Jump to content

williams_482

Vintarian
  • Posts

    399
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by williams_482

  1. I am a little surprised to see anyone describing panning as "quite fun." I find it quite dull. You stand in water with a pan, clicking twice on a sand/grave/bony soil block every couple seconds. I will do it for bony soil once I have a lot of it because I find the rewards to be worth it, but I don't particularly like the idea of making this very passive activity even more lucrative. Players should be incentivized to gain resources by exploring the surface, diving into caves, prospecting, hunting monsters and animals, etc. Those are proactive tasks which get the character moving around, seeing different things and doing at least a little planning and strategizing for best results. I worry that making panning better would create an optimization trap, where players looking for the "most efficient" way to get certain resources will decide on (or be talked into) panning for them instead of something most people will find more engaging. What about panning do you enjoy? Do you view it as a quiet, contemplative activity, and find fun in that aspect? Or is there another angle I'm not seeing?
  2. I think if cart movement worked similarly to existing animals (noticeable slowdown when climbing a block, wide turning radius, very fast on flat ground) but somewhat more extreme, this could work well. The one thing that would need to change would be treating slabs and stairs like flat ground movement-wise, something I hope could apply to mounts as well. It's a little silly that adding stairs or slabs to a road makes your elk traverse more slowly than if you left the elevation changes as full blocks. As I see it, the other problems with paths right now are: - Expense. Four stones per block doesn't sound like much, but it adds up in a hurry. Paving roads with proper paths requires that you go dig up a lot more rocks than normal mining and quarrying activities will give you. - Elk have quirks that don't play nice with paths. In addition to the slab/step issues, it's impossible (or very difficult) to tell an elk to go perfectly straight on a cardinal direction. Exacerbating this, elk are wide enough that they never benefit from one block wide paths, and only benefit from two block wide paths if they are right in the middle with little room for error. Three block paths work very nicely, but nobody has the spare rocks for that.
  3. If it had protected your server, how would you know? I don't think the kinds of trolls willing to pay for a cheat mod are inclined to do things like pop into public servers and say "FYI, I wanted to jump in here and ruin everyone's day, but the mod I used kept crashing my game so I guess I'll settle for playing legitimately."
  4. Apparently the cheating mod is now defunct, although given the very public hubbub about all this, it's conceivable the mod author might try to resurrect it. Which would be a painfully ironic outcome for this controversy. This seems like a good time to mention the importance of backups for any server. A malicious user with a cheat mod can do all sorts of damage in-game, but once they are discovered and banned, rolling back to an undamaged backup will undo anything they did at the cost of some lost time. Not a perfect solution, but far better than alternatives.
  5. If explaining why someone made a choice is taken to be tantamount to endorsing that choice, we are in a very dangerous place indeed.
  6. Ironically I think the reason this blew up so severely is that the damage was so minor and the motive relatively benign. If this malware had been an attempt to steal credit card info, for example, the reaction would have been immediate and extremely harsh. Anego would have immediately and publicly distanced themselves, shut down the affected mods and explicitly warned any users that they should be uninstalled, etc. More people would have been actually harmed, and there would still be ample concern about security problems, but there wouldn't be nearly so much rage floating around directed at Anego themselves. As is, the ambiguities about this situation (very minor accidental damages, from a foolish but well intentioned and effective action targeting an obvious villain) meant that Anego as a group was slow to figure out their preferred course of action, and individuals within the team had different opinions and ample opportunity to communicate those opinions publicly. This created a perfect environment for wild rummormongering. The people who both understood what was happening and felt most strongly about it loudly complained that nothing was being done, inciting a much larger group who didn't understand what was happening but did know that anything relating to malware is bad. Everything spirals wildly from there, including the usual cycle of "engage in righteous assholery -> get banned -> claim you got banned for the righteousness instead of the assholery" that dominates any controversy in moderated internet spaces. It's all a huge mess which mostly serves to highlight existing security problems that don't have easy technical solutions, putting us right back where we started but with more anger floating around.
  7. This is what's bothering me. There's at least one highly upvoted comment in the reddit announcement blaming ConfigLib for crashes they allegedly spent hours debugging, but other users pointed out that the crashing behavior they described could not have been caused by ConfigLib. All we have to go on to understand the scope of the collateral damage here is guesswork based on a combination of crude statistics (very few downloads for confirmed conflicting mods, a long time between the malware going in and anyone connecting it to a legitimate mod crashing) and the host of people operating entirely on vibes, blaming ConfigLib for any crash they don't currently have a good explanation for. Some people erroneously blaming ConfigLib for crashes it didn't cause is totally unsurprising: mods causing crashes is a fairly common occurrence especially with the huge modlists many folks run with, and crashes are frustrating things that can be very difficult to debug. It's possible that ConfigLib actually did cause some real damage ("bricking" saves, for example) to innocent users, which would justify some of the vitriol flying around. My suspicion is that this alleged damage is being harped on specifically to justify the rage folks were already feeling, not because of any strong evidence that it happened, but I have no way to know for sure.
  8. Some aspects of this situation may well be blown out of proportion and some people have definitely been overly hasty in their reactions, but what happened is still troubling. Insulting people for their concerns is rude and out of line.
  9. (Emphasis mine) I want to be clear on something which is being obscured in this statement and others like it: that "specific group" which Maltiez targeted were the developer and users of a *paid* mod designed for the purpose of cheating on multiplayer servers. A "specific group" who either paid money for the ability to harm other players, or were happy to earn money facilitating that harm. The mod and developer have not been named because they are a cancer on the community and advertising for them does us all a disservice. Maltiez's actions were, in my opinion, ill-considered and both legally and ethically dubious. I am not defending the actions or the person. But I also think understanding the motives here is useful.
  10. I'd advise anyone to wait until they actually "circle the wagons" around this guy before deciding that this dev team (and by extension their game) are disreputable. This is a small team, likely lacking anyone with real public relations training, who just stumbled into an unexpected and very tricky situation. Here we have: - A recently hired employee, and also creator of a large number of very popular, functionally load-bearing mods, who did something which is clearly bad and ill advised but with apparent good intentions, and reacted very poorly when this came to light. - A large group of people who are justifiably angry, but have also whipped themselves into a frenzy over exaggerated claims of exactly what this guy did and why, and are demanding immediate and harsh action against them. Anego knows this is a serious situation and they are taking time to get all the facts and make a careful, considered decision of what to do. Taking that time to make the best decision possible is clearly the correct process here. Judge them for their final decision when they've actually made one.
  11. Meteoric iron is very easy to find in large quantities with some practice viewing a map, and easier to process than iron because the bloomery converts it directly into ingots. I use it as my primary tool material until I have an adequate supply of steel, beyond what I need for higher priority armor and pickaxes. After that point, I'll use my meteoric iron stocks for generic stuff like nails or lanterns. Between the ease of processing, the superiority over regular iron, and the distinctive color and pattern, I think meteoric iron already has a meaningful niche in the game and I'm happy with that.
  12. Flatpack releases for Vintage Story are routinely late, and you're not the first to notice that this one has seemingly been forgotten. Hopefully the devs notice this thread, or the complaint another user made in the 1.22.7 thread earlier.
  13. The thing with clay is that new players struggle to see it because they don't know what it looks like. They will commonly walk right over clay deposits without recognizing them, and get frustrated. The challenge becomes how to show a new player what clay looks like in the wild, without just handing them some on world spawn, or loudly telegraphing the location of all clay deposits with particles.
  14. That option exists, but there are serious side effects. Leaving items hanging around forever is liable to result in significant lag. Skin the corpse/grave/whatever as you please: it could be a bag, a pile, a glowing teal orb, an oversized drifter in candystriped pajamas who does the macarena when you get close, anything. I'm sure the devs can come up with something that they can apply a reasonable lore explanation to.
  15. The corpse mechanic fills a very desirable niche between the two options available in the vanilla game. Without mods, you can either: 1. Drop all stuff on death. You must race back to where you died within 10 minutes or you lose everything. There are plenty of circumstances where making it back fast enough is difficult or impossible, leading to extremely frustrating scenarios of fighting your way back to the original death location only to find your valuable stuff is all gone. 2. Keep inventory on death. Dying is totally harmless, and actually a great way to get back home with all your stuff faster. Both of these suck if you want death to be a punishing disruption, but don't want to be forced into a desperate, time-boxed scramble to recover all you were carrying or lose it forever. The corpse mechanic means you have to return to the place you previously died and deal with whatever challenges you left behind, but it means you have time to do so properly, even if you died a very long ways from home or very deep underground. Death is disruptive and recovering your stuff is difficult, but it is never lost forever unless you decide or your own accord that returning to pick it up is not viable. I think it should be obvious why many people prefer this to the two vanilla death options.
  16. My recommendation would be to allow the player to create some kind of specialized structure, or at least a specialized block, which can be "charged" with a temporal gear to create a permanent respawn point which can be temporarily overridden by a temporal gear or a duplicate structure elsewhere, but will still act as the fallback spawn point until it is broken by the player. In conjunction with a starting temporal gear amulet this gives a player the opportunity to spawn in, run far away from spawn, permanently set up shop in a new location, and play normally from there without needing to worry about what happens the 21st time they get munched by a bear. This structure should be relatively small, buildable without metal tools, and look nice. Perhaps some sort of cobblestone shrine, which once charged gets a faint glow and some pleasant chiseled details. In Homo Sapiens, that structure might work without a special charge, or would be charged with something mundane but relatively expensive like a gold ingot.
  17. I think the suggestion is a block, not an item, that would launch a player upwards. Useless for arbitrary travel unless you had a lot of them and were okay leaving them behind, could be deployed in large numbers in a carefully designed path to allow (somewhat awkward) flight between two points, but would mostly be used as a novelty way to swoop around near your base. The balance problems go away entirely if it's relatively expensive (a steel spring would be a reasonable thing to require, or even a temporal gear) and not stackable.
  18. Locusts in the RA will respawn in batches from their nests on a regular cadence, although a slow one. I'd guess it's something in the vicinity of every 1-2 in-game days.
  19. Rapids flow the same six block distance as regular water, so although it is limited it's not quite that limited. They also commonly spawn very high up, and are easy to spot on the map (look for dark squiggly lines that don't flow into a larger pool) so finding a reasonable base location which has access to one or even two isn't usually all that difficult.
  20. I enjoy the process of building up to steel, and once I have it obviously I should use it. Falx and pickaxe get priority (more damage, access to new ores), then armor (going up a tier makes a big difference against the really nasty enemies), then other tools. If building the cementation furnace and fueling it sounds like a chore instead of a rewarding task, meteoric iron is easier to work with an still a great option for just about anything.
  21. Not to detract from the larger point, but this actually is the reason why we have a number of non-functional ores like uranium in the base game. It's explicitly to avoid the classic minecraft modpack problem of having three different types of copper, aluminum, etc all competing for space in the same heavily modded world.
  22. Mods not spawning with an artificial light level over 7 is vanilla behavior. Bringing a big pile of torches to light up caves and a bunch of blocks to wall off caves you already explored and found nothing in/already looted is a good way to keep monster spawns under control.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.