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Everything posted by Professor Dragon
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Oh, yeah! It's funny, isn't it? All those great new features, and yet this was the one that popped out for me as well!
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I was referring to the "sandgravelsoil" option specifically, as you encounter falling soil all the time. I don't know if even I'm barking mad enough to play with the "caveIns" option, although some people do! https://wiki.vintagestory.at/World_Configuration /worldconfig blockGravity [sandgravel|sandgravelsoil] Sets the block gravity behavior for either just sand and gravel or additionally also soil (default: sandgravel) /worldconfig caveIns [on|off] If on, solid rocks and cracked rocks now collapse if not supported while being broken/placed (default: off (except in Wilderness Survival))
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Thanks for that. To be clear, the problem that we are trying to address is "See no animals after traveling away from spawn." You've got to "box the problem" and rule things in/out if possible. Here are some contenders: The PC has an issue << This doesn't seem to be a PC problem. Let's assume that is good for now and park this line of enquiry. The world settings are impacting spawn rates << A possibility, although I don't know how. You would troubleshoot with a new world and different/default settings. See https://wiki.vintagestory.at/Entity_spawning This specific world is glitched << Same troubleshooting as above. New world and test. The mods are causing an interaction << Remove them all and retest. Should be done anyway, even though your mod list looks unlikely to have an impact on animal spawns. Random events << Animals take a while to spawn, and need specific conditions. You could just be unlucky. Go into (Optional - a test world) Creative, and fly around in all directions just in case you missed them on foot. (If you do this in your main world, it will load the chunks you visit.) The version of Vintage Story contains a bug << Unlikely. I'm assuming that you're on the stable release, and we know things spawn there. If not, do that. The Vintage Story Graphics "Settings" combined with your PC are the cause << A possibility. Search for threads on this forum and over on Reddit like these: Anyway, I see that this question comes up a little bit, so you may want to go through the above list and rule things in/out. AND go have a search of similar posts, in case there is something useful out there. Maybe some other people can chip in, but the more groundwork you cover, the better. Good Luck. Professor Dragon.
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Hello FrostOne94, Thanks for the info - let's get some more. For starters, yes, you're using an older setup - about the same vintage as mine. I'm not sure if that is your whole trouble though. I'm running an Nvidia GEforce GTX 1050 TI, which also was released in 2016 like yours. Along with 16 GB of RAM. With an Intel i5-8300. So I'm on the different side of the vendor fence, but on paper my system should be less powerful than yours - but it runs fine with a few dozen low impact mods, and the game graphics settings set reasonably high. (It does run hot though, so I tweaked some things down.) Use this as a guide: https://www.vintagestory.at/sysrequirements/ What Settings are you running for Graphics? Without Mods, have you tried turning settings down? There's a broad brush option at the top to adjust them all in one big hit. What do you mean - exactly - by things running fine without mods? (See Q1). Can you freely look around, run, harvest things, look into the distance etc without stutter? This is important because you need to be 100% confident of the base game performance before continuing. Try to play without mods for a while. WHICH MODS? Some, like the HUD clock, are super low impact. Some, like shaders, are super high impact (Forget them). Maybe it is only a few particular mods that are causing issues, so try to rule which ones in or out. Check your system temperature. Either Task Manager may do it natively for your setup, or install something like NZXT CAM which will report back. Based on your system age, it might be possible it is running super hot, which impacts graphics in the first instance. You might need to redo the paste on the chips in the computer. I did that once and it immediately helped things. But ONLY do this if you NEED to do this if you're running super hot at very low setttings. It's a last step, as if you muck it up, you fry your chips. I mean, it is an old system - all types of weird things can happen on old systems. Professor Dragon.
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Hello Jimmy, Welcome. > I did check before making this post on the wiki, and it say there's a 100% drop on salmon for raw fish. . . That's not right for Salmon. It's a 50% chance. See here: https://wiki.vintagestory.at/Salmon#Harvesting "Since salmon don't have a diet or way to eat, they always drop 0.5 fish meat." Anyway, that means a 50% chance (not 1/2 a salmon), so it looks like you are probably seeing the expected drops from salmon. The hare information does say that you should be getting at least one though: https://wiki.vintagestory.at/Hare#Drops (Keep in mind that the Wiki can be wrong.) Surface Drifters do not drop food. They may very occasionally drop some flax. Animals drop rates can vary such as temperature and season. Hovering over them will show their "weight". The kill method or timing or type of stone has no bearing - at least in the vanilla game. To be clear, you need to harvest (right click with knife) to get a chance of drops. No animal gives food drops straight from a spear or knife hit. After a failed harvest, you need to see the body disappear and turn into a pile of bones - if it hasn't, you haven't actually harvested it. Try again aiming at a different spot. A successful harvest will bring up a small inventory box you can remove the looted items from (nothing, bones, meat, fat etc). Some questions: What version are you on? Is it the current stable version 1.20.12? Are you seeing NO drops at all, even after harvesting a lot of animals? How many? More than 10? If a smaller number, you may just be unlucky with the roll. Are you playing vanilla with no mods? If mods, try without. What about sheep or pigs? Professor Dragon.
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I would like to be able to see the client version of the game, while in-game. This information is currently available from the Main Menu, bottom right of the screen. However, if you are in-game, you need to exit out of the game to return to the main menu to see this. I would like: An "About" section with the client version, perhaps under Settings (or the Handbook). A "command" such as "/info version" to return the client version. This would let you know in-game which version that you are on, so that you could: Double-check you are on the latest version Consider mod installations Know what is included or not if running an older version I made a "Question" post on this here, and have not yet received a response that there is an existing way to do this: Thanks, Professor Dragon.
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Thanks Thorfinn. A great response to get me started. The Command Handbook (.chb) is a revelation - I've heard of it before, but never actually called it - didn't know how. Unfortunately, I've scoured the thing top to bottom as best as a I can, and found nothing that gives the current game version there either. Searching on keywords such as "version" and "info" only brings up a few hits. So I went through the full list top to bottom. Admittedly some of the entries are deep, but I skimmed most of those also and didn't see a clear match. The most natural place to find this information would be under "/info" - but it is not something that it reports. For my practical purposes, I can exit back to the main game menu to see the version. It would be nice though to be able to do this in game, if someone knows how or if this feature could be added. I might let this thread sit here for a little while, but if no responses I might add this as a Suggestion. EDIT: 50 instances? All labelled? I bow before you!
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Silly question time. What is the easiest method (or methods) of telling which version of Vintage Story is currently installed, while in-game? Preferably through the interface or via a command. Is there a command? If so, I couldn't find one at: https://wiki.vintagestory.at/List_of_client_commands https://wiki.vintagestory.at/List_of_server_commands (I am single player, so there is no client/server distinction.) There is a command which tells you the created version, but not the current version that is being run: /info createdversion I can open up the server logs, and \AppData\Roaming\VintagestoryData\Logs\client-main.log advises that I am on: [Notification] Game Version: v1.20.12 (Stable) This is the information that I want, and it is correct as it matches to the Downloads page. At the Main Menu there is correct version information at the bottom right of the screen. I can't believe that I didn't see this for the longest time. But I was looking to the left hand pane for this information, either under the Vintage Story tree logo at the top, or near the logged in account name information. This again is easy to get to - once you know it is there. But it is slow to exit and re-enter to this point while in-game (Ahem. On my PC that is.) So am I missing something, or is there something like this in-game?: "Settings, About" version number display. A command which returns the current client version? If so, let me know. If not, could we have this? Thanks, Professor Dragon. P.S. If I'm very silly, I apologise.
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An area said 'temporal (something) apochryphal'
Professor Dragon replied to Kaedynn's topic in Questions
It would have said "Apocalyptic". This is the highest spawn rate possible for a Temporal Rift. https://wiki.vintagestory.at/Temporal_rift If you're new, then you may wish to bunker down in a small house WITH LIGHT, which will prevent Drifter spawn. Especially at night under Apocalyptic, Drifters could spawn in any low light location, which almost certainly will include any dark corner of your home. Note that these levels are global. Running can only move you away from an active rift or move you out of a temporally unstable zone. But you can NOT run to a lower rift level spot - only time will change the rift level from Apocalyptic to something lower, the best being "Calm." -
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.