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Everything posted by Professor Dragon
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Oooh. Thanks - that sounds interesting! Hope you're right. I've just visited the Roadmap (https://www.vintagestory.at/roadmap.html/) and have been now searching the forums for other mentions of herbalism to see what snippets are out there. You and me both! I came across a mod yesterday which looks like it might provide horizontal barrels, but it looks like it hasn't been updated (which is a pity), and then someone remade it, but apparently the remake has issues also. I haven't tried either, but might at some point. The original: https://mods.vintagestory.at/show/mod/4848 The remake: https://mods.vintagestory.at/kegrevival (And side note - I find it so hard to find things on the Mod site - even things I've seen before and know exist.) There are a LOT of mods for storage, but they look a bit complex for my "mostly vanilla" game run through. Still, I might consider them at some point and they might help you: Apparently this plays in the same space and maybe does barrels (??? There is a wiki): https://mods.vintagestory.at/show/mod/4151 And this one looks to be a great shelving system. https://mods.vintagestory.at/foodshelves
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Yes, I'm aware. Let me rephrase. I meant that the default effect of alcohol on the player could be reworked, such as less of intoxication effect on the player. Something like the mod "SlowTox" - although I haven't used it yet: https://mods.vintagestory.at/show/mod/26245 - but without the other buffs. You have to put in a fair amount of effort to get alcohol (growing, harvesting, copper collection for barrel construction and more if you want to go for distillation), and yet alcohol itself doesn't have a lot of point within the game. The alcoholic debuff is quite strong, and doesn't buff your fruit/satiation much. So it is not great as a method of keeping fruit up in the winter. Well, you can, but take a single cup and you're dizzy. You may as well throw the same few stacks of apples or pears into a storage vessel and call it a day. I'd recommend that you should be able to drink a litre or two with minimal effects on sobriety, so as to justify it is as fruit intake. But then ramp up the adverse impacts so that you can't guzzle it as a food source. Which is a pity, because there are so many different types, and they've all been rendered so that they are pretty. I'd happily collect them all if I could just display them on a shelf in a jar to see the pretty contents. You either have no alcohol or are swimming in the stuff. My point is that there should be more of a point to alcohol within the base game.
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I guess it is a question of how much should be in base game and how much the mod community is to handle. There are already some pretty good food mods which cover more ground than the base game even intends to handle. I like the idea of dried berries and fruit in the base game. Also re-working the default wine storage methods (add bottles, jars, vats etc), and the effect of alcohol on the player. There is definitely a need for the base game to make berries and fruit "better" while still leaving room for the modders to add flair and different directions. FYI, we already have salted meat: https://wiki.vintagestory.at/Cured_meat
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Need help identifying source of ambient horn sounds.
Professor Dragon replied to Nuopea's topic in Questions
Best of luck getting someone who's heard that before to chip in. Because you've got a bit of testing to do otherwise. First things first. Uncheck all your mods and confirm sound does NOT occur when in same region. Thorfinn is very probably right, but doesn't hurt to confirm. Then use halving. Halve your mod list checked on, and see if it occurs. Then keep halving. Even a big list can be reduced this way. -
comment puis je héberger un partie solo en multi.
Professor Dragon replied to Moustik's topic in Questions
Hello @Moustik, I'm sorry - I don't really understand the question. Could you explain a bit more? If you (or a friend) could do so in English it may help. Have you seen these threads? Maybe there is an error or screenshot with more information you can provide? Possible causes such as firewall timeouts are mentioned. Using Google Translate, for anyone else who wants to assist: comment puis je héberger un partie solo en multi = How can I host a single player game in multiplayer? j'ai essayé avec internet mais ça kick mon pote toutes les dix minutes = I tried with the internet but it kicks my friend every ten minutes -
SUGGESTIONS: 1) Change the breaking sound of the "Reed chest" (basket) from "hollow stone" to something more like wicker work. I pick up reed chests fairly often, working on projects, and this always just sounds wrong - like hollow stone is being tapped. It doesn't matter surface the basket is on - so it is not picking up the sound of the surface beneath. 2) Change the reed chest pick-up mechanic from "breaking" to a "pick up" - as you would pick up a straw dummy, for example. Maybe if was fully, then you could not pick it up, but instead could break it as you currently do (with new sound!). (Alternatively, you could pick it up, but it spills all contents. Either is fine.) I think it should be allowed to pick up and put down an empty basket.
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I think this setting? (Not tried.) https://wiki.vintagestory.at/World_Configuration_before_v1.19 /worldConfig classExclusiveRecipes [true|false] If true, class exclusive recipes are enabled (default: true)
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Hi Everyone, I thought I'd show off my Professor Dragon's Chicken Coop, which is my first "proper build." (Barring the usual house/cellars/smithing rooms etc.) Also to talk about the design process, what worked and what didn't. It is nowhere near as fancy as some of the builds here (kind of a hard act to follow, honestly), and it is all built without chiselling (with one exception), using common blocks and no more than copper tools. THE GOAL "Nice looking" - rustic farmhouse style Raise chickens from wild to Gen 10 with no fuss Easy egg collection and feeding No despawning due to no light Build with no more than copper tools No (or little) chiselling REQUIREMENTS Small foyer entry which meets "cellar" requirements as a safe space Foyer has basic storage vessel, reed basket and tools "Airlock" for chicken access to prevent escapees Generation sorting system for chicks and looping (Spoiler: This plan failed miserably) Multiple feeding troughs Nest boxes far enough away so that can feed main chickens without disturbing brooding hens Multiple nest boxes, with room for expansion Use natural light to prevent despawning (I heard that is an issue) Locked up rooster to prevent fights and accidental death Spawn proof Looks like it could be a real hen house Expansion for outside pens Avoid mods Minimum/no chiselling Copper tools (chiefly a saw) max THE DESIGN A "T" shape. Can stand and fill trough at the foot of the T, and infinitely expand nest boxes along the cap of the T. Pine - I like the look, and it is easy to farm a lot Heavy use of "pine grated trapdoors" for light in ceiling and walls Thatch roof - rustic look, and I have grass Fenced enclosure. Will "let hens out" when reach Gen 10 and have sufficient to spare for decoration Self sorting room - a chiselled door to let chicks go through, attracted to a filled trough, where they fall down a few blocks and can't re-enter. But can loop this room back to the main area for each generation BUILDING Built during winter - there were weather issues Went up pretty smoothly otherwise LESSONS LEARNT 1) Even though I was in full fur gear, building in winter was harsh. Build in spring/summer. I ended up fully enclosing the build in several massive rammed earth "rooms" (14x14xheight) so that I could work. I then deconstructed the rooms at the end and filled in the missing bits. In any weather Day or night In any rift condition (bar temporal storms) Was this overkill? Probably yes. On the one hand, it did save me a lot of trouble from all of the annoyances and let me finish it on my own schedule. On the other hand, it added time and resource requirements, and removing the temporary rooms with a flint shovel took surprisingly longer than expected. So I would do this again for a small, complex build I would wait until Spring/Summer next time for a massive straight forward build. 2) Breeding chickens in the base game is a right, royal, pain. Use a mod. Despite all of my very cunning planning, the basic design falls over because of hyper-sensitive chickens in the base game. You can't go near the nesting boxes using the neat little trap doors in the wall sides, because they freak out. (They can sense through walls also). Even though you can fill the feeding troughs without disturbing them, as soon as they walk near the troughs to feed, they freak out. I don't like the vanilla game implementation of freak out chickens - it is completely unlike the real chicken raising experience that I have had I think from Gen 1 they should basically stop the ol' freak out, not Gen 10. Even though I try to minimise mods, this one is a life saver and I regard as absolutely essential if you want a "normal" chicken raising experience: Chicken Sit: https://mods.vintagestory.at/chickensit 3) (My) Automated Generation Sorting was a complete bust. But it didn't matter. For whatever reason, new chicks were not reliably drawn to the trough visible through the small hole, to fall into the sorting system. Maybe it is because I had the "hole" extruding out with a border to be fancy. Anyway, it didn't matter. Simpler methods - going in and boppin' chickens on the head - worked just fine My life changed once I put on the "ChickenSit" mod. No, seriously, I can't stress this enough - swallow your pride and install this. 4) Lights are expensive. But you need them. My "natural light" design was constructed to avoid needing artificial light. Did it work? I never had the confidence to try it. You want to enter your coop at night to manage it. You need light. As the coop itself does NOT count as a room, you don't want dark corners and things spawning in there with you, even if it doesn't bother the chickens So I installed light. It was more expensive than I thought, because I didn't have the lanterns to spare at this point. As I had an effective bee farm, I put down a lot of candles. Candles work, but "spoil the mood." You cannot picture leaving masses of candles in a real coop - it would burn down in short order. Lamps are needed, and will be added when they can be afforded. You want light in the coop - so much activity happens at night when "nothing else is going on." 5) You don't need a fancy design. Unless you want it. Am I happy with how it all turned out? A resounding yes. I have a great looking chicken coop, which met most of my requirements. Plus I had fun and learnt a lot. Do you need a super fancy chicken coop to raise chickens? No, you don't. A big room, a light, a double gate and you're done. 6) It's never finished. But it is until the next point. Still to do are: Lantern lighting Exterior farm pens and groundwork detailing Release the chickens! (Some of them anyway, for decoration) SCREENSHOTS Big gray boxes - weather and drifter proofing during winter. The failed - but nicely chiselled - chicken sorter. The other side of the failed sorter. Feeding room under construction. I would end up adding eight troughs in total, which seems right. This way it consumes one stack of grain in a feed, and seems to keep them happy. The great unboxing! Snow falls at odd angles when let fall onto a roof. Fairer weather. The finished coop. View from on high. (Sorry about the rain.) The foyer entry. 2 x Glass panels in roof rather than trap doors, to preserve "cellar" status as a bolt-hole. Just the essentials. The roof from inside. Not too bad! A rooster gets his own special room. Exterior beauty shot. The closed trapdoors contain the foyer. HOW? I mean, really, how has this guy appeared here? (Different rooster). Their escape ability is just like real farm animals. I have a theory that some of the chicks when they hatch are spawning outside (???). Final beauty shot. CHICKEN PRODUCTS I wasn't thinking too much about the end results of all of these chickens - I was mainly interested in getting to Gen 10 and having a fun project. But thoughts on the chicken products themselves. Feathers are great. They produce a LOT and Survival Goods Traders buy them. Eggs. Not great, but okay. You get a lot, but so far it is not consistent. Most go to compost, unfortunately. Bones. Great for bones. Chicken meat. It is okay, but sheep beat it hands down. You get a mass of good red meat from a sheep. You need to kill an umpteen chickens to get good meals. Kind of not worth the effort. Let's see what happens longer term. CONCLUSION There you go. I hope you enjoyed the thoughts behind this little build. Definitely worth having some chickens around for the homely feel and fathers. Professor Dragon. EDIT Resized attachments to save space. If anyone wants to see full size, just message me. Some final thoughts, now that some time has passed. My next chicken coop will be sealed like a "Room." This will negate cold effects while tending to chickens. Get a FULL winter clothing set. I was missing one piece at maximum warmth, and having that was a game changer. I can now build in full winter, only occasionally needing to pop near a fire for warmth. The sorting system was a complete failure. Use the mod "ChickenSit" instead until they are Gen 10, or just "whack 'em" manually.
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Wow! What an amazing series of builds.
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Just a quick snapshot of one of my cellars. I think that many long time players will relate to this. I'm in my main, single player, world. Food has not been an issue in some time. I have separate cellars overflowing with storage vessels of grains, vegetables and meals. Anyway, I unlocked fruit press and distillation technologies, so what do you do? Well, use them of course. (I want to make it clear that I never intended to fill my cellar with more alcohol than I could possible drink.) First it is on the obvious berries - they don't last long. May as well juice them. Well, it turns out that (a) you can't drink the juice quick enough and (b) there are many varieties, so you may as well press them all. Then peaches and cherries don't keep long. So in they go. And it turns out that a few large trees of each gives you literal barrels of the stuff. Then there is last year's apples and pears . . . I hope that you see where this is going. Okay, so you can't eat the fruit in time, can't drink the juice in time, can't drink the wine in any meaningful fashion (tipsy - seriously?), so what do you with all of this. Well, "Complete the set" and make up the distilled spirits of the alcohols. In spite of all of this, the actual problem of consuming even a fraction of the output is not addressed. I still want to collect them all, but to what end? They'll still rot anyway at some point, and then future harvests will come in. It would be nice to display them (I understand there is a mod). Anyway, just wanted to share. SUGGESTION: One small quibble that I have is that I can't close a barrel - visually, I mean. I look at all of these open barrels of fine drinks exposed to collecting dirt and grit, and it just doesn't seem right. I'd like the option for that, please. Or as well, nice big clear glass jars to display them in. I'd even be fine for a display option of a big clear glass jug (or vat) that never expires, and can't be opened. (A bit like mushrooms in a flowerpot.) You just look at the pretty liquid in a clear jug on your shelf, perhaps with a label. "Apple cider, Year 8." Thanks for reading. Professor Dragon.
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I'm a bit late to this post, but I basically second all of the comments. Because of the block nature of this game, often odd-number size rooms and corridors look better than even sized. The normal 1 (wide) by 2 (high) door fits well. But a wider room/corridor may need a 3 x 2 or a 3 x 3 door to look right. The 1 x 2 looks too small. Also, it would be nice to have a 1 x 2 door that opens in the middle (hinged both sides) - a bit like a cowboy saloon door, except the normal full height. It just opens down the middle so that your room is symmetrical.
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These are very good points. In all the excitement of new Vintage Story crafting options, I forgot my electrical knowledge. This is the reason why (soft) solder is NOT used in common house wiring - in the past it melted out and caused more issues than it solved. And lightning, as you say, doesn't care.
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Pretty much what Lagh (above) said - you build houses real early. I am a fan of more uses for solder. LadyWYT is right on the money with this observation. You make a still . . . and that's it? Does everyone have the original three extra bits of solder lying around like me? However, I am MORE of a fan of: My buildings not catching fire Lightning not cratering the landscape (with falling blocks on) around my house As Laugh said, people build houses well before they get to stills and solder - before copper even. And from what I've seen of videos, those people who do use lightning rods have them floating as points in a grid above their base. They do not have them built as sensible structures. It's not really practical to, I don't think. Too expensive, too obtrusive. I think to address all issues, what is really needed is a redesign of lightning rods - or of fire and lightning mechanics. There should be an early game access to preventing a straw and wood house burn down from lightning. (Besides an dirt shack.) There could be more uses for solder. Lightning rods should be more practical. Maybe something like lightning rods working on a large cube/cylinder down from around where they are placed, which at least means you could put them on top of a building in a sensible fashion. (Pyramid doesn't cut it.) Or on a large square on the ground around where they are placed, providing they have sky access. I know that I simply got tired and turned off the lightning, as I had a large sprawling base with many outbuildings over a "large" area, and couldn't be bothered with fighting the mechanics. And the game shouldn't be like that. ("Fire from lightning" default setting is off, I see on the wiki.) TLDR, there are two issues here: More uses for solder Lightning rod/mechanics could be improved Thanks, Professor Dragon.
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Hey OP, fixed your thread title for ya! While I do appreciate (Seriously) the thought gone into this post, and can even appreciate an ophiophilist in action, my thoughts on this being in base game are "Nooooooo!" My view is that we already have ENOUGH things that want to do us harm (beasts, monsters, weather . . . even the dirt blocks), without giving Tyron any more ideas on causing us trouble. Why not kittens? WHY IS IT NEVER KITTENS? ? ? Thanks. Someone had to say it. Professor Dragon.
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I actually don't mind grass growing on farmland, because it provides a nice convenient little source of grass and horse-tails while it is being left fallow. Harvest with a stone knife, and punch it - it doesn't take long to clear even a big field , compared to everything else. (I just counted, and I have eight fields around just my current house, from small to large, and it took maybe a day to clear and plant everything in Spring. Then it is just rotational maintenance.) I like idiomcriter's suggestion of improving the hoe weeding ability AND the suggestion of a winter weed suppression crop - although that in itself would need harvesting. Perhaps the scythe technology (cut and grow no more vs cut and regrow) could be improved to permanently weed proof a farm. Or give this second mode feature to the hoe. But as I started out saying, I don't mind the regrow. Have you ever grown a garden? Weeds appear in the blink of an eye, so it is nothing but realistic.
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So first of all, yes. If you don't want to burn through pickaxes, then finding any large "gravel" area and picking up loose stones - particularly the boulders - is a reasonable method. You'll exhaust an area of course, but some of those biomes are pretty big. I just happen to be in that process myself now, when I saw your post. Didn't take long (relatively) to get several stacks of paths. You can also collect stone from ruins by punching it with your fist even (slow), or tools. No need to convert stones to blocks. Once you get trading up and running - and a pre-req is probably farming - then rusty gears gets you picks, and then mining is an option. However, picks aren't cheap, so I'd consider the stone to a be a by-product on your way to a main objective - whether that be ore gathering or making a cellar. Last, and this is the tip that saved me when I was in a similar spot, two words: rammed earth. It has six variants in one block, from plain to a passable castle wall texture in a light gray like stone. But it is made from soil, so you can just dig it up anywhere and throw up a house. It is also easy to take down and switch out. Then over time, you swap it out for the materials you prefer. You avoid the burn out from the material gathering. And you'll probably discover things about building and materials, as you're ramping up resources. Professor_Dragon.
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Further on the temperature, as I'm in the same boat as OP with my computer cooking itself. See Settings, Graphics for the big culprits. The easy fix is to go to the Quality Preset and try something significantly lower, and observe the results. Then move things up notches. By choosing a lower setting, you'll see what is checked off or lowered by default. Most of the Tool Tips are accurate in their performance hit. Use a tool such as "NZXT CAM" if you don't have a display for temperature, and it will give it to you on screen in real time. https://nzxt.com/en-intl/pages/cam Oh, and for the record, I have more "shiny" things on than my computer should reasonably be expected to handle, because you want to enjoy the game visuals, right? Right? I should be fair to it and knock it down a bit though. Professor Dragon.
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I'm into Year 7 on my current world with "Falling Blocks: On" - and I'm wondering why. I've never quite got around to turning it off, but honestly, after every piece of dirt seems like it wants to kill you, I'd be inclined to turn it off. Been there, done that, kind of thing. And the dirt will want to fall on you at every opportunity. Fire and lightning are both off. I live in a storm infested region, and combined with the falling blocks, my long term base was just surrounded by pock-marked moon craters as every hidden cave got eventually revealed by lightning strikes. Also, I don't need my house burning down - and the lightning protectors seem more trouble that they are worth. I'm also having my doubt about monsters and temporal storms. I'm playing through with them, but I'm beginning to feel like just being a glutton for punishment with them. If you want peaceful, you probably at least don't want storms. And the monsters are frankly mostly annoying. I don't know if you want to consider less landcover, with the new ship features. More land means less water for your fancy new sailboat to go on. Professor Dragon.
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How deep does a room need to be to cancel out daylight
Professor Dragon replied to SubtleOrc's topic in Questions
Is your main concern "making a cellar" or "blocking out all light"? Because they are different. A cellar functions just fine, even above ground in the sky, with a single solid block lining of appropriate material. The sunlight can be blocked with a zig-zag. Having said that, I've had some weird variations where I build the same design in my survival world, that I've just built in my test world, and get different storage rates on storage vessels. Altitude and climate both impact the storage length. You might be interested in this Reddit discussion: And that storage rate that you're getting is in line with my experience for a decent cellar. -
Good call. I tried it out with a pine crate, and got an anomalous result, so I switched over to a Creative world and confirmed that Bronze Armlets do indeed stack 16 to an Aged Crate and 20 to a regular Crate. https://wiki.vintagestory.at/Crate So back to my world, and I found that one of the Bronze Armlets has an issue with going into the crates. Don't know why. Tried dropping it and moving it around between places. The crate obviously thinks that it is a "different" item. So, ahem. I made an error earlier. Bronze Armlets do in fact stack higher in Crates, beyond 8. Thank you.
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vintage story would be amazing in vr
Professor Dragon replied to A_British_Lass's topic in Discussion
"vintage story would be amazing in vr" "Horrifying." I'm pretty sure that the word that I would use would be "horrifying." -
Thank you, LadyWYT, for a thoughtful response to a lengthy post. And with a sufficient suspension of disbelief, low light, and squinting, it is possible for those reasons to be good enough. However, if they're able to hide animals of the size to fit between the stays of those carts without leaving a trace, they're much, much better at survival than I gave them credit for. I stand by my key observation though - there appears to be no way for those wagons to actually move to some of the places that I have seen them. (I wonder if I can book safe passage with one of them? It would certainly be preferable to me stomping about the wild as wolf bait.) Professor Dragon.
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This is the one that gets me - Bronze Armlets. It is bad enough that they: Have no use (decoration in one slot, until you get something better maybe) Cannot be stacked Can't be placed onto the ground, shelf or display case (I mean, honestly, why not?) They are the poster child for "junk items" in vintage story. But worse, they can't even be stored effectively. Best I can do is the 36 slots in a trunk. But I can only put 8 into a crate - what's with that? ? ? I thought that a chest would be my salvation with these puppies, but they're not. Why am I holding onto them? I don't know. I guess that I'm hoping that they will be useful one day. Be able to break them down. Perhaps require a bronze chisel, so that you can't cheese the Bronze Age. Stack them to 8 (?). Seems a reasonable number. Stack them in crates to a much bigger number. 512(?) Be able to place them on the ground, shelves or display cases. Potential story item - used as a key for a vault, for example, so that you rue the day you threw every one into the lake and need to pan for "just one more." Thank you, once again, for reading. Professor Dragon.
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We meet Traders everywhere in our journeys. But who or what are they? Here are questions for consideration. 1) Why do trader wagons have wheels? Wheels implies movement. Either they have moved in the past, or they plan to move in the future. Or are they merely a decorative feature to remember a by-gone era? I have never seen: Trader wagons move Wheel tracks Roads A source of motive power 2) How did trader wagons get to their current locations? I have spent hundreds of hours traveling these worlds, and have seen trader wagons in inaccessible locations: upon pinnacles, in pits, hemmed in by trees or water. How did they get there? Were they moved there? If so, how? Carriage beasts (type?), engines or some type of Jonas contraption, teleportation? Was the world different when they moved, and then changed locking them to their locations? Were they built in place? If so, why? Why build a wagon with wheels in an inaccessible location? 3) How do traders restock? Traders have regular resupply (weekly or less), during which their buy and sell list changes. Where do these goods come from? Where do they go? I have never seen a delivery or supply, despite being present when the stock list changes. I have never seen a Trader leave his wagon. I have never seen another Trader (or entity) approach a Trader with supplies. I have never seen a Trader wagon move. I have never seen or heard any type of mechanical device, such as a Jonas contraption, which might be teleporting supplies in or out. 4) How do traders survive severe weather? The trader wagons, while appearing comfortable, offer no weather protection to our Seraph at all. It is a mistake to seek shelter from a hurricane in winter in a Trader's wagon. Sure, they will offer you a bed, and yet still watch you freeze. Are their bodies hardened against severe weather? Or are we just that weak by comparison? Do they have gear which is so superior that it protects them? Why don't they have weather proof wagons? Solid shutters, sealable doors? 5) Why and how are traders living in temporally unstable zones? I often wonder why traders are living in temporally unstable zones. It fries our Seraph's noggin, but appears to have no impact on Traders at all. They might not be impacted. (How?) They might have ways of escaping unobserved to a stable zone (Not noted). Are they connected to the Rust World - simply a better mannered, more nicely attired Drifter in effect? Are they monsters beneath? (I may have spent too long in this wilderness.) 6) How are traders still alive? I mean seriously, they live next to wolf spawns, in temporally unstable areas, on top of a gravel desert, while a heavy Temporal Storm rages. Some of the most inhospitable environments imaginable, and yet we have some dude up there whose idea of trading is a box of "violet glass" for a pair of "prince boots." What is he eating here - fancy boot leather? Because none of his trading list touches on practical items. 7) Why aren't mobs hostile to traders? Back to the wolves, bears and drifters - because they seem to have a "live and let live" pact going. Suspicious, if you ask me. 8. Why are they so similar? In years of traveling, across vast distances, I keep encountering traders with the same name selling the same items. They give the same answers to questions, and hold the same beliefs. Are these clones? Robots? Are they are weird gestalt being who exists simultaneously across multiple locations at once? Or merely people with a severely limited gene pool, profession choice and imagination? 9) Why are their wagons so evenly spaced out? I mean, sure, I'm currently living in a broken chunk border location thanks to a game update, and trader existence is similarly broken. But otherwise, the trader wagons show a great tendency for spacing out, rather than grouping up. You'd expect (see earlier points), there to be larger conglomerations of a dozen wagons of all types of trades, or even hundreds. 10) Why don't they have a history? Information on the world? Where is the news? I come across a person living in the remote wilds. What would be more natural than the sharing of news? Having a talk? But no, it's "Throw in those feathers as well, and this shovel is yours." I very much want to hear about these villages that have been mentioned. That seems newsworthy. After all, I've just been dropped into this world of monsters, and I'm told that there is a safe village. That sounds perfect! Give me a snippet! Do you want to hear about this vegetable farm that I have going? It could feed you in plenty - I have spare. No? Odd. Again. S-U-S-P-I-C-I-O-U-S. Where do the questions take us? In short, there are too many mysteries surrounding traders. We don't know what they are, how they got there, or what their agendas are. At first, I thought that they were similar lost souls to us, struggling to survive in a harsh land. Maybe they are just super-tough "humans", with the gear, resources and fortitude to enjoy living out here - as they claim. There is just could be something unnatural to them though. I lie awake thinking about it. In a way, they are more disturbing than the obvious rust world monsters in this broken world . . . Thanks for your consideration. Professor Dragon.