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Everything posted by Maethius
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Yeah, regenerating the chunks result in the structure vanishing entirely. I suppose I could try to spawn in a new structure in the same location... is there a /genstructure: bigolemansion command?
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I believe the hypothetical structure could have been a mega-mansion from Better Ruins.
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Let's just say that someone found an incredibly cool structure. Let's just assume it was made primarily of wood. Let's imagine one tries to light a gas lamp with a torch... you know... as a lark! Envision, if you will, that the torch is unable to light said lamp, but that it IS able to light the wall behind it. Now, realizing our explorer didn't have access to a fire extinguisher, watches helplessly as the possibly amazingly huge wooden structure is reduced to a basement over which hundreds of floaty bits of rubble now float. Is there a way that one can respawn such a massive, cool structure can be respawned? Perhaps even spawned again in the exact same place as it was before an idiot burned it to the ground? You know... hypothetically!
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Better Ruins has some incredible structures, and many have far more than just stone blocks; palisades, rusted pipes, fences, iron bars, iron doors, lore items, Jonas machinery, ladders, etc. Hell, IMHO Better Ruins should be flat-out included in the vanilla game! I've found several full castles (not just a crumbled wall section), villages with multi-floor houses, sport fields, libraries, large churches, a prison (got 8 iron doors to fix up my castle from there!), laboratories, towers, graveyards, gravestones (too many pieces! Have to use Carry On to box 'em all up and take 'em home!), several large statues, crossroads, monuments, and I finally found the massive cathedral! I know things can feel lonely or scattered, even with the mod, but I have TWO base locations that consist of a main castle within sight of multiple village spawns; my main base castle is finally repaired and there is a town of perhaps 15 structures, a monument, a decent sized church, and a large graveyard within sight of the battlements... it feels very much like it was once the hub of a large city or settlement.
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So, just to be clear, one must be in WorldEdit to remove the water... it cannot be done in Survival or Creative mode? Perhaps some kind of ... sponge ... could help?
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I know this is rezing a zombie post, but I would love to see this, too! I created a massive world map approximately that size as well... converting an old Commodore-64 game map into a Minecraft map by first translating the original map into heights, then painting in the biomes to make it match. I would LOVE the ability to take that project into VS!
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Having this problem right now... elk marker shows up about 30,000 blocks from where I last crashed. I've seen his marker there before, so I know he really isn't there. Used /tp command to go there and verified he's not. No idea where he is now. He's carrying a LOT of valuable loot, too... I just finished exploring a Forlorn Hope tower 21,500 blocks north of my base! There needs to be a distance summon or "force to spawn" command for the elk!
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Oh, I know it was just a bit of bad luck, but the idea of creating a safe spawn, whether it is a timer, a mob spawn distance, or other feature, just seems like a simple addition to the vanilla game that wouldn't even make a dent in the overall scheme of it. It wouldn't give a measurable advantage, it wouldn't give a rule-gaming player the opportunity to fashion weapons or gather resources more than a few berries, and it wouldn't even be noticed if implemented right... It would simply be a seatbelt; a safety device that we normally live with without any thought until that once moment we needed it. As to player rage-quitting, remember that most of the new VS players are like I was; avid MC players looking for more, but seeing VS as a backwater indie project. The wrong kind of introduction can lead to someone having the impression that this IS the intended beginning of the game! For 99% of the community it wouldn't even matter... the feature only helps the 1% where it can make an impact. Oh, and I couldn't run like a bunny... by the time I realized I was standing on the shore, I was already dead!
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Maybe a time-stop would be helpful in the in the end. Would it remain stopped on startup, so I would also require a macro for once things are actually loaded and stable? A sort of, "pause/save" and "load/run" macro solution? My system is just too laggy and uncertain when it starts. I know I need to upgrade my card, ultimately, but for now I'm just glad I wear steel armor!
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"No" is not really helpful, nor does it offer any insight as to your reasoning. Look at the situation from a marketing point of view; I didn't care if I got killed in a world I made specifically as a test for the devs to work on an issue. If this had been my first experience with the game, I would have just dropped $35 USD on a program, installed it, loaded it up, created my first world, created my first character, and then died 5 literal seconds after play began. That is an issue that occurs infrequently but should have a solution. This is especially true in that the game penalizes you with a 50% strike against your hunger bar when you respawn by default. Worse, what if that experience were on a hardcore world? As a new customer, that would probably have a decent chance of earning a flaming review and a demand for a refund... that's not just an unfortunate mechanic, that's bad marketing. Another potential solution would be have a default hostility timer upon player spawn so that no animals would initiate an attack against a player for 15, 30, or 60 seconds. That's enough time for the player to orient in the world and get some space from hostiles before the game really begins. A fourth possibility could be that any creature flagged as potentially hostile doesn't spawn within that time period.
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I love the idea of a water pump or mechanical drain system! Perhaps this would be a good case to add rubber trees; to create seals or hoses for moving water?
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Well, this last week I was asked by the devs to create a new world and test a few things out on my system, and I played the fastest game EVAR! I created a completely default new world, and the instant I appeared I died! Yes, I popped into existence and was pounced on by a pair of wolves from behind! "Ah, this is a lovely beach.... AAAAAAAAUGH!!!!!" So, I was thinking, perhaps the game can create a bubble of safety of some 50 to 100 blocks, at least for a short time. As a lore concept, depending on how exactly the Seraph were dropped into the world, maybe there could be a "starting ruin" where the player would pop in. Just a tiny thing on the surface with a few stones, perhaps. For a beginner, they could possibly opt for a start with a few essentials to get them going (but I wouldn't want to deprive any players of knapping their first knife!).
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Yeah, I've actually started switching to creative mode before I save because after a few botched runs I can be logging into my world in the dead of night with a very high temporal instability event going on! That reminds me about posting another new topic about something that happened to me recently!
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This would be VERY helpful. My world has some awful uplift problems; areas of shattered plateaus and canyons and mountains that rise from valley floor to build ceiling in under a dozen blocks! I don't mind the occasional environment obstacle, and they can form some gorgeous scenery, but they are entirely too consistent in my world... so frustrating when your elk is useless because he can't climb straight up all the time... or fly! I had to watch a couple of videos to understand how uplift works... I wish I had known the mechanic before I made my world. Now I am far too invested in this world to leave it and start over, but I wish I could change all future generation to ease up a bit... especially as the game expands in the direction of distant exploration.
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I love the idea of the rusting Temporal Gear, as well an audio cues that don't take you out of the world. After all, if you wander around in the dark like an idiot (pointing to myself last night!) suddenly your gear spins like crazy, the "rift" tones sound, and things instantly distort because you were smart enough to back into a rift... all of those features, I should think, can be used as a storm approaches; the rift tone plays as a message is displayed and the gear begins to rust all at the same time. The volume of the tone could increase as the storm nears as the message ticks down how long to the storm and perhaps the message could indicate anything from, "It feels as though a light temporal storm is approaching," to "You feel a sickening terror chilling you to the bone; this storm will be apocalyptic!" I've always found it a difficult thing in games to indicate to a player what a character would sense as opposed to what they can actually see or hear.
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Totally agree! One of the difficulties of creating any game is that one cannot please everyone all the time; some people love the survival/exploration of games like VS but they also want a combat engine or an RPG, which VS is clearly not! While I am fully aware that there are many mods to balance parts of the game, I also feel that there can be some base level tweaking of the core product. Besides, I've found that modding is a risky business as the github issue tracker indicates with a constant flow of reports for crashes, freezes, and compromised assets. Every machine is different, of course, but my VS (with about a dozen large and small mods) takes roughly 10 minutes to load and crashes at least once each play. I often have to reload the world 3 times to play it once... at the cost of losing 1-2 in game hours per attempt. The idea that it is unreasonable to expect a risk/reward model is... a unique take in the world of gaming; virtually any game. The entire point of the last VS update was to entice players to strike out vast distances and explore more of the world; for many of those players juicy pieces of lore that help build the ambiance of the game is plenty. I, personally, LOVE finding more about the lore, even if we never get definitive answers. Hell, in many ways I hope that we don't! VS isn't a game about finishing the story with a bang... not that I know of. It is about surviving in the world left behind, with glimpses into that world. However, the idea of traveling 25 kilometers through rugged terrain FEELS like it should carry three kinds or reward; 1) the experience of a new environment that stands apart from the rest of the world (the Archives did a great job of this!), 2) gaining unique insight to the lore of the world, (again, RA was fully designed to do this in spades! There was only one disappointment for me in that I expected to hear some bits and pieces using the Resonator, but it was still an excellent experience!) and 3) something unique to take home as either a memento for one's personal museum or something uniquely useful, even if it were short lived (a piece of armor that protects while maintaining a lesser impact on healing, hunger, aiming, and such... BUT which cannot be repaired or replaced). This is mostly a brain dump for me, but I am hoping some of the ideas can leak into the core game eventually.
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I noticed a drastic drop in spawns lately, but didn't know if it was a bug or a feature. Maybe things simply don't spawn around my base like they used to? A few months ago I would hole up in my smithy, pop the door, and hack drifters until my health was dangerously low, "farming" them for flax and the rare gear or Temporal Gear. Recently, even during "heavy rift activity" I don't see almost any monsters unless I purposefully strike out into the dark forest. I've noticed a measurable drop in animal spawns as well: there are always plenty of rabbits, foxes, racoons, chickens, and fish, but my pig population has really dropped off, and rams and ewes have vanished completely. Ironically, there seem to be a decent measure of wolves, but there are many more bears than there used to be (I've had to dash through some pretty nasty forests to keep my elk alive from PAIRS of brown bears!) Is it just me?
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I think there is a gamer expectation to experience some kind of higher reward for higher risk. Surviving a horde of enemies that give you enough flax to make a string isn't much incentive to fight the horde. Having to challenge a deadly foe like a nightmare-level drifter, bowtorn, or shiver shouldn't always drop something, but knowing there is a CHANCE of a rarer drop makes it feel worth the fight. I got swarmed in a Better Ruins location (the library is frickin' AMAZING work!) but walked out with flax. Now, the location provided excellent, useful and aesthetic loot that wall well within the exploration/survival/lore seeking theme of the game, but when you have to crush a pair of bell-head shivers amid a half-dozen corrupted and nightmare drifters and tanking a pair of bowtorns at the same time, it would be nice if something dropped... say... an electrum nugget.
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Yes, I did search for this, but finding something specific on a search including "block" or "chiseled" kinda comes up with the whole game! SITUATION: I found a huge Better Ruins castle and couldn't help but start to renovate it (I must like pain!) A huge percentage of the blocks of this ruin are chiseled. In removing these blocks they break in their completed form, of course, but this results in HUNDREDS of different blocks gumming up my inventory (literally NINE blocks that, essentially, just look exactly like normal cobblestone stairs). At first I tried to sort them into chests for potential re-use, but I eventually got to the point where I just dig a pit and throw them in to allow them to despawn. While this gets rid of the piles of blocks I carve from the structure, it seems like a massive waste of resources, especially on a huge build like this. So... QUESTION: Is there a way to break chiseled blocks into just stones that I can then use to create cobblestone blocks with? Thanks, Seraphs!
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I totally agree that VS is more about survival at first, but then it becomes much more about exploration... being far from home, away from your home resources, and having to to fend off not only Rust creatures but other deadly forces as well. The other day I was caught in a thicker forest and was jumped by a brown bear, and I'm glad I was carrying a triad of meteoric iron spears and had a mod to also carry a steel claymore. As it was, the bear took me down a quarter health through my steel chain armor but knocked my elk down to 10 points! Combat isn't the focus of the game, but you ignore the need for it at the expense of your (or your elk's!) life!
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Totally agree. Even if you can obtain some metal scraps, metal parts, chunks of iron, or the like, that would be a great adjustment during storms.
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so my elk is dying and I'm not sure if i can save it (glitch?)
Maethius replied to queerginger55's topic in Questions
Did the leap of almost death thing, too. I was able to use a stack of poultices on my elk to bring him back from 8hp to 20, and from there it was a matter of time. -
Collect the spines and bind them with Bowtorn Sinew! I think it would make a great mid to late game weapon. Perhaps make a version with Spring Steel and Steel Bowtorn Arrows as the holy grail of projectile weapons... extremely effective but requires a LOT of work to build and maintain your projectiles.
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I'm not sure if this was a mod thing (Better Ruins) or if this is a functionality in the game already, but is there a way to turn on or re-ignite gas lamps? I was in the underground library from Better Ruins which is full of different kinds of lamps, and I'm sure I managed to turn a few back on (even after trying all of them that I found). Are there some that are simply not ruined that can be reactivated? As a suggestion; you should definitely be able to build, fix, or use gas lamps!