Ashery
Vintarian-
Posts
57 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Ashery
-
Picking up small animals as you would a populated skep.
Ashery replied to Ashery's topic in Suggestions
Realistically speaking, I completely agree, but whether that extra cost makes for a good addition to the gameplay dynamic I'm less sure on. Being forced to drop a chicken in order to defend yourself from a wolf has a good chance of resulting in that chicken's death, as they'll immediately flee from the player. A lamb would be much less likely to die, but they'd still flee from the player and you'd have to hunt them down once you're done killing the wolf. That change would also require a bit more work to implement, as you'd no longer be piggybacking off of the existing code for populated skeps. -
Small animals include chickens, hares, and all juvenile animals, with the possible exception of bear cubs. When a juvenile animal is picked up, all nearby wild adult animals have a hostile reaction in the same way that a ram can become hostile if a nearby ewe is attacked. The adults will calm down once the juvenile is no longer held by the player. As this idea is ultimately just piggybacking off of existing infrastructure (Populated skeps, nearby creatures becoming hostile), it should be fairly easy to implement. It's a simple suggestion that would help alleviate some of the QoL issues relating to animal husbandry. You'll no longer have to spend hours trying to actively herd a single hen towards your new chicken coop, which is assuming that you even have chickens that are close enough to realistically herd back. But it's still reasonably balanced, as getting rid of two bags forces a number of other decisions: Making an explicit trip to get a couple wild chickens after leaving two bags at base, placing two bags on the ground after encountering a wild flock and then having to make an explicit trip back to retrieve those bags, or some other technique I haven't thought of. Getting the chickens still remains something you have to devote time to, but the tediousness and risk of herding wild chickens gets cut back dramatically. It would also make culling chicken populations a lot easier, as it'd become trivial to separate a rooster and one of your highest generation hens from the others when you can literally pick them up and put them in a separate pen. Grabbing lambs becomes an alternative to aggroing adults by throwing stones at them. The adults would give chase, of course, so you'd still get the thrill of being chased by a couple bloodthirsty sheep. Or you could kill the adults first and grab the lamb after, but then you both have to wait for the lamb to grow up and hope the RNG gives your sheep the right gender. And with the best for last: You'd be able to sell the wolf pups you grab, though it'd be more of a short term thing as the pups would grow up eventually and there's currently no way to breed more in captivity.
- 8 replies
-
- 10
-
-
Oh, damn; those are some pretty fundamental changes there. Missing something at the end, there,
-
Which would also mean the gap between ranged weapons and longblades is even larger in vanilla. So, while further tweaks wouldn't be a bad thing, Bullseye would still be in a better position that vanilla without additional changes. I should also add that I wasn't speaking directly from the perspective of copper spears being too powerful, but rather, simply noting that copper spears represent a significant jump in effective combat strength and taking stock of the how easy it is to acquire them. That said, wolves are ultimately more of an early game threat, so the relative ease of reaching the two hit breakpoint may not be a bad thing. ...Well, lone wolves are, anyways... Would love to!
-
Two things, one small observation and a pretty substantive bug that at least has a simple work around: First, a point on balance: Both copper spears and copper arrows with a recurve bow reach the two hit kill breakpoint for wolves, though both require a double hit to kill males when not playing as a hunter as they barely reach it. Whether this is the right balance point, I'm unsure, but it's substantially lower than vanilla, which requires tin bronze spears; vanilla bows never reach it. That said, ranged combat with Bullseye is also a lot slower than vanilla, particularly when it comes to rearming spears, but I feel like the two hit threshold for wolves is an important balance consideration to keep in mind as the danger of wolf encounters really defines the early and even mid-game experience. Copper spears can also be acquired through panning. As can copper arrowheads, but those at least require the investment of feathers and a recurve bow. Now, the bug: The intensity of the aiming reticle's drift seems to become more intense as you close worlds and reload new ones without closing the game completely. It is not a matter of how long the game's been open, as I just finished testing this over the course of fifteen minutes or so. I first noticed this several nights ago when I decided to mess around in one of my testing games to practice a bit with bows, as I finally acquired a recurve bow in my actual game. With the first animal I encountered, I noticed the reticle behavior was a lot more erratic than I expected it to be. I decided to just practice against a tree, and despite being a hunter with no armor penalties, I was still missing a good third of my shots, often with the reticle wildly swinging off target in the fraction of a second it'd take to release the mouse button. And for those that I did land, I was spending a significant amount of time trying to get the reticle on target. Even with a basic bow, it was difficult. So, I disabled Bullseye to try out vanilla mechanics and those troubles vanished: Perfect accuracy without spending several seconds trying to aim each arrow. I was a bit frustrated considering the investment of a recurve bow early on, but it was late at night, so I went to bed with plans to get some hard data to provide feedback. ...Except the next morning, aiming at the tree was trivial. Last night, I had another incident where the intense drift was glaringly obvious, and this time it was in my real game during a wolf encounter. There was no way in hell I was going to land a hit, let alone two, but I was lucky in that I was able to get enough distance and close the world. I then quit the game entirely and reload. Sure enough, aiming was back to normal once that was done. Decided to test out my hypothesis explicitly this morning, and it's definitely a result of saving and loading new worlds without closing the game entirely.
-
Straight from the code: So I'm guessing they'll give birth any day now and you just happened to misremember them getting pregnant sooner than they did. The only other possibility I can think of is that their pregnancy length automatically scales to month length, but considering the lack of that functionality when it comes to stuff like crops, I seriously doubt that behavior exists in any of the game's other systems.
-
Don't have any serious intention of playing multiplayer, but I do have an alternative potential answer for 3: 3A2 - Every class may work whatever & trade with any items they want to, but will have increased penalties for "off-spec" jobs (e.g. Miners get fewer resources from butchered animals). It nudges people more towards their specialization if they want to make any real "profit," but it avoids outright forbidding doing tasks outside of their profession. If possible, tailoring the penalties to be more nuanced could improve things further, e.g. Miners getting significantly less hides and fat, but a much more modest reduction to bones and meat. And an alternative for 7: 7B2 - A few select mods, but avoiding any that do serious mechanical overhauls or add a lot of content. Mods that I use and could see potentially being implemented would be stuff like StepUp (Allows players to walk up single block faces so that they don't need to constantly jump while traveling) and the corpse mod (A good compromise between keeping items on death and having everything drop on the ground and despawning if players don't find their corpse quickly). A mod that I use that I could see being blacklisted for being to substantial would be Bullseye, as that does a complete overhaul and rebalance of ranged combat.
-
...Oh my god... I don't know what put it in my mind that I needed a bed for a respawn point,
-
Is there any way to check if you have a valid respawn point set via a temporal gear? I'd done some experimentation in my creative game and discovered that the spawn point remains even after destroying the bed you used to help create it, but if you fill in the area you're supposed to spawn on with blocks, the respawn point gets invalidated and you'll end up using the settings you set at world creation. Been doing a bit of remodeling, and my paranoia wants to double check that my spawn point is still valid.
-
With the default world settings, you'd need to head south from your initial spawn. The game doesn't handle biomes via arbitrary definition ala Minecraft, but rather it makes a decent attempt at approximating a process that's a bit more real: Temperatures get higher as you get closer to the equator, which combines with a rainfall map (Arbitrary, but even basic weather modeling would be absurdly taxing on hardware) to create the biome. Hot and humid gives you a jungle; hot and dry a desert.
-
It's by far the most significant change, though. Harder combat doesn't fundamentally change the game. Neither does faster food decay. Nor does spawning further from the origin when you die. All those do, at worst, is make the game a bit less forgiving.
-
Except that the absence of a map or coordinates is the defining feature of Wilderness Survival. What else does it really have that's genuinely unique? I'd agree that a compass would enhance the experience, but even the two compass upgrades that that mod presents could be argued to detract from the map-less experience.
-
Eliminate all non-environmental directional indicators
Ashery replied to Vinter Nacht's topic in Suggestions
Sign posts are another easy way to game direction. When you use a pigment item on one, you're given the option of eight different directions (North, Northwest, etc) without any need to orient yourself. There's an easy enough fix for this, though: The recipe for sign posts becomes simpler, just two sticks, with the player adding boards to a placed sign post by right clicking. Placed boards would point towards the player when placed. This has the additional benefit of enabling signs oriented in different directions than the eight main ones. -
My hunch is that a lot of folks prefer flat spaces because it simplifies planning and construction. When you're moulding construction plans to existing terrain features, you're going to be making a lot more active choices regarding where and how things are placed. Most of that active decision making gets thrown out once the terrain is flat and featureless. So, terraforming becomes the first step for construction for many folks. I've seen the same three wide farms and that's something I don't really understand, either. That said, it's not particularly difficult to stock up enough food for the winter with default settings, so it's not like the player needs to maximize food production. Personally, I enjoy immersing myself in the world and environment, learning the lay of the land and exploring without the mini-map. And those moments of panic when you realize you're in a completely unfamiliar landscape and you're unable to orient yourself for some reason...Ahh... Oh, and your wife's correct: There absolutely is a difference between oak and maple and oak is the far superior choice,
-
My experience, which admittedly isn't as much as many others here, has been that ore density mappings are never guaranteed to hit particular high values.
-
I suspect this is more of a temporary measure until a more nuanced, permanent solution can get put in place. It's easy enough to track the number of non-paying posts per hour, so a simple kill-switch that temporary suspends non-paying account activity when a certain threshold gets hit would help reduce the immediacy of spam waves. Could potentially combine it with limiting non-paying accounts to a post every few hours, though that's fairly easy to circumvent with a network of accounts.
-
That's your issue. Node search mode is useful when you're already close to where ores are likely to spawn and you're just trying to narrow down exactly where they are without strip mining. You use the other mode when you're trying to cover a lot of ground and find a region with decent ore density as you'll get a rough reading for the entire chunk as opposed to just a 8x8x8 block.
-
Which prospecting mode were you using?
-
I can't give exact percentages because I've not done a lot of halite prospecting, but I suspect your struggles have a fundamental relationship with what the permille reading actually represents. My understanding is that it roughly translates to "A random rock in this area has an <x> permille chance to be this mineral." ...Except that halite deposits aren't scattered about randomly in modest clusters like most ores. Instead, you have *thousands* of blocks of halite in a single deposit. Imagine if you took all the copper ores in several chunks and combined them into one super deposit. *That* is what you're trying to find. Instead of being able to mine a vertical shaft and pretty much be guaranteed to hit copper, you're instead trying to hit that one, admittedly significantly larger, deposit.
-
Salt domes do, yes. Not big on the idea of completely strip mining for lake beds, since they're both large and barely under the surface. Just occasionally poke a couple z-levels into the ground and then move on for a little ways and repeat. The only reason he even found that deposit he "uncovered" was because he saw it in a cave that was just out of sight.
-
It'll usually be a fair bit more than ten blocks. The stats show 1/8.33 chance, which means a bit less than one per sand/gravel block. That lines up with my recent experience where I panned for ~12hours in game due to a combination of it being late at night and a heavy temporal storm that started around sunrise.
-
The other thing to bear in mind is that ores have specific z-level ranges they are able to spawn in, usually defined relative to the surface height. Your basic tin deposit spawns within 40-75% of the surface, and a much rarer, larger deposit is possible between 0 (Mantle) and 60%. I wouldn't bother actively seeking out one of the rarer deposits if that's all you're going for, however, as they're 1/70th as common as the basic one. The wiki has all the data listed for the other ores if you're curious.
-
Personally, I find the best practice is to use the same combat settings you're using in your primary game and create a second survival/creative world where you disable dropping loot on death, use creative mode to give yourself food, bandages, and basic stone age gear (Or whatever gear you want to practice with), and then just run around forests to practice wolf engagements.
-
...That would explain why the dozen plus drifters that died one night during high rift activity netted me so little loot. I killed a fair few of'em, but there definitely was a lot of friendly fire as well.