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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. So as long as I'm not firing lime or flint or making torches, I no longer face a production penalty for sleeping. Good to know.
  2. It tells you where your data is. Since I had no idea if you were on linux or windows, I gave you the link that tells you where to find it on either system.
  3. Were the firepit and cementation furnace updated to use game time rather than real time? I was quite disappointed when I went to bed expecting the stack of torches to be done, but nada. Then I noticed the same thing making steel -- you couldn't speed that up, either.. Pit kilns used game time, IIRC So did the barrel recipes. I never did decide whether crops or skeps or reeds used real time or game time. Basically, the only time sleeping would have been useful, to reduce the amount of IRL time to get vessels and pots and crocks to finish firing, I needed those hours to form the next batch of pottery, and to gather the sticks and grass. So, never useful.
  4. https://wiki.vintagestory.at/Vintagestory_folder
  5. There's always the third, that the whole point of this thread was to argue that the combat system was boring and easy, so making it even easier seems to be a couple steps backwards. Thing is I think it would probably take quite a bit of rework to do the called shot thing because the hit is determined when the missile reaches the target, not when you throw/shoot it. This allows for the accuracy thing to be taken into account. It also lets one dodge the missile and take no damage, or even step into the path of an oncoming missile. It would seem odd to have the kill shot succeed even if the target moved away before you hit it.
  6. Fair. But I think there is a difference between a 4-player game and the planned 200-player game. Unless you have an enforced bedtime, you can't fast forward time until everyone or at least x% of the current players are in bed. What do you do with the others? Collapse on the spot and Harvey hauls you home? Collapse and be vulnerable to attacks? Collapse but are not subject to being attacked? Just fast-forward time so the crucible with 2500 units of copper that you were just about to pour cools down and you have to expend all that charcoal again? I don't think any of those are very good answers. Particularly for those who are doing something that is not physically demanding, like cooking or clayforming. And an even worse answer is not fast-forwarding time at all, so you get to sit and watch your character sleep for 16 IRL minutes.How do you handle things when one player is in a basic hay bed, so sleeps for 7 hours while another player is in an aged wooden bed and sleeps for 9.5? Everyone sleeps 9.5? No one sleeps 9.5? The 9.5 guy has to stare at his blank screen for 5 IRL minutes until he wakes up? You could obviously create "rust" in skill levels, and I think that's probably a part of the planned status effects system, though I hope it doesn't become the mess that is parodied in that Survival Game Logic vid. But that just takes you back to the same question. What does skill rust do in a game which is not skill-based? Would fatigue cause you to fail at cooking? The UI prevents you from putting ingredients into the correct slot? Or does it turn into rot or something? Baking is a matter of watching when to take it out of the oven, completely immune to skill rust. Unless maybe you change the colors so fatigued people could not see when to take it out? And also change the hover text that tells you what state of done-ness the pie is? Just seems to me that's a whole lot of futzing around for something I don't see the need for in the first place. More of a solution in search of a problem to solve. But I could be wrong. How do you envision this system working? Not to the level of pseudo-code, just broad-strokes. [EDIT] Oh, hey, there was a mod, Ned's Survival something or other, I think, that added fatigue in addition to a bunch of other tweaks, mostly progression based. I thought it an interesting, but sometimes tedious take on the survival game. Seemed everything was gated behind something else, and gameplay became very linear. No idea if it's been updated, (I think it was for 1.18, or possibly even 1.17) but that might be a good place to start to see what kinds of complications arise. Wasn't terribly popular, IIRC. Kind of like diseases and infections and parasites and the like. Seems like a good idea, but almost no one plays those mods.
  7. Oh. It's been a bit since I watched the @Dubbs Malone vid, but I think he had 2 leaps in it. But because the leap is where you are, not where you will be, side-step while sprinting (backwards) makes the leap miss. That's a good point. But crits will be seriously bad in a hitbox system. The game already assigns a hit location, head, body or legs to determine which part of the body was hit. A bowtorn does 5, so any leg hit will cripple. Well, assuming you are not giving the leg hitbox at least 6HP, which seems to defeat the purpose -- being able to take down an animal with a called leg shot. It's kind of like tabletop RPGs. Critical hit systems are wildly popular until the monster rolls a 20.
  8. For a rock not to do an accidental "critical" to a knee, the leg hitbox needs more than 1 HP, right? So 2 HP per leg, times 4 legs, so we are up to 8HP already, How many other hitboxes are we considering? I assume the same is true for seraphs? 2HP per leg, 2HP per arm so a single drifter rock doesn't disable you. On wilderness survival, your total HP is 10, so there's only 2 left for the entire rest of the player character? Turns pretty much everything in the game into a one-shot.
  9. OK. But is it fun? Would you ever try to convince a friend to buy the game based on how it handles fatigue?
  10. I wasn't going to bother, but when I looked at my Notepad++ window, I had wolf-male.json loaded in one of the tabs, so I took it as a sign. Looking at the following snippet from there... code: "seekentity", entityCodes: ["player"], priority: 1.51, movespeed: 0.045, seekingRange: 9, belowTempSeekingRange: 25, belowTempThreshold: -5, animation: "Run", leapAtTarget: true, leapAnimation: null, animationSpeed: 2, leapChance: 0.01, sound: "creature/wolf/growl", whenNotInEmotionState: "saturated" ...you have no idea what you would change to increase the leapChance? How you could change the movespeed to something higher than 0.045 if it were in the seekentity mode? C'mon. I believe in you more than you do.
  11. Oh, sure, that's fine. But good for the goose, good for the gander. A bowtorn gets a lucky shot into your knee, you are drifter chow. If he gets a lucky shot to the heart, you just die.
  12. After a bit of reflection, how about just reducing the HP of game animals? Make it so they do die from one arrow or spear or whatever would remove the tediousness. This would be a trivial mod, off-hand, maybe a 8 or 9 patches? Though it would be nice to add something that does less damage so you could damage a sheep or a pig to lure it into your pen, rather than killing it by slapping it.
  13. I don't know whether or not there is one. Because of the people who play on my server, I don't look into mods that make combat more difficult. But it would be relatively easy to change the AI to do that. I mean, consider the alternative if the feature is as popular as you think and it does not exist. Shoot, it is now! But I'm all for nerfing sprint. Make it work for forward and quartering forward only. Most n00bs would have no issue with that. It's something that only veterans can use to any effect, but, for whatever reason, rather than simply not using it, insist that it be removed for everyone. There are things I consider cheesy, so I don't use them. So...? That's the kind of cheese I hate. I want to be able to kill other things easily, but I don't want my foes to have the same rules.
  14. But that's not true. Whatever new AI gets implemented gets implemented for everybody. You can't just avoid the bear outside your house because he is going to be there for at least 14 game days. You can't just go on with your life. If you like the bear as it is, how do you keep that? [EDIT] To riff off a recent joke, "If you like your bear, you can keep your bear."
  15. Why isn't it equally valid to to object, saying that those who insist, "combat is important to me, therefore it should be improved" are what is wrong with the world, and should just... stop? To put a finer point on it, can't we just leave it at you prefer some things, I prefer some things, and so long as neither of us insists on getting our way, we are good?
  16. You should be able to do that in a mod. Just make the lunge chance 100% (or whatever), set the lunge priority high, and allow other actions, like charge, to be interrupted once in lunge range. Have you tried that to see whether it achieves the result you want? We have a dodge key. Two of them. A and D. This one I'm definitely on board with. Remove "sprint while running backwards" and disable anything resembling StepUp (at least for going backwards) and Bob's your uncle. Sprinting backwards isn't something n00bs typically do, anyway. It's mostly veterans who inexplicably hate that, but do it anyway. Just so they can be bored, I guess. I am so not a fan. Falx rapidly outpaces the sheer damage of spears and arrows. All they offer in return is damage at a distance, assuming you can maintain that distance. Which, if we nerf sprinting backwards, is no longer possible. That and I really do not like the idea of higher damages from missiles. Bowtorn are already a terror if you don't have Tier 1 armor. But if surface bowtorn start one-shotting n00bs who are down a couple points and don't understand that Wilderness is Ultraviolence mode...
  17. I ran into something similar on Mint. For some reason, even with a root-level login, SQL was not playing nicely. I moved it to ./vs/19/data and it worked fine, as well as allowing it to be run without root access. Win-win!
  18. I believe that's an optional part of Wild Farming Revived. Give it a look see. If you can think of a reasonable means of limiting it, it's possible Spear and Fang would fix it. Just that so far as I kn0w, no one has accomplished that yet. [EDIT] I already suggested that mature trees not spawn an additional sapling if that space were closer than x from another tree. I don't remember if I got an answer. Might have even been from back when it was @jakecool19's mod...
  19. There are several mods that allow you to propagate flowers. One that comes to mind that I'm pretty sure is updated is Wild Farming Revived, or something like that. I agree that in addition to that, it would be nice if decor (I think that's what the game calls those kinds of things in mapgen) were to periodically rerun, though at a much lower rate, but there must have been a reason it was not included in the respawn code. I have a Chesterton's Fence take on it. Until I understand why it was not included, calling for it to be added is a little rash. I've seen what a mess tree auto-propagating over time caused. You kind of need a birth/death model or some other kind of limiting factor in order for it to not get overwhelming.
  20. Yeah, that's what it is. If you can get them to grow rootlets, you can toss all the cuttings that were going to die anyway, and plant just the ones that will live. I carefully rooted an even gross of the several varieties of wild raspberries growing on our land to plant in our woodlot before I knew the things grow like weeds here and I would have to go around slashing and burning to keep them from crowding out everything. If you are rooting in water (and probably on paper towels), there's a fertilizer that really helps. The one I used is "TakeRoot", also have a couple that are specifically for hydroponics and one for especially hard to start cuttings like hardwoods. Check on the 'zon. Search for "rooting" and there are pages of listings.
  21. I've always found it easiest to just fill out the comment, then go back to wherever I wanted the @, insert a space, go back to where I wanted the @, and proceed as you would if it worked like it does on the foruims.
  22. Yes, the game scales all rates. In the past, berries were not affected, but I've heard that has all changed in 1.20. If you change it, though, do it it in baby steps -- no more than a day or two at a time, as the game appears to use something like Julian dates, and does not scale the date with month length, i.e., if it's currently October 4 in your current world, and you change the days per month, it will no longer be October 4, but something earlier. Which can be useful for shortening winter and extending the other seasons, I guess, though it feels a little cheaty. By far, the best way to deal with it is in a new world, so from day 1, everyone plans around the month length, but I understand that some people are a little sensitive about losing their progress in a game.
  23. I was thinking about this. If I were to make such a mod, I would leave the vanilla method but add the new. However, I would not make it faster than vanilla. In fact, since limestone can be calcined as low as 900C, but takes longer, I'd consider making it work with peat, but takes, say, twice as long as vanilla. But since you are burning peat, who cares, right?
  24. Just add protein to the section of chicken-hen.json attributes: { creatureDiet: { foodCategories: ["Grain"], foodTags: ["fruitmash"] }, As an example, you could simply steal the whole line from wildpig-female.json, since our chickens got all of that plus dairy. creatureDiet: { foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"], foodTags: ["fruitmash"], skipFoodTags: ["rice", "parsnip"] }, The Cliff's Notes version is that scrollrackableByType is hardcoded. Try it yourself. Open lore.json and find: scrollrackableByType: { "lore-scroll": true, "lore-paper": true, "*": false, Change that last line to "*": true, and see how the game deals with those items.
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