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Windego

Very Important Vintarian
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Everything posted by Windego

  1. I'd say that's done in survival. The angel belt mod only comes in handy for these builds if you're in survival. Creative flight makes the belt obsolete, so I'm basing that thought off of that info. Needless to say, that's seriously dope man. I respect the dedication and creativity.
  2. Come to think of it, this frequently desired need to nerf wolves makes me think of a very particular mob of MC. Well... Two of them, really. Skeletons and baby zombies. Everyone hates them. And yet they are still good the way they are. Because at the end of the day... There will always be two sides when it comes to requests regarding mod strength or AI. The part that wants it nerfed, and the part that thinks it's too easy an want it tougher. Well... That's why it's so customizable. Too tough? Crank down the difficulty. Too weak? You guessed it. Crank it up. . . . Just for Gaia's sake.. Don't give them an axe.
  3. There is talk in another post here somewhere about the AI of wolves and how in the potential future, a nice idea would be to make them avoid civilization once you've established a base and some buildings. I can totally see how anyone would seem like a potential meal for a wolf when all they have is a stick to defend themselves. What's more... Given how VS's lore is currently built and the number of traders we see... Which is arguably little compared to the settlements we have in MC.. It kind of makes sense to me that wolves don't fear players. There aren't enough humanoids roaming the VS world to make me think otherwise about wolf aggression. And in all my personal playthroughs.. I've honestly rarely had issues with wolves in the first place. I frequently see them chase a hare.. And if I don't get too close, they don't bother with me. They have a range that if you stay away from them, they will stay away from you unless something drew them towards you, like a hare, or they spawned too close. They don't even bother with you if they chase a hare because we're not that important. Unlike drifters who will seek you out the moment they see you. So in theory, wolves in VS are actually quite close to your average every day wolf, with a few differences in size (as you mentioned) and perhaps they're a bit more territorial. But what I said above still applies. Stay out of their 'zone' and they won't bother trying to turn you into an afternoon snack.
  4. In addition to that, it's nice to have a lot of self confidence. Nothing wrong with that.. But saying you could survive two bites from a fully matured wild wolf is the same as claiming you can survive a speeding rug with a bear trap for its jaws and the appetite of a starving human. Your average house dog when seriously angered can tear your arm or leg up to the point where stitches just won't be enough any more. Never underestimate wolves. They're cute... Sure. But they can clap even a skilled real time survivalist and combat expert without weapons seven days a week and brag about it later to their friendly neighborhood raven/crow buddy. If you think that some game aspects are too difficult, then bring down the strength of enemies in either the new world config or with the WorldConfig commands. The game can be fine tuned to your personal liking to quite some extent. In my personal opinion, not a single creature in this game needs to be nerfed. It's all perfectly balanced.
  5. I've held onto a storm proof box design for as long as I remember playing this game and it's never once allowed a drifter to spawn inside it. And as of 1.13 I was making a panic room rather than a two block wide box. All you need to do is adding either a pletra of trapdoors as your floor and ceiling (not roof), or beds as flooring and trapdoors above, and none will ever spawn there. You'll have to force your character to crawl into it and stay in a crawling stance all the time, but you can effectively add some things in said room to keep you busy like a firepit and some items to cook crock pots or an oven. But you are right about the hitboxes. So long as their hitbox allows it, they will spawn. That's why you need to make sure you are in a constant crawl space, essentially. It'll be ugly.. It'll be uncomfortable.. But you can make a room that's storm drifter proof and still allow you to do certain things if you don't want to sleep it off, or in some cases, can't sleep it off.
  6. Well, currently the mod Create from the game Minecraft has accomplished quite a lot in terms of being able to give people the freedom of designing their own contraptions. I would be quite pleased to see something similar happen with VS at one point. At no particular pace of course as I'd imagine it's no easy feat. But still.. You have a point there. From treating falling trees as entities, it's no longer galaxies apart from the concept of treating made contraptions as entities. From there on out more ideas may flourish.
  7. As far as I know in the vanilla game they do not. They have the respected growth cycles of planted seed->sapling->tree respectively but stop growing after the last stage. I've personally never seen any tree grow once it's progressed past sapling stage into a grown tree. However... There is a mod that does change how trees grow in a dynamic way, which means they will have 5 growth stages past sapling as well. Meaning you'll eventually have bigger trees.
  8. To keep things simplistic for a start of this idea... What about using what's already in the game by default and expanding on it little by little? We already have trader settlements or 'camps' where there are at least two traders. Take that and add let's say... 5 more or so? With enough traders, wagons and other miscellaneous blocks/structures added to it, we'll have ourselves a functional village. Though considering how VS's traders of today re portrayed, I wouldn't be surprised their villages would look much more like a gypsy settlement. Horses, sheep and/or pigs in a fenced area. Trading carts here and there to accompany the horse count. A tent here and there.... Maybe a stick and straw hut?
  9. Here is a thought. Maybe add the ability to let people chose at the time of forming the blade, what style they would like to go with. The style would be a choice between two or three different longblade designs. Keeping the now default one in the game and not discarding it as some still like it. But also adding two more options that are perhaps a bit smoother, or, different.
  10. Like everyone has pointed out above. Aside the several noteworthy ways of dealing with enemies, from trapping to a variety of other methods.. You can just disable it all together. The game even has a preset when you make a new world so you can chose what style you want to play with, or make a customized one yourself in the easy to use settings. Wolves have spawning conditions. So do drifters. Wolves have a set spawning area that are easy to spot. If you spot wolves nearby, or are near a forest, try to avoid building base there. Wolves can even chase rabbits and end up near or around your settlement. Try investing in a bow if you have difficulty dealing with enemies up close. And as weird as it may sound... You can actually outrun a wolf. If you haven't built a trap for it like mentioned above... Try using the water. Wolves in this game are horrible swimmers. You...Are not. In my personal opinion I wouldn't say a game is worse simply because I don't know how it works yet or what I'm supposed to do. There is a learning curve and several ways to deal with issues during your playthrough. The game isn't designed to be played just for the best of the best as you proclaim it might've been aimed for. Instead it's made for everyone as far as I am aware. There are plenty of options to fine-tune the game even without the use of mods, as opposed to Minecraft which solely relies on mods to 'fix' certain inconveniences. Read a few of the posts here, read the wiki and experiment a little. Failing to do something doesn't mean it's the end and the game is unplayable. Otherwise no one would play it. And yet... Look how many do play and thoroughly enjoy it at that. So gather a bit more intel on how to play, what to do, and then play again. And if you don't know something or would simply like to get some tips then ask the community.
  11. Windego

    mod zombie

    Unfortunately flesh eating zombies don't really fit into the Vintage Story lore... We already have drifters as our VS lore friendly equivalent moaners.. Not to mention locusts. There is however a mod available called Neighbors which add custom new enemies. Maybe that'll scratch your itch for some new creepies to poke your spear at? There is also.. I believe, goblins as a mod. Give them a try.
  12. Big horn sheep are more like goats, so in theory we already have goats. Even their behavior is similar to goats in real life. (I have one goat on my irl farm.) To have bisons in the vanilla game would be quite nice. Currently they are available as part of a mod.
  13. I'm all for the wool shearing. There is even currently a mod that already allows you to do so. Farm Life.
  14. In thought, yeah, but if we're to go full technical and as realistic as possible, you'd expect to add a binding agent manually to each brick when you construct it rather than magically glue them together with the power of air. Like an additional piece of raw fire clay, or something. The entire thing would get too complicated to really enjoy doing it at all because you're already going through the trouble of making a bloomery of all things out of tier 3 bricks, and you get maybe, possibly, a brick or two in return. The multi block structure that resembles the steel production furnace, which would act as an upgrade from the standard bloomery mentioned by @Silent Shadow sounds a whole lot better than having to waste precious resources to make a bloomery just so you could save four pieces of fire clay here and there. Simply because you'd be able to make more in one go than having to construct individual bloomeries for a large glass or iron harvest. Having the option to just, do that, I'd say is inherently not a bad idea. But if it's worth the trouble when you think of it without ANY benefit other than saving a singular brick or two.. That's a different matter in and of itself.
  15. Meat and berries for the early stages of the game. Like @allstreets said though, there technically isn't a set reliable way to making rot if you're in desperate need for better fertility farmland.. However, most common items you will probably have an abundance of is berries and meat. This however comes from personal experience and it may vary for others.. But for me, I always have a large quantity of meat and berries at the ready, to even a point where I end up chucking it, Wolves for example always end up on the menu, including any stray hare or goat or boar that wanders in and isn't domesticated. And berries... Well, if you go exploring a lot to find certain resources or interesting places.. I tend to pick up a lot of berry bushes. Which are a massive income of berries by the time they all ripe, including an added income of bush-meat from raccoons.
  16. An interesting concept. I think there is a suggestion about villages somewhere on this forum already.
  17. Well the idea and concept of realism is enticing, for sure. But that wasn't the leading thought for my suggestion to get the two whole parts of the bloomery back / IF / we use tier 3 bricks as OP posted above. I said that because making tier 3 bricks in and of itself is an expensive progress for much later in the game once you're making steel. Because salvaging one or two bricks more per bloomery hardly seems worth the effort needed to make tier 3 bricks. Whereas having the two parts drop instead /would/ arguably make it more worthwhile the effort. Plus... If we stick too close to realism then we'll get regular plain tasks that become too tedious for a lot of players to actually enjoy doing. And I think the least anyone would want is to have people leave because the game is getting too taxing in terms of tasks. There is a fine line between having a game to enjoy, and seeing a game you play become your work. Edit: The picture above makes more sense to have it all completely destroyed after the process is complete because it's made of one solid thing. Bricks on the other hand... And how we just 'add' the top on at the very last.. Makes sense to just at the very least, drop the top as one item instead of a bunch of bricks, especially if you use tier 3 bricks. Because if we go with realism here... We should then also be using a binding agent to seal the top and bottom of the bloomery together, which we currently don't do... See my point?
  18. Try using @l33tmaan 's expanded foods mod. It'll give you the diversity you'd be looking for without the new mechanic you described. It's a good mod for those that seek to expand on their food diversity and has a lot of cool ideas.
  19. I do admit.. It would be nice to have -something- tat completely disables their spawns once you've established a well running base with fences and everything. Even in real life wolves tend to avoid human civilization by default because of all the sounds and smells and, well, humans, pointy sticks and what not. The land claiming system does sound like a good base for making an anti-wolf area as it would go well with the mentioned above. Like @Thaliusmentioned, there are a number of ways to actually deal with them, and while you naturally always light up your base not only for wolves and drifters and what not, but also so you can see while doing things in the dead of night. But having to fight wolves inside a building with closed doors is a bit... Off. Furthermore, trapping them is currently the best solution I've personally used, and have seen and heard other players use on the one sever I ever played on. This way it disables further spawns as you've reached their spawn cap. The downside is that you have to constantly hear growling and howling. And at some point, you could even start feeling sorry for them because we can't domesticate wolves either. Maybe the item that would prevent certain mob spawns could act like a lantern. With a set radius. And it could also be something so small as a oil lamp. Barely visible unless you know where to look. And if any of this never reaches the final version of the game... At the very least I can hope a skilled modder might pick up the idea to help with the wolves problem.
  20. Something of the sort already exists in the base game mechanic. Kind of... Wolves won't spawn on blocks that have a light level of.. what was it.. 15 I think? Essentially anywhere you place a lantern, in a small radius around it, it becomes wolf-proof.
  21. That was the idea a few posts up. You having built it in game helps visualize that idea. Good work! Of course we can go on for days about implementing realism in this game and make it as complex as possible, or rather, close to real life. But at the end of the day we have to ask ourselves at what point do we try too much to make it realistic? The shelves would still need to be made from either specially treated wood that's resistant to heat or metal. By the time we can make iron doors for this contraption.. We will probably be heading towards steel already. Have a sizeable bee farm and enough iron or other metal sheets to make a hoard of lanterns. Making things like bowls a bit obsolete. The structure would need to be quite a bit bigger to really benefit from having to build it in the first place. Otherwise dedicating a field in the backyard of your main house for a couple dozen pit kilns in the ground sounds significantly easier and simplistic to accomplish for whatever project you'd be making. Suddenly keeping simplicity in mind and adding one, single layer of additional clay items to a singular pit kiln block space sounds a lot easier. All that being said, with a bit of re-thinking towards keeping things not over complicated, this mid to end game structure for larger clay firing could work.
  22. That just gave me an idea. You know how bony soil gets picked off in very thin layers, visually, while you pan them? What if you could use a dirt block in a similar way to make layers between the raw clay ones. That /should/ in theory act as said scaffolding between raw clay item layers. With things that have a different depth in the center rather than just a completely flat surface... You could use sticks. We already, use sticks at the top. What's one layer of sticks to it, so we can add another layer of bowls?
  23. I think, though I may be wrong, that the idea for scaffolding was meant for a rather grand-scale multi block structure. Which would make sense if we're talking about something with an internal filling size of about 5x5x5 blocks. (Each block being fully filled with bricks, for example, which would be.... 24? 32? bricks per block space?) If we use that, /then/ the scaffolding would be more of a cool idea that makes sense rather than a tedious task. And of course the scaffolding, being made of brick or metal, would last indefinitely.
  24. Like @Omega Haxorsmentioned. Trapping them in a pit will prevent more from spawning because there is a spawn cap. Trap about 7 or 8 in a pit and a few chunks around that pit will be wolf free until one of the trapped ones die.
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