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williams_482

Vintarian
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Everything posted by williams_482

  1. Replacing the dirt with cobble should get you that extra 1%.
  2. How much of the cellar is made of stone vs earth type blocks, and how many wooden items (chests, barrels, firewood, fruit press, etc) are inside? I've found I can get the 0.26x multiplier in a purely cobblestone cellar with very few wooden objects in it, but my more slapshod kitchen cellar built from a mix of cobble and rammed earth with a firewood pile, barrels, etc, does 0.27x.
  3. I'm not familiar with the code, but don't think the decimal rainfall numbers should be interpreted as percentage rates of overall rainfall. Anecdotally, "common" rainfall seems like it's a probably in the ~30% rainfall range. I try to settle in "common" rainfall areas because constant rainfall gets kinda depressing, and a solid majority of days near these homes are dry. For context I'd ballpark "almost all the time" as something in the area of 60% rainfall, a credible seeming amount of precipitation but far from constant. I have definitely had the experience of going out exploring for a couple days in early winter with no snow on the ground when I leave, and coming home to find a snow layer. Often in those cases there are prominent square borders of chunks which were just barely cold enough for snow / not cold enough for snow. I think the game does a quick "catch up" calculation on chunk load where it checks the temp and if there was precipitation when you were out, then places snow as appropriate.
  4. I'm afraid I don't have a ton to add. I've played a few dozen hours on a MacBook with a trackpad, and most things work fine, but there is frustrating inconsistency with recognizing one finger (left" and two finger (right) clicks. Vintage Story also doesn't implement the Mac application standard of CTRL-click = right click, which means the usual plan B for right clicks is out the window. That's for a trackpad + keyboard though. When you say "the pad", do you mean an iPad or other touchscreen tablet device? I've never tried to play VS with a touchscreen.
  5. Ouch. I've noticed the double bandage use a few times. There being a similar bug with damage is believable, I suppose. My first thought is that maybe you got sniped by a bowtorn or something at the same time the drifter hit you? That would be an extraordinary coincidence but it is theoretically possible.
  6. That -HP tooltip is a relatively recent addition. Before it was added, we had the very thrilling "check the wiki for a list of poisonous mushrooms" gameplay loop for anyone not interested in bolete roulette. I'll keep the tooltip, thank you.
  7. 3 Iron spears probably do less damage than a car, and moose walk away from automobile collisions all the time.
  8. Sounds like you got hit with a hailstorm! They are rare but do happen occasionally, and will damage your seraph. If I recall correctly there's at least one person in the humorous stories thread who actually died to a hailstorm, although they were already severely injured when it struck.
  9. Unfortunately those three are all regular water. I do wish the game had helper text for liquids the way it does with blocks, considering there are now three different kinds of water (fresh, salt, rapids) in the game. Regular water falling a long distance makes a kind of dull roar which I mistook for a rapids noise at first. What rapids actually sound like is a louder, higher pitched, "babbling brook" sort of noise. The texture is also lighter and has more prominent patterning on it, but the real giveaway is how it behaves: rapids do not fork* or spread out in any way, even when encountering an obstacle or a wide flat space. This makes them quite distinctive on the map: look for long jagged brown lines that neither start nor end in a larger body of water, and investigate them individually. Most (but not all) will have the distinctive sound and color of rapids. Most likely, the first real rapids you come across will be immediately obvious as such because of the distinctive noise. Test it by trying to get it to spread out over a flat space, and when it just stays as a single rivulet over a flat space and never spreads out then it's confirmed. *I was able to get rapids to fork occasionally and temporarily in my RC world. I don't know if that was fixed, but it was finicky enough I didn't want to gamble on a second water wheel.
  10. I've had a similar experience, although it's inconsistent. I think this comes from berry bushes having subtly different seasonal coloration changes than the surrounding terrain. In early summer when colors are at their most vibrant, berry bushes have very similar coloration to birch leaves. As the weather gets colder the berry bushes do change color, but they stay lighter for longer. Fruit trees do a similar thing, but they are uncommon enough that the distinctive look doesn't seem as strange.
  11. Fertilizer accelerating initial growth would make sense and give another incentive to use it.
  12. Reddit post here. The drystone block is an effective barrier (and says pretty clearly that you aren't supposed to be able to enter without a pick), but it only blocks the open door. The closed door right next to it is exposed.
  13. According to folks on Reddit, the door can be broken with bare hands. I suspect that is an oversight. If a pickaxe was actually required my sense is that the current loot would be fine, but allowing a lucky player to score a healthy collection of of barrels, pottery, gears, metal scraps, rot, torch holders, and various containers on May 1 is excessive.
  14. That's basically how it works now. Fertilizer isn't "required" assuming you plant on med fert soil, it's just a good idea because it will increase yields and bonemeal is so cheap that a sink for it was desperately needed. I am bothered by the effectively year long growth time for berry bushes and would greatly appreciate a configuration setting to reduce it, but the fertilizer "requirement" is a nothingburger.
  15. If you're looking for a mod that protects items dropped on death indefinitely, I recommend the Player Corpse mod.
  16. This is an interesting idea. Some questions: - Will dens be protected spaces? What is there to stop a player from preventing springtime spawns by digging out the floor of a den, or walling off the mouth of the cave? - Would this mean that bears and wolves cannot spawn in areas that are too flat for caves to form? - How would the game determine which dens spawn additional beds each spring? For example, if you explore a region in year 0, then don't come back until year 4, are all dens going to be closed to maxed out on beds and predators because they had four spring seasons in which to spawn more? I both like and dislike explicitly setting up bears and wolves as "mini-bosses". Right now they do serve that role to some extent if they happen to spawn in an otherwise valuable area, like an isthmus between two land masses, a large ruin, or an area with lots of huntable/capturable animals. They also serve to keep the player on their toes in areas which have been explored but not thoroughly built up. This change would mostly eliminate the unexpected bear showing up out of nowhere 100 meters from your house in July, and that's mostly but not unequivocally a good thing. It feels a little more gamified than the current highly random setup. I'm not sure if this ultimately fits the Vintage Story vibe or not, but I'd like to try it.
  17. Although this definitely worked in 1.21 and earlier, I'm not certain it still does in 1.22. I just had a bear rampaging around my house despite a pretty limited spawn area and another bear in a pit 10 blocks from my front door. Clearly animal spawns in general were reworked to be more frequent, so predator spawning may have also had an overhaul. For anyone more familiar with the code: is there still a predator cap mechanic in play? If so, how has it changed?
  18. So that you don't waste food if you aren't hungry enough to eat the whole slice. It saves food, and/or saves the bother of carefully tracking how much saturation you need vs how much this slice of pie will give you. It also makes it much easier to "top off" your food bar to get maximum healing without wasting anything.
  19. If you're stationary waiting for a charging enemy, you're already doing it wrong (or trapped in a very bad situation). You want to be moving backwards to keep the opponent from hitting you, throwing spears if you have extras or stabbing if you're down to just one. There's an accuracy cost to throwing on the move, but wolves and bears are plenty big enough to be hit from a couple yards away even with the accuracy penalty, and for a 50-100% increase in damage accepting a few misses would be worth it anyway.
  20. I've seen people claim this, and others emphatically state that it isn't true. What is your evidence?
  21. Showing this information is a relatively recent change, and a clear upgrade on the previous standard of "check the wiki before picking mushrooms."
  22. In fairness, many similar penalties and limitations apply to a seraph following the standard Vintage Story spear fighting tactical doctrine of flinging spears as quickly as possible while running backwards.
  23. I don't believe stacking flint into piles is possible, unfortunately. Based on the behavior of regular rocks, if stacking were possible it would use shift-ctrl-click.
  24. It seems to work regionally in relatively small areas. You won't see wolves or bears spawn close to that pit, but they will continue to spawn in forested areas some distance away. How long that distance is I'm not sure, but I'd guess it's between 100 and 200 blocks. Someone who has dug into the code might be able to share with more confidence. If you want to prevent future spawns, I'd recommend digging pits several hundred blocks apart and luring animals into the closest pit when they spawn. If the closest pit is already occupied by a creature of the same species as the new bear/wolf, dig a new one in the area where you think the spawn occurred and lure it in. 3-4 pits scattered around your home should be sufficient, but it really depends how much of the region has the right climate conditions to permit predator spawns.
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