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Demoncyborg

Vintarian
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  1. make sure you make yourself a bone flute for those moments your elk chucks itself into a hole (and lives!) or wanders somewhere it cant get out but personally not really! i do tend to adventure pretty carefully though..
  2. oh i didn't know i wanted this really badly, especially if i can usher some fish into those shallow pools..
  3. aaah okay that makes a lot more sense! even vessels and shelves need a minute to update when you do that, yeah. once your cellar room is finalized that should stop happening :]
  4. it doesn't really, no. your elk will usually stick by it is the main one i can think of, but its creature weight doesn't truly matter unless you're planning on.. uh, eating it. that being said, I always give my elks treats anyways. It's totally possible to leave them in a pen with hoppers to try and make sure you catch their antlers when they eventually drop, too.
  5. the terms can definitely be confusing to a new player, hopefully this little breakdown can help, feel free to keep asking if you're confused though! The gear, aka your Temporal stability: your personal gauge/resource meter for your temporal stability. when it goes low, you'll get some visual distortion and enemies spawning, and it'll slowly kill you when it runs close to empty Rift activity: not related to weather, but acts similarly random to it. Rift activity shows the likelihood of those random portals opening, and you can find it near the weather things in C menu. more portals usually = more enemies Temporally Unstable Areas/Temporally stable areas: not related to biomes, but similarly random like it, patches of the world are "stable" and "unstable" permanently, causing your gear to spin down, or not recover. Sometimes it's the opposite though, and you will recover faster in some areas. The only way to know if an area is stable or unstable without commands is using your gear to watch if it ends up draining. Temporal Storm: once again unrelated to weather, but every few weeks an in-game chat message will appear and warn you about an incoming storm. these are events where your gear spins no matter where you are, visuals are distorted by default, and enemies can spawn just about anywhere. this stuff can overlap pretty heavily if you aren't careful, so always be mindful of what your gears doing. some notes: deep underground is normally always temporally unstable you have to be in a stable area to naturally recover your stability standing in a temporal rift/freaky red portal will lower your stability rapidly and also distort visuals the rift activity has nothing to do with the temporal stability of an area, and vice versa the rift activity has nothing to do with temporal storms either, but it will make them feel a lot stronger if it's high activity, since more enemies will spawn.
  6. like the others said, the tooptip in your inventory is going to show the food spoiling drastically faster on your person due to your body heat. and the cookpots are really only meant for creating and dishing out those servings, not so much storing them as their spoilage rates are really bad compared to a sealed crock. is that what's happening? or is it something like, the food on the shelf says 5 days, you pick it up and put it down, now it says 12 days?
  7. on shelves and vessels you can see the spoilage rate on the tooltip, make sure your food is in a crock not a pot (unless thats what you meant) as it'll keep it for much longer in a cellar. as the day progresses the temps rise and then drop at night, and this works on your cellars and food storage too, so just keep that in mind too! i don't think your base location should change much, unless you're in the tropics.
  8. I think the sails need to be something like ~30 blocks apart to not get the turbulence impact? it's totally possible to link up a few towers together. for the water wheels, the tooltip will show you how many rapids blocks are powering it, with the max being 5. the wiki has a good pic of what you should aim to do for em. it has to be the rapids, which iirc just spawn around looking like lil rivers. I guess the main thing you lose out on is the random bursts of speed of a windmill, but its real shine is consistent, on demand power. i'm able to gear up one helve or one quern twice for some very decent speeds. (3 large gears total) so i do think they're ideal for building a long-term system that you branch out on with toggles. but there's nothing stoping you from slapping a windmill onto a waterwheel to make a biig, powerful monstrous system.
  9. yeah, a glance at the wiki says the same thing. that's so strange! O.O i wonder why it's like that? have always bred my animals in large groups. this would explain why I always needed far more food than I usually thought, and why my hens could eat like crazy without giving me an appropriate egg output.
  10. sorry if this seems obvious or hasn't worked-- have you tried making sure the game is windowed, not full screen, or even borderless? that's usually the main problem/fix i encounter with VS streaming
  11. I like that in VS it's not 'looking at monsters' but simply being deep underground that drains your gear. (those random areas can also be temporally stable, even deep underground!) but I think more mechanics around draining your gear could be neat. I do say that as someone who refuses to mine and makes my friends do it though, so not sure how they'd feel about that, lol.
  12. ahah the walking stick mod i play with is really similar actually, i think it does straight up remove the debuff when it's working, but as others have stated, for some reason trying to mod the hard coded 20% has a few bugs for some reason. the main reason i'm not sure this would work is that the hunger drain *is* already really complex and thought out! just standing still and doing nothing for 4-5 seconds drastically reduces your hunger rate, and each jump and bit of sprint will increase it by a %, as well as a drop in temperature. The logic behind it to me is obvious- the 20% in the offhand is there to prevent you from having a free inventory slot and to keep the overall balance of hunger while doing work. If this system were simply deleted with no counter-balance, it's very likely the player would literally eat like 20% less of their cellar during something like winter, which isn't crazy in solo play, but adds up pretty big in multiplayer. it genuinely seems like the 20% is just the simplest solution for 'working hard = get hungrier' to feel accurate and gamified, until an even more complex solution or overhaul for handling items comes out, be it through inventory weight, a total re-balance or reworking of the off-hand, ect. I think it's the best option so far with the current state of the game.
  13. uhuh! if you're standing still your hunger rate goes down, but if you're standing still and clicking and whatnot, it doesn't. so if you're smithin'... or chiselin'...
  14. I dunno! the more i remember about what items you use daily in the offhand, the more I personally feel like the blanket 20% makes total sense haha. Yes you're forced to use these tools for strenuous activities and yes they increase hunger. if you forget to take them off and get hungry it's no different than forgetting to remove armor. now all i'm thinking is that the shield should add on another few %'s to your armor penalties total when out lol. I think my personal opinion is that hunger does matter during all points of the game, even in late game, and its maybe understated in those responses. the current 20% seems to be intentionally in place to increase the hunger drain from strenuous activities like chiseling blacksmithing and cave activities, because even just clicking left and right mouse also increases your hunger drain. It's probably a lot more ingrained into the overall balance of hunger in general because of just how much it is currently used for daily life. I personally can't come up with a change or re-do of the system without needing a counterbalance on the hunger system too, but that's also because I think the current hunger drain is fine and seems intentional for the overall balance of hunger at the moment.
  15. i don't think what bruno's saying is 'eating food is nothing'. the meaning of the penalty is the same as the meaning for a lot of the other things in this game, once you have a home base set up, things get easier, and more complex. you can now afford to be hungrier with your shelter and farm. i won't lie it's a little under-baked, but so are all the other survival features at the moment. i think it's something that'll eventually see a touch up, maybe with the potentially incoming status effects update. I also do not like the suggested penalties of slower mining/less damage, my personal fix (but i don't see it needing fixed at the moment) would be an adjustment of these items rather than a change. I'd add multiple hunger %'s to the common off-hands instead, with torches having the lowest penalty, and the un-snuffable lantern being higher (probably just the current rate) as it's heavier and more valuable. It's similar to how heavier armor is more 'expensive' to wear. edit: i did just think about this a bit more in the context of armor, without a hunger penalty there's very little reason to not always wear a shield too. they should probably have the highest 'penalty' out of all of them
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