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Everything posted by Redpaws
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I'd love to see some trader settlements. Have 2-3 permanent traders, and another 1-2 that rotates in if possible. Else just 3-5 permanent ones. It'd let you have less trader spots overall, but still have more traders. Having only rotating traders, I'm not so sure about. Sometimes it is nice to be able to know where X type of trader is at. Having the ability to build a trading plaza of some sort would be great as well. I love to trade stuff, but making roads to all the spread out lone traders is a chore. Anything to let you cluster up traders a bit would be great.
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I want the bow to be made right handed (meaning you hold your offhand item and bow in the same hand, which means the OH item doesn't obstruct your vision when pulling the string), and then an option to just make everything flipped to be left handed. +1 for this idea.
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Stronger, slower ranged weapons. Higher tier ranged weapons.
Redpaws replied to Redpaws's topic in Suggestions
Honestly though, I think just straight up doubling the damage values of all bows and arrows, reducing the draw speed by 60-70% (so it's a DPS loss), and using the Bullseye mod style for aiming (the RNG aim feels awful tbh) could be good enough. So instead of flinging one 6.5 dmg arrow (recurve + steel, best you can get) every 0.35~s, you'd fling a single 13 dmg one every 1~s. Could optionally tweak simple/crude bows to be faster/weaker, similar to what they are now, considering they'd have a much lower draw strength. Exact numbers will need adjusting for the lower tiers, but I think having the best bow with the best arrows deal 13 damage would be the perfect sweetspot. Just enough for a hunter to be able to drop a pig/wolf in one hit, but not a deep drifter. Best bow could be something above recurve. Again, maybe something Jonas-tech looking that requires a blueprint from some story location. Compound bow with gears for the pulleys? I really just want the archery to be less spammy and more methodical. 3 arrows a second that can't reliably hit anything past 20m feels bad. -
Stone path should be craftable with gravel and perhaps sand
Redpaws replied to Abélard Blanc's topic in Suggestions
I'd love a new tool instead to create paths directly onto blocks, kinda like hoes and farmlands! Make the tool be able to make both stone and dirt paths (these would fit amazingly well in VS). No need to dig up a ditch or have your path be a half/full block over the ground, just grab the tool, have any type of stone in your inventory, and slap the stone paths down right on top of any block, including horizontal slabs! Dirt paths should be limited to only dirt blocks, being the cheaper alternative. Make stone paths cost only 1 stone per tile and keep the same 30% speed bonus, while dirt paths are free (excluding durability loss) but with the reduced 12% speed bonus to match wood paths. Make the path making tool available in all the usual metal tiers, maybe also a stone tier one that can only make dirt paths. Higher tier ones should create paths much faster on top of the usual durability increase, with steel ones being near instant with like 0.1-0.2s per path. Punch the path to break it (or break the block it is on), same durability as current paths, without refunding the stone used. Means there's no need to keep track of what type of stone was used. I love me some paths, but I swear, making and placing them is a CHORE. Let me make them long roads! I once made a 8000~ block long stone path slab road that went between all the nearby traders and my house... Anything to make path making easier would be lovely! -
Some QoL additions I'd love to see Being able to simply walk up 1 block. Half slabs and stairs should naturally still be faster, as you glide over them smoother, but it'd be nice to have to bunnyhop less to cross nature. The elks do it, but with how slow they swim (maybe buff it to at least match the player swim speed?), elks feel more clunky and annoying to use than simply running. Xskills adds a perk that lets you walk up 1 (and even 2) blocks, and it makes overworld traversal on foot feel SOOO much smoother. No skeleton after butchering an animal, instead have it just drop the bones directly. I find it really tedious to break the skeletons, as I either have to sacrifice an extra durability point of my knife, or swap to something that lets me punch it instead, for Every. Single. Animal. Breaking my knife twice as fast, or having to constantly swap back and forth between knife and a non-weapon/tool slot, are both options that simply feels -bad-. Leave skeletons only for carcasses you didn't butcher and ended up rotting away/eaten by other animals. Would also solve the annoyance of how often I've crushed my toes because the darn skeleton spawned and fell on me after butchering... Why can skeletons crush to begin with? Even better is if everything (meat/bones/hides/fat/feathers) automatically drops when butchered, and make the cleaver auto-butcher on kill. I feel like there's just a lot of bad tedium to the butchering of animals that doesn't really add anything to the experience. Make temporal gears (or anything else really) not automatically go into the offhand when picked up with a full hotbar. I've had SO many times where I just hurt myself like an idiot because I was looting a bunch of enemies, and one of them just put a temporal gear directly into my offhand without me noticing, causing me to cut it instead when trying to loot the next enemy. Just put it in my backpack, not my offhand! And speaking of offhand, mirror the bow so you hold it with the left hand and pull with the right one. You currently shoot it like someone left-handed. Also, it'd look a lot better holding both the bow and any offhand item in the same hand, rather than holding the torch/lantern in the hand that is pulling the string. I know this, because I've seen how it looks like in the Bullseye/Combat Overhaul mods (which makes you fire bows like someone right-handed), and it just looks way better! Also means the OH item doesn't block your view nearly as much when shooting. I also question the hunger penalty for holding something in the offhand. It's unintuitive, easy to miss for new players, and needlessly punishing. Just remove it. Makes no sense that you starve way faster just because you're holding something in each hand, nor do I think it adds anything gameplay wise. If shields are the issue/reason for it, give ONLY shields some penalty, like a slight movement speed reduction when held.
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Stronger, slower ranged weapons. Higher tier ranged weapons.
Redpaws replied to Redpaws's topic in Suggestions
Try out the Goat's Foot crossbow in the Crossbow mod! See for yourself! Adding Combat Overhaul as well is optional, but it gives faster crossbow reloads for hunter (and tinkerer!), in place of the +20% ranged damage (vanilla +ranged% doesn't work at all with crossbows/CO ranged weapons). Make sure to change the aiming style to "fixed", as the default option is just... Weird. Works kinda like the old Metroid Prime games. Yeah, you can pop a lone tainted drifter in one shot real quick, but you'll be spending 4.5s~ (7s~ without CO hunter/tinkerer) reloading after. The instant there's more than a single enemy chasing you down, you'll see how it is very much possible to have high alpha damage ranged weapons be a sidegrade to lower damage but higher DPS bows. I was thinking something slightly more accessible. Like being made out of Metal Parts/cupronickel, rusty/temporal gears, as well as steel, and requiring a blueprint from one of the story locations. Given the nature of the boss, maybe from the second location? Maybe instead of splitting it up into two weapons, it could be neat to have it as a two-in-one, being able to 'overcharge' shots. Lets you fire uncharged shots as fast as other bows, with very slightly higher base damage, then give it like, 3-5 light indicators, or just one that shifts from green/yellow/orange/red, or some other visual/auditory aid. Could just be the gears turning and clicking into place, visibly tightening the mechanism up further, just something with sharp and clear stages. The longer you aim/hold the charge, the stronger it gets. With steel arrows and a maxed charge, taking maybe 5-6 seconds to reach, you can drop a deer or tainted drifter in one hit. Half-charged, able to drop a wolf/pig/deep drifter. Have it slow you down more the stronger the current charge. Unlike a crossbow, you wouldn't be able to keep a high alpha damage shot 'ready' ahead of time, or swap between 5 of them for a massive damage barrage. You're not going to be able to spend 5 seconds charging up in direct combat, but it'd make general hunting and sniping bowtorns from cover work really well, as well as not eating through your entire arrow supply for bosses with fully charged shots, at the cost of overall DPS compared to spamming quick shots. Just another possibility. I just want -something-, at -some- point in the game, that lets me drop at least a pig/wolf without having to chase after them when they inevitably run away after the first hit. -
Yeah, exactly this. The difference between taking 1 minute to recover fully vs taking 10 minutes. It's really annoying having to leave your home to find a better spot to regain it. The temporal gear trick works decent as an emergency measure, especially since you can always carry one with you in the form of a temporal gear necklace. Can cut the rope of the necklace with a knife to get the gear back! Personally, I tend to just keep mining until enemies start spawning, murderize them, and usually get all/most of my stability back from that. Killing enemies also restores sanity. Just make sure to pack a decent weapon and at least some gambeson.
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Really wish there was some small indicator by the cog icon that showed the current stability/instability of an area. The spinning is a bit too vague, and you can't tell if an area is stable or just neutral if your stability is already at 100%. Maybe just have it in the mouse over text box for the cog that states your current % of stability. Not always visible, but always available to be checked. Can either be a more accurate +/- number, or more vague text like Area Stability: Very low/On the edge/Stable etc.
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Stronger, slower ranged weapons. Higher tier ranged weapons.
Redpaws replied to Redpaws's topic in Suggestions
Lmao yeah, this is true. Though does mean you're using up 4 inventory slots minimum. In the Firearms mod, the "New York reload" trick gets even more silly, since you can store them fully loaded, rather than just cocked. Incredibly impractical, but you could make and carry 10 loaded muskets (steel tier) in your hotbar, and just obliterate the first boss in like 5 seconds. Then spend 5 minutes reloading them all... Think crossbows fits the theme of the game better though. But I'd be happy with just any form of steel tier bows that's like the CO recurve and longbow. One that shoots faster (still slower than vanilla) and doesn't slow you down much when used, for high mobility and direct combat, and one that's slow but really powerful and accurate, for sniping and hunting. Or just... A steel bow and steel crossbow, for the same purposes. Some sort of Jonas-tech styled ranged weapons would be really cool! All that extra upkeep stuff just sounds annoying and unfun though. Like having all your iron and steel gear rust after getting wet from rain or water, unless you oil them every third day. -
Stronger, slower ranged weapons. Higher tier ranged weapons.
Redpaws replied to Redpaws's topic in Suggestions
From my personal experience, this is far from true, going by CO balance. Recurve was made to be weaker and faster, while the longbow is slower and stronger. For the crossbows, it's pretty much a scale of alpha damage vs reload speed, but the DPS is pretty terrible for all of them. The recurve can oneshot rabbits even with flint arrows, so small game hunting is easier across the board. This is all just Combat Overhaul stuff as a reference. It is just a good example of what COULD be done for ranged weapons, not a call to straight up copy it. The aiming have been change from a box with random spread, to a crosshair that drifts around randomly, but no random spread. Higher accuracy makes it drift less. Holding it too long will increase the drift a lot. The aiming applies to the crossbows as well, but got no penalty for aiming for an extended time, for obvious reasons. This change lets you accurately drop a stationary rabbit from 50m fairly consistently if you get good with handling the crosshair drift. Very satisfying to do so, I might add! Some general info and breakpoints. Though keep in mind this is as ranger, who gets +50% faster draw/reload speeds instead of a damage bonus in CO. Bows are fairly unchanged. Mainly just slower, stronger, and way more accurate. Longbow got a very high projectile speed, recurve does not. Recurve fires every 0.6~s (slightly slower than vanilla bows), twoshots wolves/pigs with steel arrows. Longbow fires every 1~s, twoshots wolves with copper arrows, twoshots deer with steel arrows. Crossbows can be cocked ahead of time, remaining loaded even when stored away. But you still need to load the bolt back in if you deselect it. Takes about 0.8~s to load a bolt, same across all crossbow types. Slower than the draw speed for the recurve, faster than that of the longbow. The reload times below includes loading the bolt. The two steel crossbows have incredible projectile speeds, while the latch has much slower projectiles, about on par with recurve. Stirrup sits somewhere between recurve and longbow. Stirrup crossbow (bronze) 3~s reload, forces you to be stationary while cocking, oneshots wolves with steel bolts, twoshots deer with copper. Latch crossbow (iron) 2~s reload, twoshots deer with bronze, can't oneshot wolves/pigs even with steel. Goat's foot crossbow (steel) 4.5~s reload, oneshots wolves with copper, deer with steel. Requires a spanning tool, taking one extra inventory slot. Windlass crossbow (steel) 7~s reload, forces you to be stationary, oneshots deer with just flint bolts, twoshots brown bears with steel. Requires spanning tool. As you can see, you can have high alpha weapons without the highest damage one being just "the best". Even the windlass being able to twoshot a brown bear isn't game breaking, not when a longbow can down it in 6 hits with steel arrows. Even with a preloaded windlass, longbow kills slightly faster. Recurve needs 9 hits, and is faster still. A stirrup crossbow will drop ONE wolf faster, but if there's two or more, the bows will generally outperform it. The crossbows also tends to be overkill for smaller targets. Don't want to spend 7s reloading per surface drifter or chicken after all. Crossbows are great for opening up a fight, peeking in and out of cover, picking off lone targets, ammo efficiency (especially against bosses), and hunting. The latch and goat's foot crossbows are also great for kiting, as you can reload while running. Bows are vastly better against multiple enemies and general DPS, being far more practical for hordes of enemies, or dispatching extra tough enemies quicker. Locusts, temporal storms, boss/bear/nightmare DPS, bell encounters, small game hunting, those sort of situations. Sorry for the very long post, I just really like how there's this variety of ranged weapons, and how most are sidegrades rather than just "bigger number equals better", and the options for things that can make hunting medium game a lot easier. It's a shame that the vanilla offerings are so lacking in comparison, both in feel and effectiveness. I think they could do so much more with it. Also would be really nice having a hunting weapon that don't risk having my prey dive headfirst down a damn abyss after being hit once, lmao -
Stronger, slower ranged weapons. Higher tier ranged weapons.
Redpaws replied to Redpaws's topic in Suggestions
I don't see the issue with an iron/steel tier ranged weapon being able to drop a wolf or even deer/goat in one hit. By then, you've likely already invested into livestock or decided not to touch it. It'd just make late game hunting easier, and with a tweak of higher alpha/lower fire rate, the DPS wouldn't be higher (probably lower, vanilla bow is insanely fast), meaning bears would still be just as much of a threat as they are now. Being able to drop a wolf in one ranged attack with steel tier gear would feel really good though, and the increased ammo efficiency would make ranged actually viable for hunting down rust creatures during storms without carrying like 4+ stacks of arrows. Especially with how much effort it takes to make arrowheads. Think I spent a full hour making two stacks of arrowheads... And for the rabbits, sure, there's the spears, but I think a longbow/recurve should be able to drop a rabbit in one hit with copper arrows (flint with Hunter), considering longbow/recurve both requires a saw to make. Again, hunting with the Crossbow mod feels -really- satisfying. One shot, one kill, but the slow reload means you have to make the shot count, and wolf packs are still a threat. Just, not having to run after a wounded animal for a follow-up shot (or three...) in the steel era is pretty great. It'd be nice if the base game offered a similar experience once you've reached steel. -
After having played with CO/Bullseye vs vanilla, I've come to really appreciate the slower tempo, higher impact ranged gameplay from those mods. Even more so with the Crossbow mod. Being able to take out a creature in one well-aimed shot is so much more satisfying than just spraying a hail of inaccurate arrows that is the current archery. To take out a rabbit in one hit, you need a recurve bow and bronze arrows. If you can't get a recurve bow, which requires Hunter to craft (or bought from Survival Goods), you'd need black bronze or iron arrows with a longbow. To take out a rabbit. This is assuming you can even hit it, with how wildly inaccurate bows are beyond 10-15m. But while it is inaccurate and weak, it can also fire off around 3 arrows per seconds, which feels silly in itself, not to mention how fast it burns through your supply of arrows, leading to significant ammo economy issues. The consistency of aiming in Bullseye (with fixed aim), slower draw speed, and higher alpha damage feels so much better than what the base game offers, and I think there's a page that can be taken from it. Then there's the lack of end-game progression. Being able to make an iron/steel tier ranged weapon would be amazing. Again nodding towards mods, the Crossbow one adds crossbows for each tier of metal, and has enough punch to drop wolves, pigs, and even goats in a single hit with the steel tier ones. It is VERY satisfying to drop a wolf from 80+m with a single bolt. Doesn't necessarily have to be crossbows, maybe some sort of compound bow or whatever else using gears and/or iron/steel nails could work too. Just something that can oneshot wolves (15 HP) with steel arrows, even if it needs the Hunter bonus to reach it. Oh, and change bows to be right-handed. (Bonus points for an option to swap all weapons to be left handed) TL;DR Make bows a lot stronger and slower. I shouldn't need bronze arrows and the best (Hunter exclusive) bow to drop a damn rabbit in one hit, a bow shouldn't feel like a machinegun, and there should be some late game ranged option that can drop a wolf/pig in one hit.
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That's good to know! What about fully mature fruit trees? Do those also die to the cold? Or could I grow an evergreen tree, in a place that experiences freezing temperatures at winters, if I time it right?
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The main goal/answer is if I CAN have tropical trees/fruits growing in a place that can go down to -15C during winters, or if even adult fruit trees would die off entirely. Only being able to get fruit during summers is perfectly fine. The wiki isn't clear if the die-off temperatures only applies to growing trees, or if it also applies to mature trees. Tried searching around for an answer, but I just get a flood of wholly unrelated results.
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If you graft any tropical fruit tree onto a non-tropical fruit tree, can you avoid death by cold temps? Example: Grafting mango cuttings onto a pear tree. Will this allow the mango branches to survive sub-zero winters, and then be able to grow fruits during summers? Or will the mango grafts still permanently die after temps hits freezing? Been wanting to get some tropical fruits for my base, but that'd be a very long journey, and a very long time to find out if all the grafted cuttings permanently dies in the winter or not. ...Or have I misunderstood completely, and the die-below temperatures only applies to the growing stages of fruit trees, but not to fully grown trees? Could I plant a mango tree in a temperate area in very late spring, and as long as it grows before fall, it'll survive winters?
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What, exactly, counts as a temporal unstable area? Does standing in a rift count as an unstable area? Does a temporal storm mean the whole world is considered unstable for the duration? The server I'm on set up shop in an unstable area but used a mod to stabilize it (but gear still spins), and I don't even know what that means for the temporal perks. Edit: After testing, temporal unstable kicks in from instability from depth, and from naturally unstable surface areas. What surprised me was that it is a gradual change, so you got to be pretty deep to get the full benefit. Even moving up/down a few blocks is enough to see a difference in damage. Standing in a rift does nothing, but temporal storms has the bonus maxed out for the duration. (Just in case anyone else wondered!) Also found out from testing that knives scale with Husbandry for the Tool Master skill, even though it isn't listed. The more you know!
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Oh, so there is! Missed that extra line completely. Thank you! Tried out various numbers. Having it above 1.0 doesn't seem to work and just leads to a 100% XP loss rather than a loss based on a % of the requirement to the next level, but lowering the value does work to make you lose less (or more) % of your current XP. Is there a way to make it flat XP loss though? Like making it so you always lose exactly 5 or 10 XP, or whatever other value. Feels like the penalty gets too harsh when you're very close to leveling Survival, and non-existent if you very recently leveled it.
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Is there a way to remove XP loss on death for Survival? expLossOnDeath is already set to 0.0, but it still makes me lose ~60% of the current survival XP on death. It'd be nice to be able to disable it, or at least change the lost amount a flat, constant amount rather than a %. To me, it's not really 'fun' to lose 20-25 real hours of progress in an instant just because I died while very close to leveling. Doesn't matter what I set the value to, it seems like Survival (and only Survival) has a baseline of ~60% of current XP being lost on death, and then whatever the expLossOnDeath does. With 0.5, I'd lose ~80% of Survival and exactly 50% for everything else. With 1.1, I'd lose 1~% of the current level requirement for every other skill, and 60% + 1% of the current level requirement. Is Survival XP loss just bugged or something?
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