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williams_482

Vintarian
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Everything posted by williams_482

  1. 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.
  2. 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.
  3. If you're looking for a mod that protects items dropped on death indefinitely, I recommend the Player Corpse mod.
  4. 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.
  5. 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?
  6. 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.
  7. 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.
  8. I've seen people claim this, and others emphatically state that it isn't true. What is your evidence?
  9. Showing this information is a relatively recent change, and a clear upgrade on the previous standard of "check the wiki before picking mushrooms."
  10. 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.
  11. 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.
  12. 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.
  13. No, it still works. You can get edge cases where a bear spawns just far enough away from the pit you trapped another bear in, but if you make a regular habit of trapping bears in pits near your home then new spawns will stop.
  14. They do not. No bear children, ever. The bears know this. It confuses them (if no baby bear, how adult bear exist?) and they blame us for it. Just know that next time you get two-tapped by a bear out of nowhere and find yourself bleeding out and wondering where the hell it came from, the bear is similarly flummoxed.
  15. The solution that most experienced players adopt is to cary 3-6 spears, throwing all but the last and looking to circle around some obstacle (like a cluster of trees or a small pond) to pick up the thrown spears and repeat. Running around an obstacle is a good strategy anyway against bears because the player handles changes of direction far better than animals will, so the chance to recover thrown weapons is a bonus. Carrying all those spears means you can't carry as much other stuff, but that's an acceptable cost if it wins you an otherwise fatal fight.
  16. Setting aside physics and the infamous tendency of LLMs toward producing agreeable falsehoods, I am puzzled by the huge gulf between thrusting and throwing damage for spears, and would be interested in finding out how they play if you set them both to some middle value. It seems telling that despite the downsides to throwing spears, spear combat revolves around throws and theoretical discussions of damage output are always about throw damage. If the correct way to fight with a spear against an opponent two yards away is to throw your spear at it instead of stabbing, something is out of whack balance wise.
  17. It doesn't seem particularly helpful for the gameplay to create an alternate way of doing things without flint tools, when flint tools are something you can usually create within moments of starting a new save. It just adds extra room for confusion while doing nothing for the vast majority of players. Extra mechanics to allow a no-tools challenge run might be a fun mod for some, but it's not a fit for the base game.
  18. Every once in a while someone on reddit posts asking what these weird doors in the side of a hill are, or why there's an enormous brown blob on the horizon. Story locations seem to be spawned at world generation. It's also definitely true that story locations spawn based on the player's original spawn coordinates. And why shouldn't they? Any story location, ruin, buried treasure, etc that we might stumble upon is supposed to have been there for a very long time, irrespective of our presence, and allowing the possibility of whimsical moments when the player randomly stumbles upon something unexpected are a pretty meager price to pay for upholding that.
  19. I got a similar start on my first 1.22 stable world (well, technically my second, the real first had wolves in every direction that wasn't highly unstable, including right next to spawn). I spawned in a large blobby peninsula connected to the mainland by a narrow spit of rough terrain occupied by two wolf packs and a black bear, so it was functionally an island. There were some crops to find, but mostly mushrooms and berry bushes. I've sustained myself mostly on the mushrooms plus hunting and more recently fishing, after planting what seeds I could find and making raft voyages out to find more. From those voyages I can confirm that most places in the world are spawning crops at rates I would expect from their terrain. I'm pretty sure my problem, and probably yours as well, is that my starting region is too wet. The vast majority of my peninsula has rainfall of "very common" or "almost all the time." I couldn't find evidence of this on the wiki, but I believe wild crops are by far the most common in "common" rainfall level areas, and extremely rare in places with very high or very low rainfall. Berry bushes aren't affected as much by rainfall, and mushrooms love heavy rains. The solution to your problem is as you say: search further afield. You will eventually find land with more normal rainfall levels and many more crops to pick up.
  20. There'a also a mod called Farseer which renders distant terrain features as low res blue shapes off on the horizon. It's pretty realistic, and quite effective for giving you grand vistas and a peek at distant mountains. It't not yet updated for 1.22, but once it is I strongly recommend giving it a go.
  21. Evidently I was just very unlucky about where I chose to fish. I've ranged out further, and most places I try with worm bait will usually yield fish within a minute.
  22. So, it's mid-May, and I'm hungry. I've got a rod. I've grunted up some worms and put them on the rod. I'm right next to an ocean so I cast the rod into the ocean and wait several minutes. Nothing. Move a few dozen blocks and try again with a similar wait. Nothing. I haven't seen any fish in the water, and nothing seems to be biting. What am I doing wrong?
  23. The trouble here is that the line between "click" and "hold" gets very fuzzy. If someone has a habit of holding the mouse button down just a little too long when clicking on stuff, how many very nasty mistakes can they make before they figure out what the problem is? What if I want to hit something with a bare hand or a random object? Maybe my Elk is in an annoying spot and I'm a jerk so I just punch it to chase it off temporarily? I don't want to kill it, and I don't want to bother selecting the weakest possible weapon, I just want to whack it with my food bowl or a block of dirt that I already had in my hand. That's a bit of a silly example but I'm sure there are others, and it illustrates that this fundamentally is an exercise in predicting what players want to do based on various contextual clues. Those predictions will never be completely right, so you have to prioritize erring in the direction of giving the player a safe platform to experiment and learn. Every context specific change that is added is another exception the player has to remember, which as you say sacrifices the very consistency you are trying to get out of this new system. If users are accustomed to LMB for take in all other contexts, what's the first thing they're going to try when opening an elk's saddlebag? Better hope that first interaction doesn't happen next to a large cliff face or sinkhole.
  24. I like the writeup, but I'm not sure I agree. Right now, the game is set up such that LMB is what you use for any and all inherently destructive actions: attacking and breaking blocks. Players may forget exactly which modifier keys are necessary for any given action, but they know that variations on RMB are "safe" while LMB is "dangerous". That's a valuable safety buffer which goes away if the dominant model guiding click interactions becomes the more theoretically consistent "LMB to take, RMB to place". Users in this thread have already mentioned berry bushes and elk as situations where misclicks with LMB can be very bothersome, and inevitably there are others (milking a sheep, for example). I don't think that's an acceptable tradeoff. Currently the game's interactions are occasionally confusing and inefficient, but messing up irrevocably is relatively difficult as long as LMB and RMB are being read correctly (Mac trackpad users beware). A system where users have a better intuitive understanding of what should happen, but their occasional errors are much more damaging, is a clear downgrade.
  25. Run cd Applications first. "cd" is short for "change directory", it moves you into the given directory.
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