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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Alchemists love this one simple trick, click here to learn what it is...
  2. Discussing bear attacks tends to lead to discussions about bear armour. Here's something I wasn't aware of until just the other day, not all bear armour is the same. They have slightly different nerfs depending on the breed of bear you use. https://wiki.vintagestory.at/Hide_armor If you can't be bothered with the link, then in summary Polar and Brown bear hide movement speed is slower by 1% (3% vs 2%), while the damage protection for them is +10% overall and +.1hp flat damage (55% vs 45% / .5hp vs .4hp) . The durability is also quite varied, with the order being Polar (400), Brown (300), Black (200), Sun Bear (120) and Panda (120), meanwhile the warmth provided is Polar (+1.5'c), Black/Brown (+1'c) and Panda/Sun Bear (+0.5'c). What's more, since 1.25.5, the most up to date stable version at the time of writing this, you can no longer repair bear armour. I've never actually encountered a Sun bear, but the Panda is not aggressive at all*, so I'm guessing their poorer protection and durability reflects that for balancing. (* edit: I'm not sure if this is a bug, and I get that panda's have a bit of a reputation for being like huge furry toddlers, but that's them in captivity. I feel that hitting a large animal, that is capable of easily biting your head off, wouldn't result in it gently trotting away)
  3. I'm a bit of an absolutist with this, much like the music. Any game relying on cut scenes is, in my mind, a bad game. You should not rely on poor quality writing/acting for exposition, that is the job of environmental story telling. Needing cut scenes proves you've failed to engage your audience. What's more, and this is a personal thing, I find the writing for a lot of these to be really dumbed down and that's for a reason, there is an apocryphal story about how you can't design "bear proof" garbage bins because there is considerable overlap between the cleverest bears and the stupidest humans. Companies want to make the most profit so will set the bar very low in terms of intelligence, resulting in most cut scenes being either asinine or tedious, sometimes both. An unskippable cut scene is a crime that deserves an immediate [alt]+[f4] followed by a quick uninstall. Now, to be fair, I am a bit of an outlier. I lean quite heavily into misanthropy (for all the obvious reasons, just take a look around you, especially recently...) and for that reason very rarely play "character driven narrative" games as I learn to loathe the protagonist pretty quickly. I don't like most Holywood bs for the very same reason, again it's the "bear/human bin" equation where they will dumb everything down to appeal the broadest audience. So, in short, to answer the question, cut scenes are game cancer imo, and unskippable ones are unforgivable.
  4. Wearing the dead skin of their mate is probably a reason to attack you!
  5. I want potatoes in game purely because of the cottage core nature of them, I also think they suit the way you harvest lots of items; I shouldn't expect large quantities of turnips just from harvesting one block, but with potatoes you would. The anachronistic argument is fair, but only if you were to stay in the traditional temperate spawn point which, as @LadyWYT says, leans into a Middle Ages (Dark Age?) medieval European vibe. As we generate a whole world, then you could argue that travelling to far flung areas would provide access to those crops. Also, peanuts are in the game, and they took a similar route as potatoes in ending up on European menus. In short, I'd like them for the vibe, and the cottage core look.
  6. Yeah, I checked it out. I'll be honest, I spent more time reading the javascript than I did creating a mod.. I've created content mods before, one is even on the ModDB here, they are very easy to do which is why automating them like this makes sense. That's not me damning your app with faint praise, you've done a good job here.
  7. I'm going to assume, perhaps wrongly, that a block is 8 layers "high", thus snow will fall on a block and increase in layers each time until that point (after all if it hits layer 8 then it's technically a full block). That's my assumption anyway. With that said, I honestly don't think I've ever seen more than 2 or 3 layers thick. Is it possible to have this anywhere there is snow, or does that level of "deep layering snow" only exist near the poles?
  8. I'd be interested in this too. Like you, turning the in game music off is as important as ensuring my mouse axis is reversed! I am not sure if this is due to the generation of gamer I am, for me title music was key not in game music. I am also a "bit on the spectrum", so find music extremely distracting. I like survival games and so rely on the audio immensely, is it more casual gamers (no shade there, not sure what to call someone not looking for immersion) that the music appeals to, or maybe it's because I am a PC player and always have been, music and especially licenced tracks traditionally tended to be favoured by console games/gamers - although that has changed over the decade or so. In short, unless there is a literal band playing music, in game, next to me, then music will always be out of place, like a sheen of oil on water, very noticeable and distracting.
  9. I'm going to presume that this is purely content mod as opposed to a core mod? If so, makes sense, I've thought about automating this for a while but been too lazy to bother, but it would need little more than a UI framework and a routine to create and serve the zip file that contains the directory structure and json. Good luck with it.
  10. Honestly, I still think it's a typo, and while I am in no position to complain about the "yooof" and their "parlance", there are certain contractions that are just so stupid I refuse to see them as such. TS for "this", and finna for "I'm fixing to", are perfect examples!
  11. Anecdotally, if it does it's not all that noticeable, and I'm guessing the effect is applied to the other things too. For instance I don't find myself being chased down by bears any more in Winter conditions than I do in Summer, due to me being slower in snow. While this isn't an option for large surfaces, the path block that gives a speed boost, doesn't get a deep snow layer on it, even in the depths of Winter, so it retains that speed boost.
  12. I take it you mean VS not TS? As in VS not working? Frustrating but sounds similar to the problem I had when I first got the game (back in March this year). I got confused as there seems to be two accounts, one for the client area, the other for the game. I kept being told I was putting in the wrong password. Now, whether this is still the case I don't know, it's one of those things that once it was saved in my password manager I don't really bother the check which one I am using, but looking at it, I seem to have two different passwords associated with VS. This isn't specifically a help, in fact it may hinder the solution, but thought I'd mention it anyway.
  13. This is not the case at all. While I'm not disagreeing that it does an online check when available I had a day where my ISP was being a dick (technical term, that) and while VS took a minute or so to accept there was no internet (presumably trying to handshake and failing) I was able to play offline in my already saved world with no issues. Interestingly Steam took much longer for it to realise and accept the same situation, to the point I was actually questioning whether Valve had updated Steam to force "always online" as it was much easier to play offline before. Just to confirm, I have the same concerns as many in that I do not want SaaS and permanently online gaming. If I was unable to play VS offline, I would have been shouting that loudly but thankfully when push came to shove, it was all good. This. In regard to OPs position, as a player I'd like to see Steam hosting VS as it would provide lots of QoL, things such as the updating process and Steam support, the workshop for mods, steam friend list integration (I mean, if you have friends.. I don't.. ). All that plus a massive product awareness for the title, as moving from self hosting to one of the largest (if not, the largest) hosting framework would bring millions of eyes. On the flip side, and as a dev, I can understand the reason(s) not to. One is purely financial. VS doesn't seem to be a financial drain for Anego Studios, but Steam looks for a decent wedge of profit for all that exposure and support. There is then the presumably mandatory changes to the code base in order to integrate it, whether that is some propriety Steam DRM or other Steam functionality. Finally, pushing your game to Steam can potentially bring in literally 100s of thousands of new players, depending on the hype and just random luck in terms of timing, which you would assume as a "good thing" but the truth of the matter is fast, unpredictable and exponential growth can be fatal to a company as much as no interest at all. Counter intuitive as that is, all growth has to be both consistent and sustainable, opening the flood gates (my analogy of going to Steam) is possible but everything has to be managed very carefully. Ultimately there's one reason I have no great concerns going forward. I've played games for decades (far longer than I care to admit) and over that time the games that have stuck around are those that support a deep modding ecosystem. Many "dead games" exist today because people enjoyed them in the first place, then people expanded on the code base. VS has that healthy ecosystem. It helps that it was designed for mods, but even then it's clear that if Anego were to go 'belly up' and disappeared overnight, the community would gather round and ensure VS didn't die. Classic indie games survive and thrive, even after any perceived EoL, by having that form of independent support from it's players.
  14. I totally understand that people dislike the way you can't traverse through blocks that you probably should be able to: for example, leafy/branchy blocks. After all you can walk through berry bushes, and as mentioned there is a mechanism for cobwebs. However, maybe this is just me, and perhaps it's my playstyle, but I don't find myself being blocked in more in a 50% foliage increase than I do in standard vanilla. Do I get stuck? Sure, not suggesting otherwise. Would I like to see some changes to the way the undergrowth and lower hanging (non branchy) blocks interact with the player? Yeah, I think that would be nice, as the points raised by @MKMoose seem fair. However, I'm not some expert player that somehow has this one trick that nobody knows about, but for whatever reason this isn't really an issue for me more than it is in default settings.
  15. I'm all here for it; they are a truly lovely addition, even accounting for the lack of tooltip or the somewhat complex spawning rules. Rather than simplify and reduce, I'd much rather other fauna are given a similar level of detail. I do wonder, after I started (then abandoned) my butterfly hunter playthrough if it's actually possible. Outside of creative has anyone previously collected the lot?
  16. Butterfly collector A playthrough I actually started, which was a descent into utter madness once I realised how many there were and all the spawn limitations! It's made all the more frustrating (and I suppose realistic) in that butterflies don't have tool tips, you have to identify them based on their patterns it wont tell you the type until it's in your inventory. Lots of lovely cottage core mods for butterfly collecting, but I honestly can't imagine the hours you'd have to play in survival to collect the lot. For anyone wondering, here's the butterfly wiki page. (edit: expand the [butterfly spawning] section)
  17. You are both right, to make full use of it you'd need a hammer, it does feel a little too generous though.
  18. Jinkies, I'm glad I didn't put this up for a vote! Seems like most people prefer open spaces, which I get. If I was to counter, I think it's forging those new open spaces which gives you a sense of progression, but time is a resource and if you don't have enough of it or you simply don't enjoy the clutter then I'd hate that to be forced upon people. At least we've got some (fairly basic, admittedly) reference images for the density. I wonder would people's change in regard to this sort of forestation in a Homo Sapiens run? It's not a game mode I play, I quite like having the lore and the ruins dotted about, but in terms of sheer untouched wilderness, more dense forestation would sit with the vibe.
  19. I was talking the stable branch, rather than the release clients, 1.21.6 RC is out now, with versions 1.21.2-5 being a good month or so in the RC state. Maybe it's just me, but as a dev I wouldn't be keen to introduce large changes to world gen (that's if we are to get large changes to world gen) until 1.22, that's both operational and OCD (ooh, round figure, new point branch). This is all utter conjecture of course and it doesn't matter how diligent you are with your gantt chart, offering a specific date for any software release is folly. I say that as a dev who has been burned numerous times doing so!
  20. When I first started playing (1.20) I found a copper scythe in the vessel in the ruins. This seemed to be a bit of a pattern as with each playthrough if I found a copper tool it was always a scythe. It's a bit OP to find on the first day, but it's not hugely OP - after all it just speeds up what you can do with flint tools. However recently when watching two different streamers get copper pickaxes literally on their first or second days seemed a bit odd, I was convinced it was "streamer loot" as I'd never found such a thing, as I say only the scythe. Fast forward to my current playthrough, which I started the other day, on the 3rd day I found a ruin and guess what was in the vessel... a copper pickaxe. Like most experienced players I wasn't actually that far from smithing my own (a rather generous set of surface copper combined with some nice panning RNG brought me 43 nuggests), so getting a copper pickaxe when I was so close to creating one of my own is obviously a benefit but not a huge leap forward. However for less experienced players, I'm guessing an early game copper pickaxe would be a huge find, almost OP imo. The question I sort of have, as the title asks, are the odds of finding a copper pickaxe increased? Or it is still just RNG and both the streamers and I had lucked out? In one sense I can see the reasoning, the "other block game" meta allows you to mine stone almost immediately and those coming from there may be frustrated at the slower progression, so upping the odds of finding one seems fair enough to catch those feeling soft locked.
  21. Thank you. No need to worry about xSkills, not my bag, but good info for those who are using it.
  22. I didn't pay attention to my character creation and now have a high voice, which is incredibly annoying when you take damage. I thought I'd just suck it up, but it's driving me to distraction - especially as I've got full cave-ins enabled, my seraph is permanently whining. Any way to undo this? I've looked at all the server commands, and if there is a way I can't see it. If I go to edit the world save there is no option to alter character and in game I'm not seeing any options in game to do it either. Am I stuck with this? Thanks in advance.
  23. I feel that jumping at "just the right time" offsets some fall damage, how much, not sure, but I've accidentally fallen far enough to take damage and in a panic jumped and I took none. Whether the jump is necessary or it's just random luck that I didn't take damage and the jump was irrelevant, who knows..
  24. Not sure if you've played DayZ but I'm sure you know of the game, it introduced a soundtrack (which is nice, but of course I turn it off immediately) and it's based on time, location and action. Obviously it's a different game with a different soundscape and an entirely different physical an audible environment, but it definitely fits with the vibe of DayZ albeit not for me.
  25. All personal opinion of course, you pays your money and you take your choice. For me, the added foliage is a welcome addition to a game I've already got 1000+ hours in. I think for other people unsure, seeing the comparison images might temp them. Ultimately you are changing quite a fundamental feel of the game by increasing foliage. It's an option, and one that I enjoy although it's not for everyone. I don't disagree with some of your comments, the problem is that world gen is unlikely to change during minor point upgrades. That's just a guess but I wouldn't expect to see that sort of major change until 1.22 or beyond, while we've probably got a few months of updates to the 1.21 branch. You can redraw map chunks, I had to do this when a translocator sent me to a new piece of land, and when I finally got there on foot the map didn't "line up properly", as if it had rendered the initial preview area incorrectly. The command is wgen, with the wiki details here [List of Server Commands], and my thread asking about regen'ing terrain here ["any way to regen a chunk"] which contains a video link showing it in action. . The thing that I don't know is whether you can change that forestation level once the world has been generated, if you go to a save file and customise it only certain features can be changed, the forestation level isn't one of them, it's greyed out and at the level you selected from the start.
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