Zaph42nd
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Zaph42nd last won the day on September 24
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Some of the issue of AI mod filtering is that it either requires meticulous code review by site moderation or self-reporting, that I think is part of the difficulty and why it hadn't been implemented fully yet.... Plus there's also distinctions on how AI is/was used for development which means a more nuanced set of tags would probably be needed (AI-assisted, AI-generated, etc... are all unique in the sense of AI contributions, it requires asking: who generated the codebase, did the bug-fixing, asset-creation, etc... all things hard to pin on just one tag). I'm not against a tagging system for that purpose though, in fact self-reporting I think would be useful and so too would content blocklists based on tags, Nexus does this already to some success but it's not perfect either
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Like it, I think would also go well with an improved firestarter tool since right now there's no option to start a fire aside from the basic one you can craft at the start of the game (and that has durability limits that while largely negligible, can become annoying). Fire strikers could be a nice late-game option in this case as your lantern could burn out if left open too long (or gets extinguished by the rain or being submerged) and having to wait a few seconds less to restart the fire would be fair I think
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Birch Bark and an alternative for reeds in the north
Zaph42nd replied to Lavrov's topic in Suggestions
Aside from being a replacement for reeds, I'd be interested to see birch bark also used for early-game writing/documenting since bark historically also served as a writing tablet material if clay is sparse.... It'd be a little less useful than say paper given the high cost and growing times, but not bad for when you need to quickly take a note in game before reaching the point of making paper (having flax production scaled up)- 4 replies
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Yes low temporal stability is annoying, but I don't hate it either since it gives you an excuse to leave your base often and potentially invest in Jonas devices... Granted there's not really a device to counteract stability loss so much as there's one to mitigate rift-spawns which helps a bit. As others said, low stability also has the unintended side effect of making rust creatures more common so not bad for farming their drops. Still, for a base you plan to stay at for a long period of time, better to go somewhere with higher stability, low stability areas aren't bad as outpost points though or for rust monster farms
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Yep rarely but it can happen, mostly it's forest fires if you build a few lightning rods in strategic places (actually I find lightning tends to kill my livestock more so than burn my buildings, but I blame forgetting to get them indoors in a timely manner). Otherwise fire spreading is usually a matter of not surveying your area or building a little too close to planks or wood
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Really not too much backstory aside from what your class could say or what you interpret your role as a player to be in the world; however, I think that's deliberate to encourage the player to role-play and find their own identity in game, especially in a server context....
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BRT I always read as an emergency tool to get out of messy situations more than a practical/frequent crafted tool, but I've only ever made 4 of them (pretty expensive for a single-use item). I'd be interested to see it be something you could repair/restore with Jonas parts after each use, but maybe that'd be too overpowered? TT is a bit more useful seeing as items can despawn after a while, but very situational in its use (relies on you having not changed your spawn and being decently far away from your last death). I've always wondered if we'd eventually get something equivalent to translocaters that players could move/craft, but that maybe is a bit against some of the design-language of the game (that is, building infrastructure and emphasizing exploration/travel) and would require a lot of balancing (being a very late game thing maybe?)
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For sure, Jonas parts are deliberately designed for late-game seeing as Jonas devices on the whole are designed to be pretty powerful (plus the rarity makes sense). What I'm hoping to see soon is a Jonas device that weakens temporal storms or outright ends them at a high-cost (the rift ward only addresses rifts, not storms afaik) but I'm not sure what that'd look like necessarily....
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when will we get the combat overhaul update ?
Zaph42nd replied to Veronica Hohenheim's topic in Discussion
For sure, I could see melee being the first thing to consider reworks but through progressive changes rather than major updates (think it'll require some community feedback to fine-tune any combat changes). I'd imagine armor will be towards the middle of those reworks, likely being introduced but expanded upon later since it's a complex mechanics change. Seems to match the experience I've noticed with some other updates, reworks and rebalancing really only happens in sub-versions, pre-releases tend to feel a little less balanced/tuned in (but in exchange get more access to major mechanics) and first-release/non-hotfix updates tend to start out a little janky or have content need tweaks/improvements. Now what I'm curious about is if reworks will also eventually hit ranged combat too, it's more mechanically nuanced than melee but still worth making some changes to imo -
Agree for sure, just adding toggles for drifter spawns would be nice, I'd maybe go a step further and add optional server commands to change light-level spawn rates/spawn chances, that way you could disable spawns entirely or tune up spawns (or down) to player/server owner preference. Maybe a world-generation option (as part of difficulty selection) or just a server operator command (/ commands). Deeds/land claim could also integrate additional flags to the claimed land-plots, claimants maybe could have limited access to some server-commands specific to their claim, although I suspect that'd be difficult to implement
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Yep definitely the way to go rather than just stockpiling tools, I usually spend a few days in Fall and Spring exploring ruins for things to sell to traders (Better Ruins makes this a lot more fun as does playing malefactor since you can sell cracked vessels). Depending upon your class, might also be a good time in winter to use up whatever excess leather, twine, etc.. you might have for trading. As for buying, I can't resist buying more sleek doors, paintings, and wallpaper, makes your home a little more "homey" I suppose....
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How do you setup traps for larger game (pigs, bears)?
Zaph42nd replied to grinning_serpent's topic in Discussion
Yes but would have the consequence of potentially causing a forest fire and maintaining a fire-trap is a pain (fire travels to the next available burnable block within close proximity), plus damage over time isn't nearly as efficient as trapping + spearing down predators.... I will say controlled burns are good at clearing out an area to build but fire spreads quickly if you don't pay too much attention (and for your own sanity, don't set a fire near peat-blocks, you'll be struggling to put that fire out). Pit-traps wise, I find them ok for boars and deer, but for bears I prefer hunting them (just maybe more satisfying? for me) once I get better equipment and I get to winter -
My thoughts too, mods exist to allow players to shape the game in some ways but not necessarily the core experience, the modularity and mod potential is what I think really is the draw of vintage story. And even if there are changes I don't always agree with, it is fairly easy to roll-back versions or find mods that otherwise revert changes, for example berry-bush reworks initially I reverted via modding till I decided to engage with them more and found that, while I don't think the system is perfect, it does make sense with the other mechanics already in game.
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Figure many of these will come with an alchemy-related update alongside reworks to existing flowers and bushes, maybe tea would come part of that? Otherwise, I could see spices being used within reworked body-temp mechanics, namely with regards to overheating (spices could maybe add some minor cooling effect to meals and more exotic or rare spices could be trader-locked?). As for other fruits, veggies, and grains, I think it could be possible to add more, but I am skeptical on their niche use-cases, already the game has several in all of those categories which means adding more variety might not really make a huge-difference...
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Yep temporal storms are painful, there's a reason I suspect a lot of players either tone them down or turn them off, I'm more on turning them off side of things (though that means no Dave visits) since not fun having tier 4 drifters kill you while AFK or making pots. My favorite temporal storm event was having a drifter spawn right next to my fireplace, least it made them easy to kill?