Steel General
Vintarian-
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Everything posted by Steel General
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At the bottom of your info panel, it says "Current Rift activity: Apocalyptic" - that should be a temporary condition that is supposed to be troublesome when it happens. If it's staying that way throughout your play then it's a bug.
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I've had similar problems recently - was able to fix it for scrambled eggs by stacking the eggs together before redistributing them; I'm not sure if it was relevant, but they had different spoil times, and stacking them together gave them the same spoil time. However, I've also had it fail to recognize egg in soup as valid - it was just one bugged egg, others worked fine, and the bug vanished when I stacked that egg with the others. I think it might be a matter of grabbing the egg off the ground versus out of the nest.
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If you play with stone instability, I'd guess the block of halite was unstable, something happened to update it, and it fell through the fence, the dirt, any cobblestone, and is now resting on top of the bedrock. I used to do the same, and I liked to set a slab of halite in my kitchen for the cookfires to be on, but unstable stone has made that a tricky proposition.
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I think this was a Resident Evil game. Unpopular Opinion:
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Question about the spawn locations during temporal storms...
Steel General replied to Broccoli Clock's topic in Questions
I had a game recently, 1.20.x, maybe 1.19.x, in which I nerd-poled on packed dirt, planted a lantern on top, sat down, and shortly had a shiver spawn on top of me. Its legs were off the pole to every side, and it... idled. It couldn't see me. After a while rolled up in a ball for a spasm - hanging in the air off one side of the tower - and I decided that was my best chance to knock it off so I hit it with a falx. It fell off, and it hit me back, but I did not fall for I was sitting. So no, nerd-poles aren't really safe anymore - they're just very likely to be. -
I think the easiest solution, for both man and machine, would for the hives to spawn some of their bee particles among the flowers they identify as in their range.
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I think the game already has an example of this behavior: hoeing dirt to become farmland is destroying a dirt block and creating a farmland block in that same location. If we can expand this mechanism, I think many interesting options would be thereby available - example, Roots: You find a block of "Dirt with Roots" - the appropriate tool is a shovel, and it takes as long as a block of dirt to break it, but no item is dropped (maybe a small chance of a piece of clay). Instead you now have, in that same location, a slightly shorter block called "Roots with Dirt", for which the appropriate tool is an axe, and it takes as long as a block of wood and drops no item (maybe a small chance for a stick), but creates in that same location a still-shorter block called "Rooty Dirt", for which axe or shovel are equally useful, and maybe at this point it drops a Barren Dirt. We could thus make undermining a valid way to fell trees, and also limit tree growth by the number of dirt blocks available to be converted into roots, so thin soil creates stunted trees. We might also need Gravel with Roots and Sand with Roots. Breaking a block of ore-bearing stone with either pick or bomb could create ore rubble that can be dug by hand or shovel but is much faster with a mining shovel, and which results in a few boulders laying around the area. I'm not sure anyone else would like that to be a more complicated process, but I wanted to come up with at least one more use for the mechanism (A side thought has occurred while writing this: can a block drop different items depending on what is used to break it? For example, breaking Rooty Dirt with a shovel could yield a dirt block while breaking it with an axe could yield sticks.)
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Turn fifteen sticks into wattle and enclose four blocks, minus the corner away from the bear. On the side near the bear make steps of dirt that rise a block higher than the fence. Get on the steps and throw a rock at the bear and wait. When the bear starts up the steps, step back into the wattle and wait. When the bear comes down into the wattle, step through the corner and place the final wattle to enclose the bear (if it lunges it will get through open corners). Now you have a bear in a box, and you can poke it to death in leisurely fashion.
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Combat is too shallow for it to be so integral to the game.
Steel General replied to Tabulius's topic in Suggestions
The Scientific Method is a ritual. Rituals are for getting results, not for understanding. The Scientific Method is a careful ritual that gets results from which one can attempt to understand. Understanding is not relevant to application - modern example we all use: "Turn it off and on." Maybe spiritual power is involved, maybe it's spark gremlins - the point is it's what we turn to when we don't understand. Meaning arises from context, and rituals that have no discernible effect are often efforts to manufacture meaning from associated context, for the feels. This is not the only kind of ritual. -
I can imagine two processes for adding spice. Option one, put the food items in the crafting grid with the spices to make a spiced food item - redmeat with spices would become spiced redmeat, which you could then use in standard meal recipes in place of redmeat for a better meal. Option two, you could have a slow cold recipe of combining food items and spices - maybe some fruit juice or wine - in a cookpot and wait (and wait) until it becomes 'marinated', then use that in standard recipes. I don't like that option two requires a cold firepit, but I don't see it as a dealbreaker. Likewise with option one requiring the crafting grid (which seems like the only way to make garlic bread). You could make meals in which each ingredient has its own assortment of spices, much bonus. As for what bonus... increased saturation seems like the only reasonable choice, and the easy way to do that is with increased nutrition, which is not a terrible approach. Once we have status effects maybe something else will be reasonable Optionally, perhaps a spiced meal is one that can be eaten when the hunger bar is full, bypassing the need for hunger to add to the nutrition bars. It would be delightful if packing it in resulted in a period of intermittent damage signals without any damage. Marinated meat might be a possible ingredient in porridges (because I want to make my garlic sriracha chicken and fried rice ). Hah: animal fat into a cookpot with spice to make a spiceball, which can go into the cookpot with spices to add value to the spiceball, but can also just be an ingredient in a meal. That day when you visit the agriculture trader and find peppercorn seeds
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In my very first Vintage Story game I spawned on a hillside covered in birch bushes, and I thought I was seeing a new approach to dynamic trees - there were clear stages of progression visible, from lone leaf block to branchy leaf block with leaf blocks around it to a lone birch log with branchy leaf blocks around it and leafy blocks around those to stacked logs and a multilayered crown. I was many months into that world before I became convinced that the bushes weren't going to grow. Yes, I like Dynamic Trees, and I too hope it someday spreads beyond the fruit trees, with drops that sprout (but, necessarily this must come with animals that actually eat the environment, not just animate at it). I've wondered if a cellular automata approach (in 3d, with multiple cell types that each have their own rules in relation to the other types of cell) might take less processing than Dynamic Trees did.
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The recipe for soaked hides requires raw hides, not pelts. Pelts can't become leather.
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Add a mechanism to let players stabilize surface areas.
Steel General replied to Mac Mcleod's topic in Suggestions
It occurs to me that the fluid inside the gear could show motion, whirling clockwise to indicate positive stability when the gear is full, whirling counterclockwise for instability - always a little faster than the gear turns. -
I'm liking the idea of using this to nerf archery You can carry arrows in your inventory as normal, but hotbar slots will only hold one arrow. You have a quiver in a doll slot that holds eight arrows, refillable manually from the inventory. To initiate archery, put the bow in the offhand - with the 'swap hands' button and an empty offhand, this will automatically draw an arrow from the quiver to place in the hotbar slot the bow was in. Every time the bow is fired, another arrow is pulled from the quiver to the active hotbar slot. So, with preparation and opportunity cost an archer can be ready to fire up to eighteen arrows without worrying about logistics; if surprised, eight arrows are available for immediate use. Getting more arrows from a stack in the luggage should take longer (but really it's just two key-presses and two mouse-clicks - easily manageable from a position that made long-term archery a reasonable tactic). If the archer wants to carry extra quivers one could expect them to swap with a right-click from the hotbar just like all the other doll slots, so there is room to multiply ready-shooting capacity in exchange for inventory space. But yes, we need other appropriate hip-pouches to compete for that doll slot. Maybe a bandage dispenser - swap the bottle of aqua vitae to the offhand and the hotbar slot gets a fresh bandage from the hip-pouch, automatically wetted from the bottle. Maybe a pouch full of candles from which to automatically refill a lantern as its candle burns out (those need nerfing too, right - at least the carried ones).
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I think the key to river generation is to generate land in multiple stages of detail depending on distance. When a piece of land is generating, it should include the generation of its continental divide, even if it's so distant no detail near it is being defined. On islands this would be a very short line. This sets the directionality of rivers - you don't even need to find the coast to which it flows (and/or falling down a hole to become an underground river, but that should be pretty rare) - the headwaters and the branching will always happen in the direction of the divide, whatever path gets generated in between. This will enable rivers to make sense without falling into the same generation trap that arises from procedural dungeons, indefinite iterations. It would be awesome if heavy rains generate temporary flows and puddles that will soak away, but this might be necessary to producing good headwaters terrain. Note: the continental divide need not be the highest point of the continent, and there's nothing wrong with a landmass being multiple mushed continents, each with its own divide.
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Stronger, slower ranged weapons. Higher tier ranged weapons.
Steel General replied to Redpaws's topic in Suggestions
Realistically, keeping a crossbow cocked is bad for it - the wood will stretch, the steel will take a new set, and you won't find out until you fire it. They might handle it better than a bow handles staying strung, but it's the same fate. If I were bear hunting with a crossbow that could two-shot a bear, I'd carry two of them when I went bear hunting, cock and load them both before it knows I'm there So, to balance archery having the punch it should, I suggest making the equipment more delicate and finicky - let bowstrings stretch in the rain, and bow staves stretch from being left strung. If you're going hunting, string the bow before you leave home. If you're doing other stuff and happen upon an opportunity while a bow is in your kit, you'll need to take a minute to string it. Make better and worse strings - waxing it will help it last in the rain for a little while - and carry extras if you depend upon the bow. -
Surface stability is not just a negative experience: there are places of neutral stability that aren't obviously a problem unless you need to recover, and there are places of superior stability where you will recover very quickly. In all cases though, more altitude means faster recovery (or, during a temporal storm, slower loss). So yeah, check the area around your mine for better stability - faster recovery could be just a chunk away. Or a few dozen - it can be faster to have your exit ladder keep on going into the stratosphere.
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I have never panned nor chiseled. I am closer to someday panning - the stories of nugget availability sometimes tempt me just before I find that fortieth copper nugget on the surface. My favorite has to be juggling all the mechanics, using each as needed to reach goals. I want more mechanics so that I must navigate a richer option-field - optimization is fun but unnecessary.
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So you found some evocative clutter, and it's giving you smithing ideas. Fix it with glue, bring it home and put it on your drafting table - supplied with parchment and dirty feather - and make a schematic. Right-click an anvil with the schematic to place it on the anvil, setting the recipe of the next ingot or plate placed on the anvil to that provided by the schematic, returning the schematic to the inventory (or, if full, floor nearby) as the hot item is laid on the anvil. (Alternatively, right-clicking the schematic could just add the recipe to your forging options - I don't know which approach is easier to mod.) ... and then we don't have to start with all those other recipes, either! Arguably, some metalwork should go into making a good drafting table. For a recipe, I'm leaning toward hammer, chisel, saw; rod, table, rod; board, board, board. So, that's two anvil recipes that can't be gated through schematics... other recipes might be more appropriate.
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This is the jank I most wish to be fixed. I am of the opinion that the solution is to bevel the character's collision box. To add to your examples, I don't like getting stuck on stairs; I like even less getting stuck on the transition from tilled soil to soil.
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I suspect that when wild crops are broken and don't drop seeds they remain on the block at a growth stage 'zero', making them invisible for a while. It's the best explanation I have for why I find them again after I definitely broke them all.
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Not to deny the aforementioned takes on artificial difficulty, but mine took it as making a worse interface. GTA is a good example: at the start of the game, when you have low skills, the difficulty comes from having a lousy interface - driving makes a good example. The vehicle's direction has some random walk and the player's input has some random adjustments, and between the two it's difficult to drive well. When the skill is high the random walks are eliminated - you have a functioning interface that lets you control your vehicle much as one would in a racing game. GTA started with a functioning interface, then gimped it to have a chance to earn functionality back. In Vintage Story, an example might be the accuracy box on archery. It's trivial to point the view at a target; it's slightly less trivial, but still directly doable, to adjust that to account for a ballistic path to target - with practice, one need never miss. Hence, the inaccuracy box is imposed with the only effective compensation to be close enough to the target to moot the inaccuracy by having the box be smaller than the target. The ability to aim at a target, to track and lead a target, to adjust for distance and gravity, are all naturally difficult - and that wasn't good enough, so some artificial difficulty is added on to it. I guess technically having any amount of HP more than one is artificial difficulty, as is randomized damage. 'Tag' is normal difficulty
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Very well - it seems my dream of kit bag classes is more suitable to the Homo Sapiens setting
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