility item. Also if it runs out, you get back the clay bowl.
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I am almost certain it works for landform (similar not identical) and biome type but not sure about strata. I generated my test world from the seed I was playing on at the time, with identical config settings, and observed that it looked very similar around spawn.