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Everything posted by Rainbow Fresh
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According to that old post that figured out a few more details than me and my adventures through the map code to try and find where my broken pixels might be coming form, I am not sure the waypoints themselves are actually stored in there. So considering they *should* still be client property I don't know *where* they are stored but unless infinite waypoint data is just part of those 8 remaining bytes of pixel data, the map database truly only holds the game-determined RGB color of that particular pixel on the map, nothing more.
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I for one would already be happy if playing Multiplayer would create a server-specific ModConfig folder like it does with the server's mods, instead of mixing and potentially overriding my Singleplayer configs in the same singular catch-all folder.
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So update: So far I could figure out the rain map is fucked for that block. Using /wgen pos height gives me a normal world gen height of 122 but the rain map height is one below the portrayed invalid Y level. That would also explain why OP witnessed no ice forming on that block, as it effectively never snows nor rains there. EDIT: As such also, yes, /wgen regen(k) does fix it. At the cost of regenerating the entire chunk and as such not being viable near any (player) structures.
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And just in case, to stay with the silly, have you tried putting fruit first honey last? Don't know how picky the recipe system is.
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I don't necessarily think it's a bug. As I mentioned, my game crashed about 5 minutes earlier. Out of nowhere with the cause making no sense for what I was doing at the time and the mod blamed in the crash log even less but I removed it nonetheless as I wasn't actually using it anyway. So I'm pretty sure it's just on crash map data corruption. I haven't tried wgen as I don't see the need for it - it's obviously just the map data; which is independent from the actual world data that is broken. If wgen also wipes the map data and regenerates it that would fix it yes but I don't want to risk regeneration a couple chunks of 1.21 world on 1.22 close to my base. If no softer "reset" exists I might aswell go snoop around the map data database manually.
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IRL, you also seem to think that diving into any game that remotely looks like another game without informing yourself about your purchase will always net you the exact experience you expect from another game. It's in the game's very description and any sort of furthe research would have shown this is a slow and challenging game, not Minecraft with shaders. YEEEEESH. Luckily, there are plenty options to customize the difficulty more to your casual likings and the game's refund policy is very generous, as the others already stated.
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I don't mean a charcoal pit. I have dug a permanent fireclay brick bunker with an iron trapdoor and tiny porthole window for that one already. I mean pit kilns; the 1 block of fire-spreading hell you have to fire up each time you need a single piece of clay-something and the only step before building a full-ass beehive kiln.
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I, uh... I now have *two* of those. 99.99% sure they weren't there before. Could have something to do with my game crashing 5 minutes ago. How do I safely remove it? EDIT: Actually, it gets worse. Way worse. This in terrain that was already fully generated 200+h ago so something just corrupted the map data.
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And still no fix for the gamebreaking crafting grid desync, sad.
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Poor performance and stability (specifically in forested areas)
Rainbow Fresh replied to snowgeese's topic in Questions
Transparency culling seems to have a big effect - and forest are full of partially transparent leaves. Being in big dense forests also turns my PC from a nice quiet gaming PC into a jet engine before takeoff. -
Ok, sure. I'll reset my stance for a moment. Let's treat this as if you bring this up for the first time. We can go over it from top to bottom once more but if your only line of retaliation is still just putting the same thing on loop while calling everyone else "unable to get your point, unable to hold an argument and using wrong tactics" I'll consider this argumentation done as it will not be getting anywhere if one party only does the "Mirror" kindergarden deflect. Many sensible counter-arguments have been raised but you public annouce choosing to ignore them all - either because they are "missing the point" when all you want is a very, very, very specific feature for a very, very, very specific usecase, or ignore them under the pretense of "only I know true game design" when they are addressing the fact that such very, very, very specific claims are stupid. That is a nice simplification but I feel like we need to add *some* more context if this should be the standalone claim we are working off here. So let's add the context that you want to solve this by adding more forever food, which is discouragingly hard (as per your later response, "hard" as in "Not worth it" to produce outside of this very precise scenario) to obtain as to not skew vanilla balance. The one and only usecase brought forth to support why this feature is "necessary" is that there exist players out there somewhere, playing on always-on Multiplayer servers where they have to or want to take a break for a notable while of several IRL weeks, then return. This is the point where your claim of "Return as if nothing happened, continue right where you left off without interruption" applies. Now that the basis has been set: ...we're still at the point where all previously made counter-claims hold true. First off: The attitude (not yours, the one of the claim). Go ahead. Do anything in life that requires some investment of time, skills to acquire and knowledge to earn. Then drop it for extended periods of time. Then come back. If you want a real-world example, coding. I am a software developer depending on the project wildly switching between languages. Work with language X for extended periods of time only then return to language Y because you finished something and got time to work on side-quest again; and I can assure you are not going to come "Right back to where you left off as if nothing happened". That is an illogical claim in any context where time passed - and on an always-on Multiplayer server, time will pass. If you don't want time to pass without you, don't play Multiplayer. That's the equivalent of being part of a hangout group with friends, then going on a long vacation and demanding your friends not hangout without you, at all, in the entire time. It's not how it works. For this particular, food-based situation however as mentioned plenty of times before, the average player will have several safety nets. Friends who keep the base going in your absence. A bustling server economy with other players that can help out. Server staff that can, given proper circumstances, chime in. And we aren't delving into the chapter of "There already are alternatives that achieve what you claim" yet. If none of these apply, none at all: You must be a lone-wolf player that for whatever reason joins an always-on server just to play his own Singleplayer adventure on there. Still actively ignoring the existing solutions. That is quite frankly that singular person's fault and their problem alone to fix. You don't bring a Yu-Gi-Oh card deck to a Pokemon Tournament and expect everyone to accomodate. Yes, unforeseen circumstances happen. There are, as you correctly said, a dozen ways to find yourself unexpectly absent from the game for a while. But it's in the name: Unexpected. Do you think a normal player would voluntarily go through the extra-extra slog to make emergency backup food in mass expecting the unexpected? I don't think anyone of us plays in a way that prepares for "breaking your leg tomorrow and ending up in hospital for a month". We play to have fun, and incredibly tedious preparation of emergency backup forever food is not fun. So really the only person this would apply to plays the game wrong, still claims to get what they want, and knows in advance they are going to drop the game for a while. I don't disagree that good game design shouldn't just look at the big, popular demands but also fill the gaps inbetweem with minor things not for everyone - but at this point we are talking about catering a whole core change requiring careful balancing and as such extensive testing to find the right numbers for 1 in 10.000 players. That's simply unfeasible as a foundation for your claim. Chapter two: The alternatives. As everyone has already pointed out a-plenty: Walnuts, Honey and Fat are already non-perishable food sources. They already come with significant investment higher than the estimated return if you deliberately just farm that as your primary food source. While simultaneously being obtainable in a somewhat passive way to slowly stock up your emergency buffer. Animal Husbandry exists. One bigger initial investment of capturing 2 or more breedable animals in a pen, then occasionally feeding them, to create a growing army of on-demand meat dispensers. Yes, a not reliably reusable source as it takes notable time to recover from using your meals on wheels but if you truly intend only play once every month and still claim to have the right to pretend like time didn't pass and your food didn't spoil in-between, then you are not playing the game anymore and should really, really, not play on a server. And as you mentioned further down below, capturing animals is really not that hard. you gave the example of herding an animal from 100 blocks away - that's a matter of 60 seconds. There does not need to be much learning of "abusing the AI", even a first-time player will quickly realize the animal's behavior is "run 180° away from you" even if that means drowning themselves in a lake or killing themselves off a cliff. After your initial set of rations that top you over the immediate lack of ANY sustenance, there are many options available but in your specific claim scenario out entitled lone-wolf wants to not think about food, at all, ever. Just log back in real quick, do something and leave again. In that case your emergency rations are rusty gears and your non-perishable food supply is the nearest aggricultural trader that sells you food. Or, since you are on a server with ideally other human players, the Auction House where *they* sell food. Don't even have to walk to a trader. Alternatives exist, many of which fall exactly into your criteria. And they weren't just added for that 1 in 10.000 dude. Chapter three: The greater picture. As I already re-itereated at the end of my last post, the problem does not lie with your claim. It lies with a combination of your claim asking for a questional goal under the sole reasoning of a bogus requirement. Forever food (as in truly non-perishable) is a questional goal. Yes, honey, fat and walnuts are precedents for it but even among those atleast walnuts and fat are just non-perishable due to game-ification. Real walnuts and real fat will still go bad eventually, even if only other hard to control mechanics like pests get to them. In reality nothing exists that you can lock in a box, come back to 10 years later, and eat like it's been there for only a day. Additionally to balance the nature of forever food, you add to the goal the inefficient hardships of obtaining such items that makes them only really appealing to that 1 in 10.000 player who knows ahead of time they will be gone for a while and *wants* to put the effort in *now* to prepare so they can continue without said effort in X amount of time from now. This questional goal set is solely being backed by the bogus claim that it is a necessity to accomodate the most entitled player that thinks they can leave for a while and come back without *any* form of interruption for them. It's why your argument fails to convince most people here. An alterntive claim has been mentioned: General expansion of the food system and preservation options. Something *everyone* benefits from in some way or another that *also* happens to cover a big, reasonable chunk of your goal. If you can preserve thinks prepared, sealed in a crock and shoved into a freezer to last 10+ in-game years, that is for all intents and purposes forever food without slapping the lable on it that this food *never ever* goes bad. And at some point thinking you can be gone for that long without any interruption just become so outlandish; at that point the game might have had a major update and the server you aim to return to has been wiped to move on. "Forever" is not necessary. "A really long time" absolutely suffices. A feature claim that affects the majority of players will, especially in early development cycles like Vintage Story is still in, always outweigh the individual tidbits for the darkest corner of oddball players. So while the game is still lacking alot in many other more prominent regions, claiming we need something for that 1 in 10.000 player specifically is not gonna reach alot of support. Now that this shoul have covered most everything else in your reply I am not going to quote every other paragraph individually. I will only react to a few out-of-scope details. Speaking from experience in my Singleplayer world, I have yet to see the local (I consider 500 blocks radius "local" because it just is so easy to maintain) population shift. Having an entire area overrun by just one type of animal because everything else got eaten and respawned by lesser choices would require you to only think about animals 10+ years in. Furthermore, that there is a global spawn cap is to be expected. This does not matter when forcefully "spawning in" new animals through breeding. Every Minecraft server player knows the bane of that one guy breeding 1000 cows lagging the server like hell. So no, there is no limit once you obtained atleast 1 male and 1 female animal of your choice. And if it's just for backup food (considering vanilla VS does not have any more real uses for animals beyond the meat and maybe, MAYBE, the luxury of cheese - which, also, is a very well preserving choice of backup food), any breedable animal works.
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Many things are missing or lacking in the mechanical department - the inability to place certain things directly to "not axle blocks but function as those" things like transmission, brakes and clutches is one of those, the inability to place certain things in other rotations (like the large gear being pointlessly limited to just upwards facing) another. So yes, please let us actually build nice mechanical contraptions.
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I made soup at the beginning. Cause I play with Hydrate or Diedrate and that covers the need for drinking when no proper water supply is established yet. Does this matter in the long run? Probably not until the day Anegos adds the need to drink to the game.
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Neither does repeating the same thing over and over. The truth is that we are talking about a video game. The decision making for such videogame does neither lie with you nor me. Whatever Anego's Studio wants or not. A videogame, however, is defined by it's players. No players, no money. No money, no upkeep. No upkeep, abandoned project. So when it comes to upkeep, the paying players need to be happy. Since VS is a pay-once type of game with no DLCs yet, happy enough to recommend it to a friend is the goal. How many people would benefit from the time and effort spent on such an obscure mechanic solely brought to life because one dude in the forums is preaching about the "matter of fact only truth" that the game must have this necessary addition to accomodate the oddball playing the game wrong on purpose, bold letters and all to really drive that fact home? Versus all the other things the "not truthful popularity" would accomodate? What active play time. You find whatever domesticable animal is around - and in temperate climate starts as most popular servers would have - there will be around plenty. Then you shoo it in the direction of your pen. Dirt stairs over the fence from the outside, pre-filled trough inside; they basically capture themselves. The rest is occasionally right-clicking 8 times to fill the trough until the females are pregnant. You are literally done for several in-game months. None of this is any more demanding than crafting X thing or mixing Y think in a barrel and sealing it for a couple months. Mentioned where? You're telling me there is a physical hardcap on entities in a given world region? No babies can spawn from breeding past 10 pigs? We are still talking about the introverted player that deliberately moves 100.000 blocks away from everyone else on the server and still thinks they can come back after 6 IRL months of not playing as if nothing happened, just how many animals do you think a single player needs to tip them over the starvation hurdle? Not to mention any kind of fair and balanced forever food source would, by your plans, be so bad you'd need a literaly basement full to make it through winter on that alone, so neither your forever food nor animal husbandry is supposed to last you the entire winter. We are still talking about an emergency backup that can last inifinity just to keep you going on your hunt for food. If it is the middle of winter when you return - well, you were gone for 6 months what is waiting another couple days? If it is not winter; you need a day's worth of food to sustain you on your way to the nearest berry bushes. Or since 1.22, fish for a day or two. The demand for food you need on return to kickstart you from literally 0 is minimal outside of winter because food is so abundant especially when you play so far away from all other players that nobody else could possibly exhaust the area but you, and anything that could be a viable alternative to last winter on is, as you criticized turning down global spoil rates, making the food imbalance even worse. Animal husbandry IS the existing, funtioning, equally labor intensive alternative to forever food - meals on wheels, the food dispenser. And as we have already brought up plenty of times, the odd Joe that wants to play Singleplayer on a world he doesn't own is not the target audience player. So everything beyond this point is personal flavor. And personal flavor is not Anego's business - they added difficulty options for that (of which there could be some more, but alas). Personal flavor is a modding and administration business. If only you weren't so insitent on being the messiah for "the truth of game development" proclaiming that god himself has said Vintage Story needs forever foods, and plenty of those, because YOU specifically want to be able to join any Multiplayer game at any point in time and just not care about the game's core challenge - food - we could all already be moving along. Variety is always good, clutter or not aside, and the whole food system could use a major buff. We could probably all agree on that. Plenty of people have said so before. Your "matter of fact" end-all guide to videogame design says it's "the truth" too. Such a system could include more ways to tackle food storage aswell. A freezer to extend the shelf life of things over the current ~5 year peak, if anyone ever needs that much shelf life. Things that make sense AND are inviting to be used. Wanting forever food - something that will always create an immediate visceral reaction because it, by nature, counters the game's core survival mechanic which is being lamented and as such modded in TOBG aplenty - with a deliberately discouraging process of obtaining specifically only to account for players that choose to ignore all other options already presented to them - is not a good thesis.
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I understand very well what I am writing here. I also very well understand what you are writing here, which makes it all the more ironically hilarious to see you so self-confidently speak of "matter of fact" things with a side helping of "belittling people telling you where you are wrong". And having to repeat myself trying to bring this point across to you as you put the phonograph on loop is getting tiring. There are multiple people here that are trying to express how your claims are lackluster at best in the grand scheme of things, offering solutions that already exist, and even put part and core notion of your very specific inquiry into a grander scope we could all be happy with; a general expansion or rework of the food and food preparation systems allowing for more variety and options. None of those seem to hit your ears. On the other hand there was so far you looping the same 2 arguments over and over and that one other person who chimed in for a single post saying "I think more variety is always better"; something that may apply to your suggestion but would also, once again, be covered by the alternatives mentioned. So considering you just shut down animal husbandry as an existing version of what you suggested... In your eyes, you want IRL time to not affect game time if you don't play, at all, like in Minecraft. So animals don't grow up if you are not online, forcing you to spend several weeks online on a 30 days month server for a single generation of animals to pass. Fun. You want fruit trees that take an entire in-game year-ish to grow into their first harvest to only tick when you are actively logged in. One reason more for people to completely ignore that feature. Ideally seasons don't progress if you're not there so that there is a sphere of green grass and 30°C around you in everyone else's middle of winter snow. All to argue that it is the only right choice in the whole wide world to add a Vintage Beef mass recipe that costs 1h to make so you can log off for a month and pretend time didn't pass when you log back in? You argued with LadyWYT about how Minecraft and VS are the same except for where one is casual, the other hardcore. Minecraft has no perception of time outside of "loaded chunk ticks". Vintage Story emulates world-wide time progression. Which comes with side effects like food spoiling when you don't look. Where's your Minecraft wheat farm is always full, always fresh, a stack of breads ready for the making thereof. This principle does not apply. This principle was never intended to apply by the very core design of how VS operates vs. TOBG. So is animal husbandry. The trough needs just boards - which need a saw, which needs copper. That's it. Farming for animal food is already doable beforehand. Traps unnecessary in many situations as you can just shoo nearby animals in or they get lured from across the continent by a filled trough anyway. No "early-game" time gained.
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Oh, so a convoluted process that takes hours of time to produce a stack of 200 satiety each jerky would be fine. But the convoluted process of trapping an animal and filling a trough every now and then with your near endless, rotting-if-offline stockpiles of grain and vegetables to make them multiply all by themselves is not? And before any arguments about the time it takes for animals to mature, breed, gestate and repeat is incredibly high - any againg process would also be high. Play on an always-online 30 day month server and your againg process takes easily several IRL days aswell. So what difference does it make? You are solely trying to solve all your food stockpiles, no matter if your last 10 bread or a max size cellar full of clay vessels full of grain stacks being gone in the one instance where you are offline for a longer while and come back. That is the only complaint and only situation to solve. Global spoil rate does it without changing anything about the normal procedure. The normal Singleplayer or frequently online player will have near infinite food under normal settings, so infinite food under your settings makes no difference. It is. A Singleplayer player does not have this issue. A "friends schedule fixed gaming sessions" like in the good old days player does not have this issue. A player on a public always-on server that plays with friends who are probably online atleast once in the time it takes for everything to rot before you yourself come back does not have this issue. A lone player on a big, popular always-on server with a bustling economy does not have this issue. Hell, even the Auction House feature could be used to sell food constantly so people can buy it even when nobody is online. The truly only person that runs into this deliberately causes this situation by forgoing all other common playstyles. It is a single case. And even such nieches as your aformentioned cozy VRChat hangout in Vintage Story could bypass this issue entirely by setting the game up in the specific way that accomodates for this. It only happens when bringing the wrong prerequisites into the wrong environment. Alas, not the game's core's fault. Then add functionality by installing a mod. There are plenty. As LadyWYT said above, general expansions to the food system, including more preservation methods like smoking are a much wanted feature. It would help spice up general gameplay for everyone while also potentially opening up to more long-term preservation options. None of which scream "has no spoil timer" though. Vintage Beef existing is funny easter egg and hence not intended for mass obtaining. Hard tack could be very easy to make but just be attrociously bad food with like 25 satiety per portion or whatever. You have specifically suggested viable options of forever-food at the cost of making them deliberately attrciously bad to obtain to artificially balance it in a way that only the very specific, singular, nieche-case player would ever want to entertain the idea while actively encouraging everyone else to ignore it even exists. This is not a good feature scope.
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There is way too many individual points to potentially quote here so I am not gonna. Tl;dr, as you have specifically stated multiple times throughout and as Teh Pizza Lady already poked back at; if truly the only singular usecase for such a whole ordeal would be "that one player on an active server that doesn't have friends to keep a stockpile in their absence, doesn't have other people to ask for help, doesn't have livestock to solve the immediate food crisis in the span of all of 5 minutes, and doesn'T play regularily or just has to take a sudden long break." - then yes, this does not sound like a "The base game needs a whole new tier of food that is deliberately ass just to accomodate for the single odd-out player on a specific server" problem. This is either a "install a mod if you want this" (Long Term Foods exists already, so do many other forms of Pemmican-adding mods) or a "The server staff should deal with it" kinda deal. As was mentioned before, if sudden circumstances come up you can always kindly ask the server staff if they can help. It's their server, they should generally have an interest to make people have fun. You say Minecraft is not an issue because food doesn't spoil - which is true - yet as a server administrator for a "just friends" server I had plenty of situations where I intervened with cheats and commands just so people don't get frustrated about being too unskilled even for TOBG, or because unfavorable circumstances resulted in major downers. That is not a "Minecraft should add XYZ to account for that" problem, that is a "It's my server, I want my players to have fun, they are not in XYZ situation, I fix specifically XYZ situation" deal. And, quite frankly, for most major public always-on servers; if you go play Singleplayer on a Multiplayer server you are kinda responsible for your own shortcomings. If you don't have or want to invest the time to play on such, the game should not make room specifically for you doing something you are not intended to. Different issue from sudden onforeseen circumstances happening (spontaneous sickness, vacation, whatever) but the main "You have no other people despite playing in Multiplayer to solve the issue by playing when you don't". As for your friends-only chill weekend hangout server you let run 24/7. They do not really exist (according to your argumentation - I wouldn't know, I don't play public Multiplayer); but that isn't necessarily an "it's not possible" problem. It is possible, as I have explained above and will further explain below, so it's more a situation of people see no need to make it happen. The availability of plenty forever-food is not the deciding factor; I personally wouldn't consider Vintage Story my "Pub with friends on a weekend" alternative. There are way better options for such. But even if you do want such a thing, an always-on server where you and your friends and cozily, relaxed play and hang out on whenever. Turn on the "stop time when nobody is on" setting. Crank global spoil rate down to a minimum so that basically nothing ever spoils. If someone is still gone for long enough to have EVERYTHING spoil; tough luck buddy, should have played the game in the last 5 years. Turn off seasons or modify growth times to be Minecraft-instant. What, that sounds like a bad game experience because you remove all challenge? Well, you wanted a "cozy, relaxed pub evening" VR chat hangout lobby in Vintage Story. The game isn't this. The game isn't supposed to be this. You can still make it happen, with what the game has, right now. So no, plenty of forever-food should be a mod for those really interested in it. It serves no greater purpose to everyone but the oddball on a public always-on server.
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Aside from all the other points already brought up about the nature of busy multiplayer servers and stuff, I still gotta ask: Nothing kills engagement more than coming back and being immediately stressed to not starve rather than being able to at least mostly pick up where you left off. But do you really think it would be a better experience having to forcefully invest most of your time playing in a slow, tedious, otherwise useless process of crafting forever food in bulk because you know you will now have to take a break? You want this to be aimed at the "occasional player" that may vanish from the face of earth for a week and then comes back on a server running 24/7 so that a year or two pass in that time. Do you really think it would be any more engaging or any less motivation killing if that player knows "Well, I HAVE to spend my last few hours of available time now to prepare this stuff so I can come back and not worry"? I don't think so. It's just moving (and disguising) as to when the frustration happens - from after returning because you have no food (you keep livestock specifically for this reason, so butcher it) to before you leave because you have to do something deliberately annoying in preparation for your eventual, if ever, return.
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Correct. However. Honey isn't the ideal food source I would go to in Vanilla especially because long term mass bee farming is a pain. Fat is a byproduct you only obtain from harvesting fresh animals - at which point you get fresh meat which is, also, the far better food source. On top of fat being needed/useful for other applications, so is honey (or rather the byproduct of wax). I am not even sure you can eat Walnut seeds, pretty sure I saw a mod that enables this. Cattail root is, as you correctly pointed out, finite. Of all the infinite food sources you listed, this one is the only one I'd personally consider an actual food source and even then only as emergency rations in the early game. None of these fulfil the role you proposed of *effective* infinite food. Something that can actually sustain you. While however simultaneously highlighting the problem with your "progression" argument and further amplifying what I already said about tedium. Even if we added an "infinite" end-game alternative for each nutrition category... Why would one bother? Why bother going through in-game weeks of preparation and ripening and whatnot for some salami or cheese or tack when you can just stuff your face with honey... or eat normal food that much more readily and simpler available?
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I understand the potential value in Multiplayer and the slight feeling of accomplishment; but other than that I really don't see why we'd need a way to make infinite food - for one because truly infinite food isn't really realistic (yes, let's get the "realism vs gameplay" debate out of the way first), two because there is nothing to be gained from that bit of extra shelf life compared to the already existing options for long term storage, three because adding unnecessarily complicated steps as means to balance achieving something not needed in the first place sounds too off-putting that it could likely not see all that much use. For more detailed clarification, ignoring the "realism" debate entirely: Food can already be stored pretty efficiently. Have a good cellar (easy and early to obtain), put in a clay vessel, fill it with grain - boom, easy 3-4 years shelf life. Even non-grains can reach a year-ish easily. Sealed crock pots with proper dishes can reach the same and I haven't even tested if it stacks putting a sealed crock into a clay vessel. The highest tier of meat preservation might, in comparison, still feel kinda lacking but meat is also the year-round most reliably obtainable resource should you need it. When I started out, I rather quickly installed the "Long Term Food" mod specifically to add such things as non-perishables and even longer shelf life options of preservation. Turns out, three years in, I could be arsed exactly once to make non-perishing Vintage meat just to have made it and never touched any other of the food processes. In fact, I am sitting on so much food I don't even know how to eat it all with each passively ripening harvest of my reasonably sized field essentially feeding me for the entire year. Specifically the "incredibly tedious to obtain" process of the long term options makes them so uninteresting and even if you'd want to sit down for a couple hours preparing 10 years worth of non-perishables to never worry about food ever again, if you didn't die of boredom by then the annoying part of food is still the fact the options are so same-y and you just need to constantly eat; which wouldn't change. If you want even longer storage, utilizing ice to actually freeze e.g. meat could fit much better than arbitrarily "in-universe difficult" recipes to take food that lasts 4 year to last forever. If we want to actually improve food, as has being brought up in plenty other discussions before, improving the food preparation system itself would be the better bet. You mentioned the use for Multiplayer. While yes, there will always be issues with Multiplayer not being able to play 24/7 and as such having to take breaks in which time passes and food spoils can become an issue. But assuming you don't play lone wolf you'll have friends to occasionally replenish the supplies they themselves eat long before they spoil. If you do play Lone Wolf... I guess considering how often big servers have longer month, if you cannot play for all of 3-4 in-game years coming back to a basement full of wax food is likely the least of your concerns. At that point the problem likely is that everyone else finished the game and stopped playing. And finally you mentioned the trophy value of having a big bunker full of forever-food. While sure, especially with arbitrarily tedious recipes that is true. But there are plenty other things in the game already to use as trophies. No need to turn something as basic as your daily necessity for nutrients into one aswell.
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Take my input with a grain of salt, as I am playing with a huge variety of mods that add content and as such, naturally, add uses for most resources in the game that might very well skew the vanilla ratio significantly. But I really don't think recyclable broken metal tools would throw much of a wrench in the gears. As OP stated you would obviously receive less back than you put in, otherwise you only ever need a single tool all game and a little bit of time (fuel is infinite, so are sticks for handles). The details of how much you get back and whether or not this number may depend on the remaining quality/durability/whatever of the tool or not aside; I am currently playing with the Grindstones mod (which adds the one and only sensible thing I can imagine a grindstone to currently do, which is repair tools at cost of max durability, not this vanilla crit nonsense) which essentially replicates the same shift in resource usage as the ability to replace the handle separate from the tool head + recycling would achieve - a significant decrease in used metal for tools as each tool effectively lasts several times longer. And I don't feel like it has shifted my perception of resources and the quantity needed thereof in any dangerous "I don't have to mine for almost any metal anymore" way. Because tools are not necessarily the primary consumer of them. Sure, if your iron axe breaks every 5 trees and you have to craft a new one from scratch every single time it might be different but that is not a fun way to use those resources. I had a big pile of readily made iron ingots. Now I have an iron anvil, some fancier machinery, a full set of reasonably quenched tools and dangerously low iron supplies. All without accounting for any runtime waste due to tool usage. I'll soon have to look for a second iron vein (or check if more is hidden at my first one) if I want to go into Steel territory. Despite expecting these iron tools lasting me all the way until I upgrade everything to steel thanks to quenching and grindstones. I have to re-invest into copper and/or bronze to cover for things that need tons of nails or such which would be a waste to use iron for, or are outright only craftable with low-tier metals (I'm looking at you, chutes and distillery.) There is plenty to spend entire ore veins on that it feels like a safe bet to me to make the process of churning through tools a bit more fun and engaging. I don't think quenching would become *less* realistic if we removed the shitty RNG gamble "all in or nothing" shatter chance and replaced it with either a time cost (work piece is useless, melt it again and start over) or atleast just a partial resource loss (break into less than 100% of used bits). Then again, I neither see a point to ever waste *more* durability through grinding so the sharpness of a tool/weapon (through frequent grindstone sharpening) being a secondary metric that passively influences the main durability (by slower/faster drain depending on dullness) or tool effectiveness (higher/lower yield/speed) would be very swell instead. Yeah. I understand needing more mechanical consumers in the game as there is barely any point to set something big up if all you need is to run a helve hammer and the occasional pulverizer (the quern is a bonus luxury for lazy people and the large bellows utterly useless) but this ain't it, especially if they grindstones themselves then don't even do anything useful.
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Aren't the only flying/working at 10+°C or was that fully added by From Golden Combs?
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Sounds like a glitch to me. Only thing I can think of is a spoiler for the game's story but that should certainly not be a single block and also certainly not that close to spawn.
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Only hens with atleast 1 portion eaten remaining go sit on the brood box, yes.
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request Assist Request - Directional bombs
Rainbow Fresh replied to Rainbow Fresh's topic in Mod Requests/Ideas
"Fine, I'll do it myself." https://mods.vintagestory.at/directionalbombs