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Philtre

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Posts posted by Philtre

  1. 4 hours ago, FalcoUcet said:

    Thnak you for tips. Yes, i want discover things on your own. :)
    I played yesterday and cooking pot is really good!  After i realized, that i also need bowl to eat. But it was only one day more. 

    Yes reed basket on ground is great. :) i tried similar recipe to chest like wood chest in MC, but not with 3x reed. :D

    Some wolves and boars are killed. I was looking forward to a better bow, but all my seed(vegetable + FLAX) are ruined.  Probably too much water.
    Farming and mining is next for my focus to discovery. Hehehe :D    

    if you hit the "H" key, it pulls up the handbook, which lets you look at and search all the items in the game and their recipes. (It also has some short guides to basic mechanics.)

    If you planted some crops but they are now grey and dead, they may have been eaten by rabbits. Look at the dead plant, and the
    "block info" text should explain why it died. You can surround your garden with a fence to keep animals out; the "rough-hewn fence" and "rough-hewn gate" just need sticks and logs, they don't need a saw.

    • Like 1
  2. On 8/22/2022 at 8:21 AM, BenLi said:

    Yet I would like to have the keyboard shortcuts ALL being in the Settings list so even if I don't want to remap it - at least see it...

    Most of the time, this would mainly helpful if you have remapped the controls, because the default controls for most interactions are displayed when you look at the relevant object, so long as you have block info view on (personally I recommend keeping it on at all times).

  3. "Game mode configuration settings very confusing if you've never played before but some settings that increase the difficulty/cut out aspects of the game (such as prospecting pick and exclusive recipes) it's debatable whether they should be turned off by default as I see that being confusing."

    The node search mode for the prospecting pick is off by default, because the devs don't really like it; it was added because a lot of people wanted it, but the devs really intend you to use the density search mode and the geography (depth, rock type, etc.).

    "how many copper nuggets do I need? How many in an ingot/tool/anvil?"

    The handbook guide on smelting explains that "most molds require 100 units of metal to be complete", and the guide on smithing states that an anvil mold requires 900 units of metal. You can also see the metal capacity on a specific mold just by looking at it, as long as you have block info view enabled. (You do have to convert from units of metal to nuggets, but "divide by 5" is not very difficult math.)

  4. 8 hours ago, Sara Bell said:

    Since I allowed "sleeping during Temp Storms" on my sever, does that actually change the mechanics of drifter spawns?

    Not as far as I know. It should only affect whether you can sleep on demand. However, drifters shouldn't spawn while you are asleep, so if you go to sleep before the storm actually starts and sleep all the way through it, you should get no storm-related spawns.

  5. 12 hours ago, Professor Dragon said:

    The only way otherwise to get "safely" through storms is invoking glitches such as non-full height spaces and burying yourself alive.

    Is it too much to ask to have a ten block "spawn proof" area around the player?

    The game doesn't seem to want you to be able to hole up and hide during temporal storms. By default, you can't sleep during storms, and if you try, the game tells you you can't because "you might die". During the most severe storms, almost all spawning rules are relaxed, such that drifters can even spawn in midair, possibly even when clipping into the player. So asking for a no-spawn zone around the player as a default game mechanic seems unlikely to fly. If it really bugs you, you can turn off storms, or use a mod that enforces stricter spawning rules.

    • Like 1
  6. 45 minutes ago, Soptík said:

     Btw, is there some estimate of how much food do I need for winter? Playing the exploration mode.

    It really depends on what kind of food you have available, how cold it gets in your area / how long winter lasts, and how well you can avoid the hunger penalties for being cold (which are substantial). If you are in the standard temperate starting climate, staying warm will help reduce the amount of food you need.  So try to get the fur coat and boots, and try to repair your shirt and pants with pieces of linen right before winter starts. Make sure your house is cold-proof (interior space of each room not over 7x7x7 blocks, insulating blocks like solid blocks or glass used for walls and roofs, no crude doors, etc.): when indoors, even in very cold weather, your hunger rate should be the normal 100% (assuming no class penalties and not doing anything that causes a hunger penalty, like holding an item in your off-hand or healing from damage). You can see the hunger rate in your character menu ("c" hotkey by default).

    • Like 1
  7. Raccoons will eat berries, I don't think anything else will. So if your area doesn't have raccoons your berries will be OK, otherwise you probably want a fence.

    When you harvest a plant growing on farmland, there's a small (5%?) chance of getting an extra seed. So you will very slowly get more over time. But the main source of seed is finding wild crops.

    To get tree seeds, you need to break the leaves (your hand is fine, but shears speed up the process if you have them) before chopping the tree. You will get few or no seeds if you let the leaves despawn when the tree is chopped.

  8. So in 1.17-rc3, empty crocks now have a label with a greyish image of some kind (I'm not entirely sure what it's supposed to be; it kind of looks like a squashed berry?). Previously, empty crocks had a plain white label. I found the new label disconcerting, because the grey palette somewhat resembles the texture of rotten food, and when I first saw them in my ongoing world I thought that the game was telling me that a couple of shelves' worth of crocks had spoiled. Personally, I liked the old plain labels; they were easy to tell apart from full crocks and conveyed the "empty" concept nicely.

    I realize this is a ridiculously minor issue, but after spending a lot of time in my cellar messing with the new dye system (because the cellar is where the well and all the barrels are), every time I pass the empty crock storage shelves they just bug me more and more..... Does anyone else prefer the old labels too?

    • Like 6
  9. 19 hours ago, Mikel Monleón said:

    Im having an issue where I can't turn the temporal stability back on. I turned it off successfully, but when I type in the command and write [true] it'll tell me that it was set to false.

    Make sure you aren't including the brackets around the word true. The command should look like this:

    /worldconfig temporalStability true

    • Like 1
  10. I loaded up a creative game and overall I like the changes. (The falx is weird, though.... I would kind of like the longblade as am option too.)

    However, when I updated an old word to this version, water was being weird in a couple of ways. Most notably, I couldn't pick up water with a bucket or bowl (other liquids worked fine). In addition, Cooper's reeds displace water, and breaking blocks of lake ice did not remove the ice; instead it appears to create a waterlogged block of ice. These issues did not appear in a freshly-created world, so it appears to be something with updating old-style water?

  11. In general I agree that wolves shouldn't be so aggressive; they should defend themselves, and they should try to keep you away from their cubs, and maybe their "den" area (although I'm not sure they have any such thing in the game currently), but they shouldn't randomly attack when you are nowhere near them. Also I think that enemies in general could stand a clearer and more consistent use of aggro and pursuit notification sounds; it's hard to tell whether something is actively chasing you if you can't see it.

    However, there are some steps you can make to make wolves less lethal. Make the most basic wood armor (I forget what it's called, but it's just firewood and dry grass); it will let you take a couple of extra hits. Once you have a farm up, grow as much linen as you can; the gambeson is pretty decent armor (and you will also need linen for a lot of other stuff too).

    If a wolf (or any animal) starts chasing you, try to lead them into water; they have a bigger speed debuff in water than the player so it's easier to keep distance. Have a bunch of spears and throw them rather than engaging at melee range, or use a bow and arrow. (If you have good block-placing reflexes, you can pillar up instead of going to water.)

    If you are OK with mods, there is one that takes players off the wolves' "hunt when hungry" list, which makes them a bit more reasonable.

    • Like 1
    • Wolf Bait 1
  12. Materials play a part in the definition of a "cave". You can try to replace some blocks with ceramic-type blocks (such as hardened clay, clay shingle, or clay brick) or with lightly-chiseled stone/cobblestone blocks - both of those are acceptable for cellars but will prevent it from being a cave.

    Note that if stuff is spawning in your cellar and it's not a temporal storm, it is probably not sufficiently well-lit.

  13. 5 hours ago, Thorfinn said:

    I agree that food might do with some rebalancing, but there's already a steep learning curve, and it just seems wrong for n00bs to die of hunger while having the survival handbook open reading about how to cook food. If one wanted to nerf food production, you are almost going to have to boost the effectiveness of food at the low end of the satiation bar.

    I'm thinking more about the huge amount of food that you can produce from farms and animal husbandry. It's ridiculously easy to produce more food than you can ever eat.

    5 hours ago, l33tmaan said:

    One wolf should be able to get me enough meat to last for days, not a single meal - but it should also be able to kill me if I'm stupid about fighting it (which they do, lol). 

    I agree that from a realistic point of view, large animals should produce huge amounts of food. However, it should also take a day or so for one person to skin, butcher, and process a large carcass for preservation (salting, smoking, drying, whatever), and animal respawn rates would need to be tweaked to cause long-term population crashes if over-hunted, while domestic animal reproduction rates would need to be lowered waaaay down (possibly by vastly extending the amount of time it takes babies to grow up).

    Basically, in a realistic setting, large-game hunting, as well as butchering domestic animals, should be something that happens a few times a year, takes planning and preparation, and requires a substantial time investment to deal with the carcasses before they spoil. I'm not sure that such a system would fit with this particular game, though.

    • Like 1
  14. 8 hours ago, Streetwind said:

    Vintage Story already has this. It's what the five extra nutrition bars do. Except they work in reverse - you have to build them up for a bonus, instead of degrading to give you debuffs.

    Not really. Filling your nutrition bars doesn't meaningfully extend the time before starvation (if you start starving you'll run through the extra HP in a couple of minutes at best), and there's no difference in the nutritional-buff benefit from infrequent large meals vs frequent small ones, as long as you consume the same net amount and type of food. The point of a weight/condition system is that it gives you a big buffer for not dying of starvation, at the cost of slowly degrading your overall effectiveness if you take advantage of that buffer too often or don't take adequate steps to refill said buffer if you use it.

  15. On 2/10/2022 at 5:03 AM, Jan Hošek said:

    Yeah, better question would be "Does the game need more of more creative monsters?" and the answer is a resounding YES. I mean, with how hard spelunking is, you could play for days before meeting anything else but a drifter and the occasional wolf. There should be dark forest non-beast enemies, there should be shallow cave monsters, there should be deep water monsters etc...

    Personally, I'm not in favor of more enemy types. I would prefer more environmental challenges (thirst, a more expansive temperature system, making farming and animal husbandry a bit less OP in terms of flooding you with food, maybe some more wellness modifiers like mood or sanity, stuff like that). Having to spend more time fighting stuff and/or avoiding stuff that wants to fight me would not be a change I would enjoy.....

    • Like 4
  16. In terms of a realistic hunger model, I like systems where the player has a body weight/body condition stat; going hungry doesn't directly hurt you but it causes your weight/condition to slowly drop, and the lower your weight/condition gets the weaker and less resistant to injury/illness you are, until you eventually hit a maximally emaciated state and die. That means that you can go a very long time on little or no food if necessary, but in order to stay healthy, you not only need to eat enough food, you need to also eat regularly and avoid being hungry for long periods, in order to keep your weight stable.

    However, I don't know if that system really fits the context and style of VS. I don't have a problem with the current food system. It's easy to stay fed, there's several viable choices for portable food (pies FTW!), and the satiation boost from cooked meals is substantial. In fact, I think the satiation values from meat meals/meat pies are maybe a bit OP; it would make sense if redmeat was scarce and hard to obtain, but you can get plenty from hunting and silly amounts from pig farms, so it just makes most of the vegetable foods functionally nearly useless except for balancing nutrition and feeding livestock (and pies).

    • Like 1
  17. To get more sticks and tree seeds, make sure to break the leaf blocks before cutting down the tree. A pair of shears will make this much faster. If you break all the leaves before chopping, you should get plenty of sticks and seeds.

    The fact that farmland cannot be recovered once hoed is deliberate. It is to prevent you from digging up the farmland and replacing it to circumvent the soil fertility mechanics.

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