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Rainbow Fresh

Vintarian
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Everything posted by Rainbow Fresh

  1. Making Bellhead Shivers function like Bells is part of Temporal Symphony, which I'd recommend to anyone anyway regardless (but also fits the "not spooky enough" pretty well)
  2. Oh boi oh boi, time to copy paste! Cause I just answered a very similar thread. In order to have the forgiving nature of not-immediate death starvation while still aiming at a punishing, detrimental system heavily encouraging actually eating like a human would as well as trying to avoid softlocking unaware players, how about we tweak the numbers and systems like this: There is still the slow starvation aspect whereas if you reach 0 satiety, you will grow weaker and weaker until you eventually die. Recovery should be harder than starving so we can say -1 Max HP per day vs. +0.5 Max HP per day. Instead of just being a timer that ticks if satiety = 0 and doesn't if satiety > 0 for starvation with a second timer that ticks with satiety >0 and stop with satiety = 0, how about a moving delta; Baseline you neither lose nor gain Max HP (only base HP, not nutrition bonus). When your satiety reaches 0, your delta moves by, let's just eyeball, -0.25 delta Max HP per day. Meaning if you keep your satiety at 0, you will lose 0.25 Max HP per day after the first day, 0.5 Max HP per day after the second, 0.75 and so on. The longer you actively starve, the worse it gets until you will inevitably die. If you get your satiety up to over 50%, you apply a reverse delta. +0.1 Max HP delta per day, for example, so you slowly recover. That also means if you are too far gone already, you will not recover in time before your Max HP reach 0, killing you. For incentive and player control, we could also add certain hearty dishes (tied to the current hunger pause mechanic, maybe?) that give a bigger boost to try and heavily course-correct but only if you actually invest in proper food. In order to not completely screw anyone over who is struggling and didn't manage to get any food for a single day with a permanent drain, there is also baseline correction. Over time, if your satiety is >0 you will slowly, naturally drift towards 0 delta. Meaning if you are a struggling beginner who doesn't get any food for a single day and briefly hits 0 gaining Max HP loss, then struggling to find enough to get reliably above 50% satiety, you will still slowly stop losing Max HP. Not gain any back unless properly fed, but also not doomed to die. As for death penalty; I'd say you keep respawning with half satiety (no free recovery) and the -delta is set to 0 but instead you keep your Max Health reduced to a minimum of, let's say, 25% of the world setting base health. That way you have a small leverage to try and recover while being handicapped enough to discourage tactical food ignorance. As a bonus, because pure penalties are shit, even when at full base Max HP you can retain positive delta up to a certain cap. This allows you stave off onsetting starvation through enough healthy eating beforehand. Natural delta decay will, however, also affect positive deltas so if you do not eat very healthily constantly, you will naturally go back down +-0. Finally, the nutrition system of the game needs no changing imo. Death cuts it in half already. It naturally decays with lack of food. And pre-filling all your nutrition bars gives a bigger buffer to potentially outlast severe starvation where food would otherwise not course-correct your Max HP loss fast enough. That is my approach to your idea of a Max HP-based slow starvation system. I don't really agree that teas should aid with combating starvation. Starvation is because you are critically lacking food and as such energy in your body. No matter how much of a Spiffing Brit fan one is, Tea does not give you superpowers. I can still see it aid with your other suggestions, but not fight off starvation.
  3. Are you using the same type of sand, gravel AND rock?
  4. Rainbow Fresh

    Quiche

    It is kinda not. Pies have fixed ingredients but not fixed slots. So you'd only be able to say "It's a quiche if it has eggs and potentially vegetables and/or cheese". Not that it needs to specifically has something in a particular order. Following that you could also go 2 vegetables and 2 vegetables and 2 vegetables and 2 eggs to make a quiche pie, because the last 2 eggs are what distinguishes it from the end result becoming a vegetable pie. If you want fixed order/ratios of things, only cooking recipes support that. So you'd need to take a double-layered approach of cooking the quiche base or something and then making a pie with 4x2 quiche base.
  5. Try something like this https://donatstudios.com/PixelCircleGenerator and then just carve out only the top half across all involved blocks. For reference, if you go the finest level a single block is 16x16 voxels. If going that fine looks too detailed/out of place for the blocky rest of the game, I usually use the 2x2 setting for detailing so one block would be 8x8.
  6. All the back and forth discussion aside for now, I still think a more in-depth hunger system is neat and I agree that the mods out there already existing have questionable or over-tuned approaches. We don't need Project Zomboid's whole weight and nutrition system to spice things up beyond "Bar go down. Bar 0 = death". Not to mention even PZ's system only, eventually, pushes the player into the one and only min-max strategy of eating nothing but rabbit all day every day cause everything else is not worth it in the long run. (Atleast back in V41, haven't played the new V42 yet). So a layered approach separating the immediate effects of the hunger bar from the notable effects of starvation is a good idea in my opinion. That said, the previous discussions have brought up a couple valid points so let me throw my 2 cents in aswell: In order to have the forgiving nature of not-immediate death starvation while still aiming at a punishing, detrimental system heavily encouraging actually eating like a human would as well as trying to avoid softlocking unaware players, how about we tweak the numbers and systems like this: There is still the slow starvation aspect whereas if you reach 0 satiety, you will grow weaker and weaker until you eventually die. I agree with LadyWYT here that recovery should be harder than starving so we can say -1 Max HP per day vs. +0.5 Max HP per day. Instead of just being a timer that ticks if satiety = 0 and doesn't if satiety > 0 for starvation with a second timer that ticks with satiety >0 and stop with satiety = 0, how about a moving delta; Baseline you neither lose nor gain Max HP (only base HP, not nutrition bonus). When your satiety reaches 0, your delta moves by, let's just eyeball, -0.25 delta Max HP per day. Meaning if you keep your satiety at 0, you will lose 0.25 Max HP per day after the first day, 0.5 Max HP per day after the second, 0.75 and so on. The longer you actively starve, the worse it gets until you will inevitably die. If you get your satiety up to over 50%, you apply a reverse delta. +0.1 Max HP delta per day, for example, so you slowly recover. That also means if you are too far gone already, you will not recover in time before your Max HP reach 0, killing you. For incentive and player control, we could also add certain hearty dishes (tied to the current hunger pause mechanic, maybe?) that give a bigger boost to try and heavily course-correct but only if you actually invest in proper food. In order to not completely screw anyone over who is struggling and didn't manage to get any food for a single day with a permanent drain, there is also baseline correction. Over time, if your satiety is >0 you will slowly, naturally drift towards 0 delta. Meaning if you are a struggling beginner who doesn't get any food for a single day and briefly hits 0 gaining Max HP loss, then struggling to find enough to get reliably above 50% satiety, you will still slowly stop losing Max HP. Not gain any back unless properly fed, but also not doomed to die. As for death penalty; I'd say you keep respawning with half satiety (no free recovery) and the -delta is set to 0 but instead you keep your Max Health reduced to a minimum of, let's say, 25% of the world setting base health. That way you have a small leverage to try and recover while being handicapped enough to discourage tactical food ignorance. As a bonus, because pure penalties are shit, even when at full base Max HP you can retain positive delta up to a certain cap. This allows you stave off onsetting starvation through enough healthy eating beforehand. Natural delta decay will, however, also affect positive deltas so if you do not eat very healthily constantly, you will naturally go back down +-0. Finally, the nutrition system of the game needs no changing imo. Death cuts it in half already. It naturally decays with lack of food. And pre-filling all your nutrition bars gives a bigger buffer to potentially outlast severe starvation where food would otherwise not course-correct your Max HP loss fast enough.
  7. Bit of a shameless plug and self-answering; but in case anyone ever thought "Hey, I want the shiny new bushes without walking 1.000.000 blocks!" I made a mod that does it. https://mods.vintagestory.at/upgradedberrybush
  8. Every time someone goes "Everything is shit they should do better", all I can think is "Well then do it better yourself, see how that goes." Every time someone says "Oh but it's Indie and Early Access and far from finished, it's ok", all I can think is "Game's been existing for 10 years. Even 7 Days 2 Die managed to get a full 1.0 Release by then and they re-invented the basis of the game every other update." Seeing both in a single post by a single person makes me confused as to what to think
  9. I just checked and it seems to actually be the same distance as normal water. I could have sworn it was way shorter when I tried to move the darn thing to my base.
  10. Weakpoints sound like a great idea. Maybe being able to briegly stun the boss in a recoil animation if hit hard/often enough with the boss's moves (maybe a dedicated blocking move) trying to shield itself against the attack; think Breath of the Wild Hinox. Adds some more dynamic, espcially the kind that the player can somewhat control, other than "roll the die. It's attack 1; roll the die. It's attack 3. Roll the die..."
  11. /entity find only checks loaded chunks and obviously only returns existing entities. If your mount truly disappeared into the ether, nothing is going to help. And iirc it is a known bug that sometime, when the planets align juuuuust right, mounts can be deleted from the game on chunk unloading. So it is possible your mount is *gone* gone. No reading IDs from the log would help. And even knowing the ID would not help because you'd need the position. Which you'd have to find by manually snooping through the savefile's database looking for the entity entry for that ID and finding it's in-world coordinates, which map differently than the in-game displayed coordinates (in-game is centered around the middle of the map being 0|0 while true coordinates are based on the... bottom-left corner? Top-left? either way, on a 1mil x 1mil world your 0|0 world spawn would be 500.000|500.000). That said, I don't know if there is anything logged anywhere that actually would tell you the ID of the entity in any discernable form. For the future, considering you probably did not do that this time around? You should acquire an elk medallion. You can put that onto a mount (elk and most modded mounts support it) to truly claim the mount as yours, making its "last known" position have its own map marker much like your player marker. That way you can always find where it's *supposed* to be to discern if it was eaten by the savefile spaghetti or not. Cause even if the entity vanishes, the marker will still be there.
  12. Darn. That modding post showed that it is possible to simply run the /bir commands needed to remap the block ids - it however also showed that that is not going to work the way I hoped. So the only way to achieve this would be a mod after all which patches the behavior of old berry bushes with some code that make their entire behavior "if init then delete and spawn new bush".
  13. I remember Maple Story 2. Found it shortly before Nexon pulled the plug. It was cozy - cause in its dying breath they just gave everyone the endgame gear for free; aside from that though, there were alot of non-combat elements that were really nice and cute so I'd say yeah, Maple Story is/was less of the grindy "farm mobs 24/7" MMO and more of Cube World Online. As for the on-topic boss discussion; yeah, making boss fights is hard. Especially if you are not Dark Souls and cannot sell the "eternal suffering" as "part of the experience" until the player "gits gud". Vintage Story is not Dark Souls and shouldn't be. Its challenge and threats come from pseudo-realistically complex world mechanics and a general notion of having no "fix all" solution to the monsters in the world while each individual encounter with such, under normal surface circumstances, is rather unimpressive. So while I do think that a stationary boss you just have to tank for long enough is boring as hell, I genuinely wouldn't know how to make a more impressive fight out of it. Not to mention that a suitably sized arena would be very hard to hide in the world considering the incredible scale of the rest of the dungeon already. Maybe instead of head-on boss fights gimmick "bosses" that play into the puzzle aspect of story dungeons could help? Like some sort of greater threat that needs dealing with without having to wail on a big corpse for an hour. Think of a locust, or harder yet, bell factory still operation and you need to shut it down lest infinite mobs spawn. Mobs you can run past to find the source, not be forcibly locked into combat forever. A pipe bursting somewhere and the area flooding and you need to find the shut-off valve lest you drown. A big creature boss with many small phases that require less attrition and more problem solving to figure out. Something like that, maybe.
  14. Rapids flow 3 blocks from the "source". So if you build a staircase-canal that drops 1 block every 4 blocks you can transport the rapid away from its origin. With this unfavorable ratio of vertical-to-horizontal distance your options will be very much still limited though, unless you happen to come across a rapid source at the highest top of a build-height mountain.
  15. I agree that a larger cooking pot would be a very neat addition for a variety of reasons. It feels like progress, considering progress in the food department spans the whole of Pottery Age to Copper Age; with the Pottery age being when you unlock food (cooking, everything else is a waste) and the copper age being when you gain the ability to mine salt and craft buckets/barrels/the distillery. That is... not alot considering the need to eat is a permanent companion into the Steel Age and beyond. It would also be very handy to have bigger, *rounder* portion sizes to cook so you can spend less time watching to pot/campfire fuel and don't have to awkwardly handle the two spare portions or artificially handycap yourself to only cooking 4 portions at once. Luckily, until the day the devs pick up on this, there is a neat little mod doing literally just this https://mods.vintagestory.at/metalpots
  16. Hey, don't call me out like that!
  17. The boss - could possibly be changed. I haven't fought him yet because the rewards at the end, according to the wiki, weren't enticing enough to fight the boss that, also according to the wiki, is a stationary "Have you brought enough healing" kinda deal. Sounds painful, boring and maybe I come back with Steel gear one day just for the completion. The archives and puzzles though - sorry, I mean no offense with this, but that is truly just a git gut moment. Let me dissect this. The puzzles are too hard. Because there is... no guidance? It's a puzzle. The point of a puzzle is to figure out the solution. Hints are there. There are lore book notes that hint at the existence and location of all the devices needed to complete it and just exploring everything one after another will - assuming you walk around with a light source and your eyes open - lead you to find things anyway. Do you possible need to wildly backtrack and check everything twice if you do not remember which doors are locked and cannot figure out the connection between locked door A and contraption B that you just fixed that did "something"? Possibly. But again, it's a puzzle. Which is mighty better than just a straight corridor with 100 Tier 4 mobs for "challenge". The mines are too hard. I went there with a copper spear (Combat Overhaul which means it's a really shit choice for close quarters combat) iirc and with some kiting and healing it wasn't too bad. The drop in the kitchen is into a pool of water which extinguishes your torch. ...lanterns do exist. And so should, in my personal opinion, everyone always run around with either a firestarter or the means to craft one, *especially* when going on a dedicated adventure in a big ass story location dungeon. It is also not a drop, it is a ladder. You can safely descent far enough that your torch's light illuminates the water below for you to anticipate "I'll get wet and my torch might go out".
  18. You cannot chisel hay blocks directly. In survival, depending on your world config, you can only chisel stone, wood and optionally soil blocks. That shouldn't, however, stop you from placing one of those chiselable blocks first, adding anything else (like hay) as material, then replacing all original block voxels while only placing the material you want.
  19. Granted, if the approach to modeling and animation in the game was to be changed - not just a core mechanic but a fundamental part of the core foundation the game runs on - it would make sense to rework that sooner than later. Considering the longer you wait, the more models and animations already exist for the game and as such the more needs to be redone in a single go to update to the new system. And speaking from experience, it's usually not the actual code writing programmers missing in a development project. It's the people making all the assets. Just look at how many devstreams there have been just for the upcoming horses; I'm sure actually implementing them is a far faster feat. That said however, I also do think that this game is lacking a fair bit more important things than reworking the entire modeling engine from the ground up. If nothing else, let's atleast please - please - just fix all the game-breaking bugs still around that for some reason are currently giving the impression to have been postponed to 1.23 after all; another major update that is sure as tropical rain to cause a plethora of new bugs.
  20. You are observing temperature changes throughout the day, nothing related to the length of months. Food spoil rate is determined by a fixed time in hours (atleast I think considering it is displayed as hours in the handbook) that the item has of shelf life. This time is then adjusted by the ambient temperature-based spoil rate multiplier. In your inventory, the temperature always stays the same. In a container in the world, the temperature changes with the current outside temperature. Cellars, depending on their insulation score, will always try to aim at 5°C with more or less success depending on how sweltering the outside summer heat is and how well insulated the room is. In winter, everything will last significantly longer because the native negative temperatures preserve quite well.
  21. So you are asking how to get the inverted L-shape underside for the thatch roofing just like you could to with plank stairs for wooden roofing? If we are talking purely vanilla, you could try and put random chiselable blocks there then feed them hay bales as material (which should work? Worst case you need to go into creative to get access to straw/hay material for chiseling) to carve it out yourself. Takes space, alot more material than the roof (I think) though and also lacks the fuzzy textures. Alternatively, the VS Roofing mod allows you to make much nicer looking roofs in multiple angles that also have the texture on the underside.
  22. It's this time of the year again; not quite 50 hours later, it's been a bit more as I wanted to finish some things but certainly over the 200h mark. One or another thing has happened in the meantime: The windmill - is finally complete. Having come across a very inspiring rotten ruin from the Better Ruin's mod I finally had an idea for how to finish this. It should also be, technically, slighly more powerful as the blades are higher now. The interior also got an upgrade. Not that it is, in any form or capacity, necessary but who doesn't like a bit of "automation". The harbor is coming along nicely, aswell as the boat - which will be sitting there for awhile because digging the panama canal is a life goal and I'm still working on a mod for directional tunneling bombs to make it bearable. In the back of the crate platform will come a warehouse for all my hoarding issues that I just keep postponing - stilted. I'm also thinking of adding a highly decorative primitive crane to the harbor later. The well also got some chiseling detail. It's the small things that matter but not only does it look better, it also makes it easier when I have to carry fresh water every couple days. A little outskirts area for a sawmill/logging camp has sprouted from the ground as the need for wood is high theses days and the Immersive Woodworking mod adds a couple very nice things; both aesthetically as well as functionally. Am I forgetting anything? ...oh, yeah. The thing most people are probably more interested in than any of this: The Rustbound Inn. Complete with finished roof (thank you VS Roofing mod for making the roof recipe cheaper and not-so-thank-you for changing textures so I had to redo it entirely anyway), added kitchen area, decent quantities of interior furnishing and the beginning of designed guest rooms. It took quite a few mods to make this possible but I am really happy how it is turning out. As for the path from here on out: The harbor needs more work, the logging area needs an actual forest. The fruit tree I tried to plan last year has finally decided to grow, so maybe expanding the inn's cellar for alcohol production is in order. I'm also thinking about building a greenhouse for berry bushes (as I am getting rid of all the OP pre-1.22 ones). The animals, as the sheep are reaching generation 3 and may actually become useful now, could maybe use a proper barn. And I have developed the serious need for a tailor-esque shop to store all the random, rotten clothes I keep picking up in ruins. Oh, and of course the monster project of digging a canal worth a 5000 block distance just so I can use that boat. There is another ocean, it seems, 10k blocks in the other direction separating me from some Better Ruins' story locations but screw that. See you in the next 50 or 100 hours. also, I need to expunge old images from previous posts to make space for new ones.
  23. Any engineers here who can tell me if it is actually possible to just run a block remapper world upgrade to turn all pre-1.22 berry bushes into their 1.22 counter parts? State doesn't matter, for all I care they can all be reset to their most un-ripe mature state and all be struggling. I just want to get rid of the million of OP pre-1.22 berry bushes in my world and doing so by hand is more work than it's worth.
  24. Just got around to now actually crafting the second water wheel and @MKMoose's step-by-step guide works perfectly. Thank you very much.
  25. I haven't actualyl tested this, but most other recipes can take either pattern; so I'd assume you can use either for the boat as long as you got all 21 of one type.
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