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Heiress

Vintarian
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Everything posted by Heiress

  1. No, with a stat like speed this will always be the case, though there is already not a single mob you cannot outrun pretty much (as far as I know anyway) with speed and combat there are only ever 2 possible outcomes, either you are fast enough to kite, or you are not. This is not the case with health as much, nothing really changes when you die, only how much hits you can take before you die again, avoiding to get hit is something you can actively do, you can't however speed up or go slower at will beyond sprinting. As for deathloops though, neither boon will prevent a player from falling into them, if you die to a particular situation no matter what you are worse off for dealing with the situations ahead, either by being able to take less hits, or by not being able to dodge incoming blows as easily One could argue that dying with nutrition affecting movement speed you are in fact penalised worse, as it impacts all aspects of the game including the speed at which you can retrieve your dropped loot (if you have that setting on).
  2. Make sure the area you're in gets enough rainfall, clay doesn't spawn in dry areas.
  3. After it has gotten rid of all the nutrition, I think you should start getting anti nutrition, this would slowly lower your health to 0 over the course of maybe an ingame week? Probably keep that rate modifiable, both the nutrition loss and the health loss because player health is a variable that isn't always the same over every playthrough. Or one could have it percentage based.
  4. Oh really, thank the heavens. @.@
  5. As title suggests, so what is the problem? The problem is that the greenhouse buff is not stable, it fluctuates in and out of existence. maybe any of you folks know why. I have checked the design thorougly, there are six chiseled blocks total, none of them are part of the main structure (the 6 stair blocks on top are chisled but thats it, it used to have more but this was all interior design stuff.) Within the spoiler is a screenshot of practically every angle of the greenhouse.
  6. Whetting or sharpening your tools in other ways is interesting gameplay mechanic that invites choice, I like that, but I do think that eventually a tool should still just break, this way not only your ability to make tools but also maintain them becomes interesting gameplay, and as in real life a poorly kept and treated tool lasts very little at all, but a well kept and treated tool can last a lifetime. Though it would require a rebalance in material abilty, I'm not sure having a tool get worse over time would be any fun if done poorly, like if with how good steel is now and you use up half of the "durability" it would turn into effectively an iron pick that would feel bad, I think the focus should rather be on rewarding people who seek out methods and effort to keep their tools in better shape which would increase the efficiency of your metal at other costs
  7. I think this is a great thing if its optional. I enjoy everything being available at once; I've actually suggested catagorizing the handbook before not exactly the same way as you did, but obviously I am in favour of that idea too it wouldn't lock me out of looking for recipes I want to reach into the future but don't quite have the materials for yet
  8. Light does in fact keep drifters from spawning, at least under normal circumstances, Oil lamps do not have a very high light level so if you light up your building with it there might still be plenty of dark spots (and you have most likely been using it since its among the easiest light sources to collect early game) You need a light level lower than 8 to spawn drifters, and oil lamps only have a light level of 10, so they only prevent drifter spawns in a small area. What can I say but.. Yep. Its part of the atmosphere I suppose! Mob spawning could use a slight rework, but thats its own kind of thread really. Fishing is already a big discussion, there used to be a mod that let you do just that, called Primitive survival, might be a bit hard to find nowadays. I jokingly call Seraphs amphibious lifeforms, Drowning wouldn't be cool without ways to deal with it, in the same way before minecraft updated their oceans the only thing they were used for is boats, whats the point of cool underwater caves if there's no way to explore them?
  9. Ok wow thats confusing, So I turn off mods other than this one and it works fine alright, but then I start turning mods back on again one by one and.. none of them break the salve making? I have no idea what is going on.
  10. Oh- that explains it, I thought that was an intended mechanic lmao.
  11. Alright I'll get to testing when I have some time.
  12. This is where its going wrong, I can't seem to right click the wax or bark into a salve container Oh and also, the sneak right clicking with a wax ingredient also doesn't seem to be working (but the crafting of it works fine.)
  13. Hey I'm having trouble with the salve recipes, I can't seem to get them to work despite the ingame guide supposedly telling me how to, How do I put the bark and wax into one of the pots? Also the bark baskets aren't localised properly yet.
  14. Hey there, I've been playing on a server with this mod, and pregnant animals make waaaaayyyy too much babies, like an insane amount. every once in a while the ramhorn pen on the server just explodes with lambs
  15. It should be a step in the right direction I'll doubtlessly be messing around with it on my own.
  16. Alright so, the meat thing is the biggest deal to me, basically aged meat cures at no effort to me, and a normal meal full of redmeat (not aged) gives around 1.6k satiety but then if you age it, then prep it, it almost doubles the satiety in meals just from letting it sit around and using your knife a bit which is *a big deal* a full redmeat nugget meal gives 2.8k satiety which almost lets you eat from a bowl twice to fill your hunger bar entirely. it beats cabbage (the best vanilla meal food) by a full 1k in satiety, I personally was thinking that meat when aged should only give a bit more satiety in meals compared to the non aged version. since letting it cure and age is practically a non effort, this is the main thing I wanted to change, so that I've got more incentive to go out and well, get meat.
  17. Hey there if I wanted to rebalance some of the food values myself, like I think aged meat gives you way too much satiety for just letting meat sit around a bit, how would I go about doing that?
  18. Keep in mind that in this game losing your stuff is immensely more consequential as the game goes on, stone age deaths matter little, bronze age deaths quite a bit more, steel age deaths are worse, depending on your situation you stand to lose a lot of metal.
  19. A lot of your ideas would require huge overhauls, like bossfights for example would require a complete rework of combat, because there's no way I'm going to be interested in seeking out bossfights with the game in its current state, no matter how good those rewards might be for beating it, if the process is just smacking a sword into there and getting good enough armour thats not really fun exactly. building a special machine, well.. what kind of machine? Factorio works because the whole idea of the game is to build the rocket, and literally every game mechanic up to that point is building up towards that point, vintagestory isn't that hyperfocused so this will be a lot harder to get the feel right of, maybe a machine that can stop temporal storms that would give you a sort of "win state" Progression systems are a whole world into its own of balancing complexity, and I'm not sure we'll ever see one outside of a mod for a while at least. That said, I can agree on it somewhat at least but I do have some pointers myself; An overhaul to combat and how temporal storms work (making them less of a pillar up with dirt scenario and more of a genuine scary thing where the better solutions are not in fact to cheese the system but there's incentives to either run or fight through it) would do a lot of to the game on its own, and build onto the potential for bossfights, I think since this is such a sandbox game the best solution is to provide multiple avenues and probably have a little mix of everything.
  20. Yeah, this is actually rather common, the temperature changes pretty often during the day but its often at its hottest past noon, its not that much luck based though, with how long most plants tend to grow if they get cold or heat damaged one day the same would probably have happened to them if you planted them a couple days later, turnips aren't a good summer vegetable to grow generally (and you start the game close to summer) when it comes to efficient harvests, carrots and parsnips are both more heat resistant and less affected by heat damage Note that if its 27 degrees turnips will get heat damaged, it just needs to reach it not exceed it; Also if they only get heat damaged for a little bit they will generally survive fine just with a reduced harvest; Since recently crops will die after getting exposed to heat or cold for 2 days, but they slowly recover when its back in their suitable range.
  21. As I understand it should be, but if that is so then why Is it the 11th. I shouldn't have messed with any settings accidentally nor does it show any unexpected altered gamerules when I hover over the world in question. EDIT: Ok so this appears to be caused by a mod, but I have no idea which mod would cause this, what kind of mod changes this stuff? EDIT2 Electric boogaloo: Ok I figured it out, its not caused by any mods at least, I'm fairly sure I think its not. So when you create a world and make a creative world AND THEN DIRECTLY CREATE THE WORLD your world will have a 12 days per month BUT if you do edit the gamerules then you get one with 9 day months as usual, the same goes for other gamemodes as well, the world in question is one in exploration mode, which explains why it has a 12 day month cycle instead of 9 day month, I must have created it directly without altering any gamerules.
  22. The last link in a wattle fence seems to be oriented improperly, which causes minor z fighting and looks a little odd. And while nice, the tent blocks don't seem to play nice with eachother, at least I can't get the door to properly connect with it (and you can click straight through the doorframe which is odd). A tip and ridge option for the tent blocks like the roof blocks have would be very nice too. Wicker tables seem to z fight pretty harshly when placed next to eachother, which is a shame because I like how they look next to eachother otherwise. Other than that pretty neat mod, I like quite a bit it so far. edit: the reed mats also don't seem to have proper localisation.
  23. Oh yeah certainly, its on the roadmap already, but I believe its still good to talk about them and our expectations as the roadmap isn't very indicative of the exact way the planned features will function and be implemented.
  24. As for how much the game has things that can only be gotten via exploring it is nevertheless very hard to move long distances, and the consequences are great for dying far away from your spawn point which is hard to change, I don't think this really needs to be changed; Rather I feel this game should as you progress you not give more ways to change your respawn point or move it, (although an interesting way for a mobile respawn point is one that consumes a temporal gear everytime someone respawns at it or something.) but rather to allow the player to gain tools and resources that allow them to move long distances more easily, the teleporters are already a step into this direction, though hugely RNG currently with no control over where you will end up they're nevertheless a perfect example of how player progression can increase the distance you can travel. So to me the game is lacking in horses, boats, and other methods to travel further faster with more room to carry food and supplies to support that journey, this can even tie into the nomadic playstyle as nomadic players could potentially use these new tools to support themselves in their journey and in well established servers you should have a much less hard time reaching your friend on horseback than on foot if they've decided to venture a rough 50k blocks out from spawn. (though in that case, maybe allowing one to spawn at a friends spawnpoint is still the better way to solve the issue) I believe this would help the game a lot in its balance of encouraging exploration while also encouraging to set up a sedentary well developed settlement. If one wanted to fully support the nomadic playstyle the aforementioned mobile respawn point could be on a cart, though as others have discussed I do see how this can detract from the game, but if regular vehicles are added it should be a lot easier to add that to a mod should one want it.
  25. As it stands you don't see how much a certain recipe will make, which is far from ideal I don't know that the rough fence recipe makes 12 fences without actually putting it in the crafting grid, similarly the presence of all the different kinds of recipes similar but differing in material causes a lot of clutter it would be nice to have all blocks of one kind (cobblestone, fences, etc) to appear under one listing in the survival handbook, or a catagory similar to how minecraft's recipe handbook does it.
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