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Everything posted by williams_482
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A forecast tool would be helpful but not game breaking, and could be presented as either mundane sensing tech or as exploiting temporal weirdness for a fuzzy lookahead.
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I believe this person is suggesting that you mute the hunger pain noises. I'll admit I'm often thrown by complaints about the 20% hunger from off hand penalty. In the early game before I'm food stable, I virtually never feel the need to put anything in my off hand for extended periods. If I'm out at night i'll cary a small stack of torches in my main hand, and if I run into trouble and want to fight I'll run around a small area spam placing torches to create a lit combat zone, then go back in with my spear(s) to fight. If that isn't viable for some reason, I'll offhand the torch for the maybe 30 seconds of actual fighting, burning off a negligible amount of additional satiety. By early summer (or sometimes as soon as I get a cookpot and bowl together, if mushrooms and wild crops are plentiful) my food situation is stable enough that eating ~10-15% more on average (20% more when hunger isn't paused by my latest meal, 0% more when it is) in order to explore at night or underground is pretty painless. That 20% is there to give you a small incentive not to use your off hand constantly, without being debilitating. I expect this mechanic to be revised in time, but I don't think the game will ever be set up such that carrying a torch or shield in your off hand 100% of the time comes without cost the way it does in Minecraft. Both because this forces the player to make choices, and because it's realistic: shields are heavy and awkward (there's a reason most ancient artwork of then-contemporary soldiers portrays shields rested on the ground when out of combat). As for torches, you try holding a stick upright over your head with your non-dominant hand for hours on end and see how that feels.
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I suggest a smaller (2x2 interior) beehive-like kiln structure built from the same fire clay brick blocks, which doesn't have any hatches or even a reusable door. Instead, the entrance is sealed off with an all fire brick "door", perhaps made from 6 fireclay bricks arranged 3x2 in the crafting grid. Once placed, this "door" cannot be opened, but instead must be broken, dropping ~20% of firebricks used in construction (like a bloomery). A 2x2 kiln does not allow a normal chimney, so players can't easily look at the pottery to check progress. Players would also no doubt want to circumvent the lossy "door" by breaking the more durable brick blocks for access. We can solve these problems together by making the "door" revert to a non-functional cracked state once all the pottery in the kiln has finished firing, necessitating breaking and replacing it for subsequent firings. Because the door would be broken after each firing it can't be used to store kiln level metadata, so block breaking checks would have to happen on each firing instead of after 168 hours like the beehive. As a result, the damage chance for brick blocks would have to be much lower than the beehive's 50% for regular firebrick, perhaps 5%? The goal would be a break chance that produces slightly worse overall attrition per firing than a full 168 hour beehive kiln cycle. I think this kiln would produce the same pottery colors as a beehive with zero hatches open, but that's negotiable. Pit kiln colors or three open hatches would be somewhat less intuitive but might be better for game balance, as those are (I imagine) less desirable colors. To keep fuel efficiency in line with the pit and beehive kilns, this kiln would ideally only require stacks of 16 peat to fire, instead of 24. It would occupy a middle ground in terms of non-fuel material cost and ease of use while (probably) unlocking one of the four new color sets. What do you think? I'm not sure if what I'm proposing would be strong enough for me personally to use it, but I also tend to be fine with pit kilns for a while and am happy waiting for iron to get the beehive going. The extra grass and sticks just aren't that much of an expense, especially one shears and scythe are available.
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Replacing a stone-based block with an earth-based block (like cob) will make your cellar somewhat less effective.
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What embarrassing "noob" mistakes did you make starting out?
williams_482 replied to Vexxvididu's topic in Discussion
I tried to plant my first garden in low fert soil with no water nearby. It was July, and only a month or so later did I realize that a watering can might be needed. The crops (mostly grains) grew so slowly that most of them died to the winter cold, and my rye was stunted by both heat and cold. Those that did survive yielded way more grain than I had expected based on TOBG experience, and was just barely enough to get me through the winter. -
In my experience, the boon you get from a trench around your fields is fairly temporary. Everything that lives nearby will wander in, you kill them and harvest stuff, and then you'll have many months of nothing new showing up for a while. Occasionally freshly spawned animals will wander close enough to be caught in your turnip patch tractor beam, but not enough to maintain your protein sat without help from fish, active hunting, or conventional livestock. Animals should be smarter about pits, but as things are right now isn't terrible and it does force you to fence off your fields.
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Currently a partial stack of rope ladders will get you your easy entrance and egress to a vertical cave shaft. rope ladders are relatively expensive in the early game when reeds are needed for other things, but once you're a few months in they are hardly a major expenditure and hold their value very well.
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I've noticed some similar strange behavior with ingots. My usual workflow is to heat four ingots in the forge, then with cold ingots in hand pull two out, place two new ones, then put the hot ones on the anvil for the helve hammer to squash into plates. In 1.22 I've noticed sometimes the two hot ingots cool below workable temperature in the 1-2 seconds it takes me to put them on the anvil. My theory is that something about the cold ingots in hand is messing with the temperature "freeze" mechanic for items recently pulled from a forge, but I haven't been able to test that definitively. There's definitely some randomness involved.
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Regarding realism in armor design, I don't know if the devs are familiar with Brett Deveroux's blog (acoup.blog), but he's got some excellent posts on there about what realistic armor should look like, how it functions, and how well various media franchises did at creating realistic armor kits. I'd particularly recommend his Order in Armor post for a general overview or what armor parts are most important, The Problem with Sci-Fi Body Armor for a more detailed drilldown into many of the standard problems and solutions in armoring a person historically, and The Gap in the Armor of Baldur’s Gate and 5e for a detailed look at the successes and failures of Dungeons & Dragons generally and Baldur's Gate III specifically in portraying armors. Regarding specific armors I'd like to see in the game, I've always loved the classic imperial Roman "lorica segmentata" banded plate armor. Some of the drawings shown might be an attempt at showing banded plate, but I don't see the distinctive articulated shoulder pauldrons. For various reasons this armor didn't actually stick around for very long so it's presence in a 12th-14th century setting is dubious, but it undoubtedly looks cool.
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Resonance Archives/Story location impressions
williams_482 replied to Trex_Crazy's topic in Discussion
That is the default setting. I'm guessing you've never tried to select something from slots 1-4 in your hotbar while sprinting? I find myself doing that constantly, and holding my backpack instead of my falx, food bowl, etc. Most of the time that's a minor nuisance, in a combat situation it can be much more awkward. -
As usual, this is a good idea that should be mostly workable. Nomadic herding probably isn't something I personally would engage in much, but there's clearly some interest for it in the community. The hardest part of this is likely to be making the animal AI smart enough not to be constantly wandering into trouble, and that is a pretty serious difficulty. As currently coded, even animals which have lost their fear of the player make all sorts of dumb choices when trying to navigate mildly difficult terrain, and are extremely vulnerable to predators. As far as predators go, it's appropriate for wolves or a bear to be a serious difficulty for a pastoral nomad and their flock, but the scale of the damage a rampaging bear would currently cause is well out of whack with what a player should be expected to deal with. Bears especially are too difficult to anticipate, and a rampaging bear will happily kill an entire flock if given the chance. I have two suggestions for this: 1. Bear rampage mode shouldn't be a thing, at least not as it exists now. Bears on the hunt should kill and eat one medium/large animal at a time and then chill out for a while, giving the player and their flock a chance to escape with only a single casualty if fighting the bear is not an option. 2. Animals should be visibly nervous/skittish when they detect a predator at a range longer than the predator's prey detection radius, and reticent or outright unwilling to get closer. This gives the player an early warning system, and creates situations where they must pick between finding and killing the bear they know is somewhere in those bushes, or leading the flock in a long arc around while risking a possible ambush For animal grazing, animals could follow the same rules as a seraph gathering dry grass with a knife. Every once in a while they get hungry and eat some tall grass, trimming it down. If a hungry animal cannot find tall grass within a reasonable radius, they will eat short grass instead, permanently preventing that tile from regrowing more grass in the future. In this way, small groups of animals can browse an area indefinitely, but larger herds in too small a space will eventually eat all the available food and leave the area barren.
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No idea, sorry.
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Replacing the dirt with cobble should get you that extra 1%.
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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.
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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.
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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.
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Potential Bug Report: Nightmare Drifter Damage
williams_482 replied to Discipline Before Dishonor's topic in Discussion
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. -
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.
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3 Iron spears probably do less damage than a car, and moose walk away from automobile collisions all the time.
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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.
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How do you know if flowing water is a rapids?
williams_482 replied to Chuckerton's topic in Questions
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. -
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.
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Fertilizer accelerating initial growth would make sense and give another incentive to use it.
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This ruin, it's everywhere. Or is that just my RNG world gen?
williams_482 replied to Broccoli Clock's topic in Discussion
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.