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Vi-El

Vintarian
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Everything posted by Vi-El

  1. So from what I gather this has everything to do with the Anomalies spawning throughout your area. Just this night was the first time I ever had mobs around me and I heard the thing close by. So I take what happened is that they toned down the spawnrate of those specifically in accordance with the activity. If its calm, it shouldnt spawn as much or as many. If its high activity, it should spawn more frequent and also spawn enemies at a higher chance. So if you have a calm period you should overall have also a chill time and can work throughout the night. It does not explain the above issues mentioned by others of course but this is my take on what is happening with the spawnrate. Edit: To not confuse others, I was mentioned earlier by Fayris as Daniel. I completely forgot that I had never changed my name on here after setting up with my google account. Its no biggie as the name is a Pseudonym but I was still surprised reading it so I change it now to my online Persona on Bsky and Twitter lol
  2. I am now roughly a month or two into my world for 1.2. Mind you I played for nearly 500+ hours so I am not a noob. And I experienced in updates prior basically what I would call the "polar oposite" to what I experience now. As per usual just to get a bit of a calm start, I set the spawning to 10 days in. 10 days later, finally mobs can spawn and... ever since not a single one does on the surface. Not in the night not in the day. They do however spawn when I am close to a rift as it seems as on my first time prospecting I was close to one, day time, and ended up being assaulted by 5 drifters. This felt normal. Now its night again. Im listening to the sounds. Nothing there. I go out. Nothing there. I move around to collect grass for Daub. I now have 2 stacks that I harvested via knife. Nothing there. I did meet a Bowtorn. When I was in a cave. Its so odd to say this considering the experience I see guys on this post are having. To me its just... too calm
  3. Yeaaaaaa I think I can give a much better example now. Protected my entire space for animals. Put up two lanterns thinking the lightlevel is enough. Bear spawned still in the pigpen and killed all my gen 5 pigs. I wanna cry TuT This is why I wanna understand it better. Knowing drifters cant spawn above 0 with artificial light is simply not enough when it comes to this game sometimes TuT
  4. Oh I did see the mod but still thank you. This is primarily about wanting to understand how lightlevel itself is calculated. For instance, in MC we can easily see the values and know at 0 mobs can spawn. But there is also this whole spiel in Vintage Story where some mobs, to my understanding, despawn at certain levels and other mobs such as wolves only spawn around X and Y light levels. So if I were to understand how the system works in general and what the basic lightlevel would be and how light itself interacts with it, I feel it would help a lot ^^
  5. Hi, I was wondering if anyone could possibly explain the light level calculations in fairly simple terms to me. I have been trying to do some research of my own but always run up against this hurdle where someone does explain it but it reads to be more complicated than it probably ends up being and doesnt make too much sense to my ADHD ridden brain xD. I would love to understand it better as generally speaking, I wanna keep my animals safe without having to build 100 meter high walls in which wolves and bears are still able to spawn.
  6. Funny enough, while at work, I did think about a more immersive late game Shingle Press kinda building we could create as well. It would be interesting to get something in-world that you could use. It would still take time but instead of taking up to 10 seconds if you are me bad for each, it would take like 3-4 and it could do multiple at once. It wouldnt cut down too much on time but on the process instead.
  7. Shingles are really neat when you wanna build up a pretty looking house. We all use them, for various different build ideas. But I found that over time, actually getting where you want to be with it can take hours, actual real life hours, to get the materials. And I am not talking about going around exploring and farming for ore or clay in this part. Nonono, thats the fun part afterall. I am talking about sitting in your home, making mold after mold after mold to create bloody Shingles. The one item that needs to be redone over and over and over and over again in order to pretty much build any type of modernized roofing that isnt straw. If you wanted to create a 5 x 5 house for instance, youd need at least 45 shingle pieces to create the various block types we need. On its own that doesnt sound too bad. You create 48 pieces and then fire them up at the same time. Easy. However, once you get to the point where the houses you want to build reach 20x20 or even larger, some of them being Complexes and whatnot, requiring multiple types of roofs, you also get to point where creating shingles goes from "Just a few more" to "Crap this is boring, I need a break". So what is my suggestion exactly? Well, first and foremost it is very simple. A Clay Mold thats fired in a Kiln that can be used to form Shingles, just like we can use other forms to pour metal into. However, here is where the suggestion goes in two different ways. - The first variant - Simplicity at its finest The first variant of the Mold could be used just like any other mold on the ground. Place it, put all Clay in it and you are done. Maybe wait a few minutes at least to take it out again but overall, this is what is required. After that you have your 12 shingles as per usual and into the oven they go. - The second variant - More complex but more relaxed The second variant functions similar to the first. However now instead of simply using the mold as written above, you would place clay into them individually similar to how you would normally mold clay on its own. Now I already hear you say: "But how would that make it better?" Well that is because the second variant would actually let you place more than just one type of clay into the mold at the same time. Youd still need to finish the whole piece to actually take out the end product and with that all types of different shingles, but it would still make it so youd have exactly what you want and so that you may not even have to create more than you need. - Balance Since this is very easy tho and I am sure this will sound far too easy for some this could easily come at a cost. - Making Shingles is now pretty much easy after finally getting a proper kiln and mold setup. But forming shingles on your own means you know exactly how much clay you need for each piece. No materials get wasted in the process that way. But automation has made you lazy. Who cares if there is a little more clay in it? Its not like the roof will fall ontop of your head because one shingle is slightly thicker, right? So here is my proposition towards balancing. We can either go the 1to1 route in which each shingle in this new recipe takes 1 clay each to make it so that proper wastage has been achieved to counter the ease of access or - We can go the lightweight route in which we literally just half the price for each shingle. That means one half a clay per shingle. Or of course we go the way it goes right now and it only uses up what shingles have cost before so players dont have to waste anything at all. However, at the end of the day, it is all up to the devs if they should take this suggestion serious in any way shape or form, which I hope they will. But even if not and any of the devs should still have read this: Thanks for your time and I hope you have a lovely day. The same goes to everyone else of course as well Have a lovely day yall
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