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Everything posted by Demoncyborg
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Mechanical Refrigeration System Using Aqua Vitae
Demoncyborg replied to Aarón Rodríguez Hernández's topic in Suggestions
it's probably pretty easy to keep it with the regular room/cellar mechanics way of updating temp since those bounds are already made, but when you get outside of that i'd imagine it's a lot different. for areas that don't count as a room, have holes and just function as outside space, you'd likely have to do some complex volume and gradient kind of calculation, and it can't just check every minute or hour if you're using wind power especially- the mechanical speed will fluctuate and change the output of our condenser here and make it work better/worse, as well as the ambient temperature changing, fuel running out, ect. what i'm saying could easily be a load of horseshit- i don't know anything about the processing load on a server or client, i just know another mod that deals with a lot of room-volume calculations tends to be laggy when a server has to do it for 8-10 different people's houses across a map- and it's just smoke, that's only when firepits are on. this would be 24/7 -
Windmill doesn't spin (usually) - Mechanical power support
Demoncyborg replied to mattk2003's topic in Questions
does your windmill have all its sails on it? hard to tell if it has a full set from the screenshot. other than that.. i'm not sure what could be going wrong here other than some really unlucky wind rng. -
Mechanical Refrigeration System Using Aqua Vitae
Demoncyborg replied to Aarón Rodríguez Hernández's topic in Suggestions
really like the idea of using aqua vitae as fuel for some kind of compressor/refrigerant.. I really love anything to give more reason to store and make gallons upon gallons of alcohol, and it feels perfectly end-game to me. (edit: the only thing you can do with vitae in vanilla is drink, or soaking some OK bandages that dry out. give me more..) I think something like a mix of your two ideas sounds ideal and simple. Mechanical power on one end of the block, heat vent on another end of the block. you'll need to use passthroughs to keep cellar integrity and you'll need some kind of special vent block or the machine itself counts as a full block for the exhaust. Just keeping one powered might add some kind of passive, but keeping it full of fuel should help drop you way down to almost-winter cold. not sure if it could do anything other than a cellar though- I'd love to use something like that to help cool down a blue cheese cellar for the ideal ripening temp all year, but with it being open air, you'd have to start doing volume and.. probably gonna get as laggy as the smoke mod on a big server. -
my personal completely foolproof method is chiseling myself a 'corridor'. 2 or 3 blocks in a line, 2 tall, you can hollow it out with a chisel and sit within the center of the blocks and put a door on the front. I call it the panic closet, since it's cramped like one. I've never had a drifter spawn WITHIN a chiseled block with this method. I've never had drifters be able to hurt me through the thin walls of the panic box, and if you use a sleek door or some glass, you can observe outside the panic box to see if it's safe to leave.
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I think it's probably the standing still mechanic- according to the wiki, standing still without jumping or clicking reduces your hunger rate 4-fold after 3 seconds. edit: peeking at the source for it on the wiki seems to confirm that sitting has nothing to do with it either, but im not a coder so there could be more hidin' there
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I do think it's very important to note that it's QUITE the buff. It isn't just a small percentile increase or something, you can get up to 12.5 bonus HP with all nutrition maxxed out, in a game where your base HP is 15. You can nearly DOUBLE your health with the current food variety alone. I think with the current limitation on what you can actually put dairy in, as well as the different combos currently in place for food, it's a really good middle ground for all players. You still need to eat at least 2-3 different types of meals to get all of your nutrition stats up, and in my opinion; or at least the way I play, the incentive to make different food is to speed up that process evenly. If i've got low grain, little fruit, but tons of protein and veg, I can make some porridge to target what I need. oh but hey, all my crocks are full from the last harvest- guess I should make a fruit pie instead. Nutrition is absolutely an incentive for a player like me who's really crap at the games combat. I don't really wear armor- i'm a homebody! but I like being able to survive a swipe from a bear suddenly creeping out of the woods onto my farms.
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that's very strange. I went onto a single-player world to test this myself and it looks like unchopped red wine caps simply do not cook in the oven properly o.o chopped worked fine for me. must be a bug since there are whole cooked/partcooked versions of them in the creative menu.
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there aren't a lot of traits in mushrooms that broadly cover poisonous vs non; and any claims tend to be really unsafe. That gills thing is a very strange one to hear, since a ton of very popular mushrooms have big edible gills (portabello, oyster, chantrelle). All the mushrooms in VS have real counterparts, some even have varying agreement on edibility. i'm not sure how well it'd fit to remove the tooltips entirely without having to do something, i think it's kind of our accepted supernatural power as seraphs to be able to identify things by just looking at them, including their usefulness in nutrition or uh. danger. it certainly makes for some really good mods to remove or alter them though. that being said, plenty, and i mean plenty of people still die to mushrooms because they just didn't bother to read a tooltip while they were starving on the run. you still need to open the inventory and actually have a look at your food to identify if it's dangerous, but if you already know the mushrooms by name and visuals, no need.
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no this is honestly very strange. as a test, could you throw some of the grain on the ground (dont pick it up) and observe them? I find that the animals tend to prioritize items on the ground when it comes to feeding (and it still counts as portions eaten pretty sure)
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have had to scold a friend more than once for doing that... so glad that belt mod has a flute pouch though it's saved me more than once already
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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..
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oh i didn't know i wanted this really badly, especially if i can usher some fish into those shallow pools..
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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 :]
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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.
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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.
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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?
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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.
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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.
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make the portions consumed only count up when actually relevent
Demoncyborg replied to qualicabyss's topic in Suggestions
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. -
Discord Streaming stuttering, lag, frame and performance issues.
Demoncyborg replied to ResigningTech's topic in Questions
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 -
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.
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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.
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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'...
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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.