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Posts posted by Heiress
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Make sure the area you're in gets enough rainfall, clay doesn't spawn in dry areas.
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17 hours ago, Maelstrom said:
Starvation should reduce nutrition, which would automatically reduce max HP and require rebuilding nutrition after death. It's somewhat realistic as well as your body cannibalizes itself until you can eat.
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.
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Oh really, thank the heavens. @.@
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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.
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18 hours ago, shadou66 said:
farm life
This might be your problem, farm life had (has?) problems where animals wild included make too much babies, your world might just be flooded with hares.
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If you were using mods whats your modlist.
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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
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Its like.. the greenhouse buff doesn't stick around long enough for the next check to come by and keep it stable or something
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I wouldn't know how to test that, currently the greenhouse buff is fluctuating in and out of existence
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1 hour ago, Streetwind said:
Do you have a door in it? It might not like doors. Try replacing it with full blocks while standing inside, and see if it makes a difference.
Wait doors can cause problems with greenhouses?
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13 hours ago, goaliemagics said:
how do you check chunk borders? i know how to do that in minecraft just fine, but i never figured it out for vintage story
Ah, easy, .debug wireframe chunk lets you see where the chunks lie
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Another greenhouse on the server does fine, so its probably relating to something, I've heard chunk borders can cause problems with this, (its on but not crossing a border)
Perhaps it could have something to do with that?
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I've checked the actual design of the greenhouse, I replicated it perfectly in a creative world and it works fine there, but on the survival server I'm playing we have no idea what could be causing the issue, ocassionally one of the farmland will get the greenhouse buff but this will disappear after a bit.]
What could be causing this?
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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
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17 minutes ago, Ewil said:
* The drifter's spawn inside our buildings, and I was hoping that light would keep them away.
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.
19 minutes ago, Ewil said:* There are massiv hords with drifter's outside who growl so much it is getting annoying. It is even worse then deers in valheim.....
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.
24 minutes ago, Ewil said:* Fishing. I would like to have fishing applied. With rod, trap or net. That would be awsome!
* Be able to drown. I guess that is something that will put more depth to the game, and perfect with a combination with underwater caves, with loot?
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?
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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.
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On 9/6/2021 at 5:12 PM, l33tmaan said:
ABSOLUTELY NOT!
Did nobody tell me about this because they thought it was intentional? This is EASY MODE!Oh- that explains it, I thought that was an intended mechanic lmao.
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Alright I'll get to testing when I have some time.
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1 hour ago, Taska Raine said:
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With an empty salve container placed on the ground, you can then right click to load up the container with birch/pine bark and fat. A second salve container will need to be filled with beeswax. The tooltip will tell you exactly how much of each ingredient is needed, then will convert into a separate block when filled that can be picked up and cooked on a fire pit.
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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.)
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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.
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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
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15 hours ago, l33tmaan said:
Currently, aging meat gives it a 50% saturation boost. Would 25% be better?
It should be a step in the right direction I'll doubtlessly be messing around with it on my own.
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57 minutes ago, l33tmaan said:
Go to assets/expandedfoods/itemtypes, you'll find all the foods and liquids in there. You'll want to change nutritionPropsWhenInMeal and NutritionProps.
However, I rarely get comments on balance unless something's totally whack. Please tell me more.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.
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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?
Nutrition Overhaul
in Suggestions
Posted
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).