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Rainbow Fresh

Vintarian
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Everything posted by Rainbow Fresh

  1. Since you are playing modded, one of your mods is clearly acting up. I'm afraid you might not have any other chance than trying to find out which one it is and disabling it. Disable all mods, start new test world, die, see that it works vanilla. Then re-enable your mods back one-by-one or in small batches until the problem re-occurs. If oyu found the culprit you know what to disable on your main world.
  2. First off it would help to know what even is wrong with it. Like what happens that makes it "corrupted" and what error does it generate?
  3. The negatives for legal players are, depending on the chosen type of DRM, neglectable. If logging in to a game once as the only form of DRM is too much to handle the digital world might be a step too far. If someone willingly chooses Denuvo as DRM - the provenly worst DRM in history that fucks the game into unplayability with its aggressiveness while still offering 0 actual protection that isn't broken day 1 by willing individuals - then that's stupid. If someone does an EA and forces a Singleplayer only game like Sim City into an always online state, then fuck them. Vintage Story does not and with the intended normal behavior being one initial login, then not again for atleast a long while on the same game on the same device I don't see a problem with that. You needing 2 accounts is not a DRM issue it's just a weird design choice in Anego's user management across forums, ModDB and game and very much could and should be merged, yes. Multiple "instances" can easily be achieved by mod managers; something you need for multi-instancing regardless as the game doesn't have a launcher like Minecraft. Just shove selected modlists around instead of copying the entire game and changing its paths so it loads from two different folders. Which by all means could still work if you just make multiple shortcuts with different boot parameters for different data folder locations as it still is the same game in the same location and the login certificate should still be valid then. It being another password to remember should really not be an issue in the day of key vaults and somesuch and while potentially handy, integrating some form of external 2FA token would be overkill for a small game like this. As for the positives; any form of DRM is a hurdle, however small. If anything is easily available for free, people will just take it for free. If there is atleast some hurdle to obtain it, people will consider the tradeoffs of just getting it the intended way or sailing the seven seas of piracy. And money is what continues this game's development so one day it can be even greater than now. Maybe even finished, one can dream. DRM's forcing piracy, as fucked up as that might be, is also a good indicator for a game's overall reception. Piracy has always and will always exist, there is no stopping it. It's just a matter of how much piracy gets "encouraged" by shitty design or business choices. If piracy is necessary to bypass a DRM people will only resort to it if there is enough reason. If there is no DRM, you can never know if it's because people are unwilling to pay for the product or because people are too greedy to spend any money in the first place for their products.
  4. Just because the digital world is an open sandbox where noone can ever prevent you from doing anything and most DRMs do little to nothing to actually "protect" doesn't mean that the notion of protecting your intellectual property, especially if it's a paid product, is bad. If you think it is, feel free to post anything and everything you ever did in your life to a public filesharing hoster under a no rights reserved copyleft license so anyone else can take it and do whatever they want with it. Cause under the same logic, any form of EULA or Copyright License is useless too as there is only a few situations where people actually get in trouble for breaking them.
  5. The point of waterwheels is to be consistent. And when smithing with a helve hammer, I can see the value of not having to worry about the wind giving out halfway through a batch of iron blooms or plates. Beyond that though yes, the windmill will still not be overtaken as primary source for mechanical power.
  6. So... has anyone got a foolproof way to smith that thing without wasting an additional iron ingot? I am looking at crafting a second waterwheel and the first one was already a pain. Step-by-step guide prefered.
  7. I agree that vanila rift wards, in their current state, are a notable waste of resources compared to how little usability they add. Small range, unreliable, do nothing other than prevent rifts from openening. But cost a late-game fortune and as much upkeep. That's why I literally just made a fixed, standalone version of the rift ward tweaks from the Better Jonas Devices mod (didn't want all the other features and it was kinda outdated) so that rift wards now have a notably larger radius for rift prevention, a smaller radius for rift destruction every half minute and a reasonable amount of restored stability for players in a smaller radius.
  8. That's about it. Rapids are water but faster and louder. They cannot be moved by bucket. They do not split into multiple blocks when flowing down and are all around a pain to utilize for anything more than putting a single water wheel directly underneath. If I'm not mistaken, to really drive the point home the water stream of a rapids source going through a waterwheel comes out as normal water on the other side so even chaining is not possible. The rapids water flows faster and only can travel 3 blocks far. Whaterwheels require the iron age to produce and fulfil the sole role of being a more stable source of mechanical power than the windmill. Assuming you have rapids nearby. Which in many situations may mean you still just gotta stick with windmills. Or rather "a windmill" as building multiple too close to eachother has been nerfed aswell as tradeoff for their being an iron tier large windmill variant now.
  9. Even if rift spawns are finite and predictable it still doesn't change the unpredictable nature of when they will pop up. Yes, if rift spawns are finite and during Low activity there may be... what, 2 rifts around which poop out 4 - 5 monsters total? Yes you can kill them and be on your merry way. That doesn't help though if the activity silently changes when it was "calm" just a second ago and you are busy doing something else, focused. The Rift Ward exists (or should exist at which it currently does, at best, a mediocre job) to give you a reasonably expensive option to ensure a chosen, small area is so safe (while you maintain the ward) that you can confidently go solely focus on doing some other tasks that occupy you for the next real hour, or even go afk waiting for something to finish, without being jumped, slapped or even murdered out of nowhere.
  10. A spreading devastation mechanic ala Terraria hardmode could be very interesting - but also very, very hard to get right. A config option to turn it on or off or configure it's spread speed or something is certainly a must but even then such a thing faces one big problem; Having lasting world corruption as a sort of horrifying in-game in-lore timer to pressure the player is nice, until it actively ruins the player's hard work. In Terraria, all spreading Crimson/Corruption does is change the biome of the world. Changing the background, music and type of wood you get from trees aswell as monster spawns. It is also easily reversible. In Vintage Story, if the rot comes back and I assume the Devastation being the closest representation of how the world will look after; I don't think we will have an option to just snap our fingers and undo it. Meaning everything this spread touches is permanent, or atleast takes actual in-game years to grow back. This is nice and dandy and would really, really fit the bill of reasonable, logical horror. But if a player's base of 200 hours gets devastated... I think so will their motivation to keep playing. Which gives alot of contradicting considerations. If such a thing exists, I'd expect it to only start once reaching later parts of the story. Let's just spitball it starts when finishing chapter 5 and can be stopped at the end of chapter 8. Assuming chapters are as big if not bigger than chapter 2 later down the line and more challenging inbetween, this gives a real timer challenge to the player to do everything in their power to rush further through the story. But even then, as mentioned, if this permanent world destruction were to interfer with the player's everything - that would not be nice. Considering story locations go further and further out from the previous, chapter 5+ would be like atleast 50000 blocks away. Which could give ample time to deal with this before it reaches the player. But then again that assumes the player lives close to 0|0. One could add, much like the Rift Ward, Jonas tech that protects an area from spreading devastation. But then again, as this corruption is permanent or very long-lasting at the very least having a small protected dome of green, fertile land in an area of nothingness (should it still spread far enough) is also not the nicest thing - while just going "You beat chapter 8, you stopped the rot, everything is back to normal now" would really undercut the value of the story.
  11. Oh boi, time to catch up. Indeed, which is why I want to specifically not mess with the overall threat or balance. Monsters will always be dangerous, monster spawning will always be a threat. Jumping ahead to MKMoose's response later with the part about "like Project Zomboid" I'd even have no complaints if random groups of drifters were just roaming the world potentially eventually wandering by the player's base. Hell I wouldn't mind (not that it'd fit VS, like, at all) an RPG-style progression system where the minimum tier of monsters increases the further you go out; something like further than 1000 blocks only deep versions+ spawn. Go 10000 blocks out and you deal with tainted across the board - if that is what it takes to earn the right and ability to make the one tiny spot in this world that I designated "home" safe enough that I can truly relax and enjoy the other 99% of the game. That's why I just want to redistribute where and how monsters spawn; ultimately everything stays the same it's just bundled differently. I don't think I quite understand how this particular change would enable players to ignore the rift ward. I agree that rifts just... existing. Menacingly. For what feels like up to 48h. With you never knowing when light levels will hit low enough that suddenly 5 drifters, 3 bowtorns and a shiver will fall out again. Is the prime problem I see with them. And this particular change would somewhat address that without requiring big changes to the entire rift/temporal stability system. Rifts spawn to a cap in a loaded area, that cap being tied to rift activity. These rifts also produce monsters at a rate tied to rift activity. The only change here would be that the amount of monsters a single rift can produce is finite and determined by rift activity and their spawns happen in a predictably fast manner of time. This leads to smaller amounts of monsters at low rift activity and notably dangerous hordes at high+. But atleast you know that once you beat that horde, you get a breather for the time being as the rifts still exist, still clog up the rift cap in that area and still take a while to despawn. Move around and new rifts will spawn. Run away to despawn your current horde of monsters and come back - rifts will also have been unloaded and as such new ones spawn. The rift ward still blocks 97.5% (current game code) of them and if one does slip through your ward you just have to deal with one group of monsters and can focus on other things. It is certainly much more predictable without removing the unpredictable nature of when rift activity will decide "There be hell upon earth". Anything out of your rift warded safezone at home will be as, if not more dangerous. I swear sometimes monsters just materialize in a dark corner. But then again, rifts are neigh invisible at nights so I could just be missing them... Agreed. I more meant dungeons already officially designated to be "hostile". Especially the ones with the big loot to try and counteract the availability of free resources. Aside from what MKMoose said about there being a tiny chance for monsters to spawn from rifts even in light, I am aware that one could always go and do a Minecraft and place lightsources in a 500 block radius to cover all render distance and prevent most any spawns. The thing is though that is A: kinda lame, B: ridiculously expensive in Vintage Story and C : really ugly when Vintage Story is Minecraft but with good building options. Dimly lit areas fit the medieval vibe more than a sun tan studio. I feel like there should be better ways than turning an entire landscape into the surface of the sun just to try and prevent monster spawns by "unfulfilling their spawn conditions". That feels like unnecessarily game-ified logic to deal with a system that ought to be better integrated into the rest of the game. This and your mention of Project Zomboid gave me another idea; wild groups of drifters roaming the world. The issue I am trying to solve is, as mentioned, not to make the game easier or lower the density of monsters. I just want monster occurrences to be tied to logical sources and the ability to live in piece at home. If nerfing rifts with limited spawns would be too easy, let's add roaming drifters. We don't need the zombie apocalypse but drifters are, for all intents and purposes, just reskinned Minecraft Zombies. Their name suggests they drift about, and since other monsters com from rifts too this cannot be referring to them. So what if rifts just become a mechanic tied to storms; rift activity (as someone once suggested in a different thread) tied to imminence of the next storm. After the last storm ended, you will have mostly calm, sometimes low rift activity. The closer the next storm is the higher both the min and max intensity go with shortly before the storm you being guaranteed to have medium+. This ties systems together and makes things more predictable, independently from the aforementioned "finite spawns from any individual rift" suggestion. To counteract that 50% of the time is no a cakewalk on the surface, we add groups of drifters roaming the lands (like zombie hordes in PZ). You can encounter them and decide "Yes lets fight" or "Nah, no interest in fighting them right now, I'll go around". They sometimes wander (would need background simulation) to where your base is making walls actually good for something. And officially having roaming hordes is a more believable random threat than "Oops. Calm turned into Apocalyptic your day is ruined now". Sounds good to me. Haven't fleshed out how the respawning is supposed to work myself yet so this is a good starting point. That is also an interesting approach to how rifts could utilize better, if the previous suggestion of tying rift activity to storm imminence isn't cutting it. It doesn't really help with RNG just deciding your ideal base area is off-limits due to low stability though; just highlight it more visibly. The logical implications of the world being fucked and rifts being part of that is nicer than just rifts randomly spawning anywhere though. I feel like there needs to be a big tell though. If you just "exist" and suddenly your temporal gear goes wheeeeee, people won't be too happy. So I'd say storms should remain the spectacle they are but their inner workings could very well be akin to what you suggested. A global event but with it's actual dangers being moving, localized clusters of "shit is bad here now". Exactly my thoughts. I do play with Combat Overhaul and sub-mods so combat is more engaging for me than vanilla's; and the fighting itself is not the issue. The game constantly asking me to fight by dropping drifters on my head when all I want to do is figure out how to smith/craft XYZ to add to my base is what turned me into an avid "*sigh* /player s[] entity health 1" user these days.
  12. When thinking about why monster encounters are so frustrating to me I recently got to a realization that gave me an idea. One that could hopefully alleviate some of the pain and annoyance while keeping the general notion of monsters as a threat intact, aswell as the overall balance in the long run. Monster encounters come in exactly two categories: the 99% random spawns all over the world and the 1% fixed dungeon encounters. Think story locations and the occasional locust nest. The advantage of random spawns is variety and that they are endless while the downsides are that they are endless even if you want to get rid of them and they are unpredictable. On the other hand fixed spawns are predictable and finite whereas the problem is that they are finite even if more combat encounters would be beneficial. Meanwhile we have the game's implicit way of pushing the player into a specific behavior pattern. Armor sucks for anything other than protecting you from immediate death. Slower movement, debuffed abilities, more hunger drain. The game *wants* you to not wear them unless specifically necessary, which makes sense. The problem I am seeing though is that the situations in which you'd be reasonably incentivized to wear armor and come prepared contradict the situations in which you'd need armor. Here is an example: Nothing is more frustrating than being at home, doing virtually anything else with your in-game life and RNG shitting on you with higher-than-calm rift activity, pooping out monsters that molest you. As it is a random spawn you cannot do anything against it since the only influence we have is making sure the spawn conditions are no longer met which is neigh impossible. Pretty sure rifts occasionally poop out monsters even in lit areas. And building enough underwhelming rift wards and keeping them fueled 24/7 to protect against rifts in the first place is certainly impossible. Meanwhile, home is the one place in the game where you should really not wear nor need to wear armor. You will want to do anything but fighting and it should be a semblence of safe. On the other hand imagine you are out exploring. You come across a dungeon/BetterRuins dungeon/story location. Assuming you don't run into a bell there will only be a couple, usually easily seperable groups of enemies. Once dealt with, that's it. Dungeon's safe. Come back anytime to back more bags full of goodies. The one time where you may reasonably prepare for combat (though more armor means less loot to carry) it is a finite, predictable situation. Depending on circumstance and player skill you might even "accidentally" end up clearing the whole thing without armor and preparation because you just curiously wandered in, took out the one drifter or shiver lurking at a time and now you never need to "come back later when prepared". Meanwhile all the parts of the game where you should be focussing on anything but wearing armor and bringing supplies for a war is when the game throws all the monsters at you. Which got me thinking - what if we just inverse the polarity? What if we made the parts of the game that shouldn't focus on hostile encounters more predictable, controllable, maybe even "finite". While making the areas that are intentionally and naturally hostile-heave just that; hostile-heavy. What if we made rifts act like locust spawners; a finite amount of mob spawns and once dealt with it's harmless. Incorporate that one mod I was initially searching for but couldn't find that makes rift wards more powerful and allows it to destroy rifts in the radius aswell. Remove random night time spawns. That way general existence still has variance and unpredictability while making individual forced encounters more controllable and predictable. Calm rift activity means safe. Higher rift activity means not. It changes at random but dealing with what it causes can be a "one and done" deal. With more protections in general. Meanwhile on the other hand, dungeons allow random monster spawns or get atleast respawning fixed monsters. That way the locations intended to be hostile-heavy and intended to be where you go "prepared" actually require you to be. Come back for a second loot run cause your inventory was full? Prepare again to fight more hostiles. That way the overall uncertainty outside of a safety of your own making remains while allowing for such safety to even be created. That way the overall threat from monsters remains the same while making encountering monsters less counter-intuitively annoying and frustrating. That's just an idea though. Now what are *your* thoughts on this?
  13. Since I assume no amount of lying back down and getting up manually changes anything if this got you into this situation in the first place, you have two options. You can either die and respawn, as your title was dreading, or you can briefly go into spectator mode by using /gm 3 or /gm spectator, fly out, then go back to survival with /gm 1 or /gm s
  14. Have you selected a warmer climate as your starting climate? Or what is your equator distance setting set to?
  15. You on 1.22.4 or 1.22.5? 1.22.4 broke traders, 1.22.5 fixed them.
  16. But have you tried https://mods.vintagestory.at/show/mod/54362
  17. I'd say take what you get; Bismuth has more durability (so I learned) so it's not a bad pick. My personal experience has just been much more tin than bismuth so I have piles of tin bronze before I went into the Iron Age.
  18. The idea is to have bombs for easier tunneling that create a primarily forward explosion. Think Terraria's Scarab Bomb. I snooped through the game's code and figured out the logic behind it should be easily doable by copying and reusing the vanilla explosion logics with minor changes but I lack the experience and free time to figurie out where and how to add that stuff and how to do the block entity logic. If anyone is more knowledgable and interested in bombs, let me know.
  19. Classes aren't bad per-se. And I can certainly see their merit in Multiplayer. But as a lonely single player, them class-locked recipes get yeeted and Commoner it is.
  20. If focusing on those relevant for hunting - more or less - there is Butchering (for more indepth... well, butchering. Hauling the corpses, hanging them, skinning them, chopping them, using blood and guts to make sausages, smoking meat for preservation), Salty's Immersive Foliage (to have somewhat audio-visual cues in tall grass), Projectile Tracker (to find those missed arrows), Blood Trail (self-explanatory) and some additional animals (FotSA: Bovinae - outdated and kinda really OP but too late to remove now; Equus, also good for hunting on horseback)
  21. The power of capitalism cannot be contained. I can quite easily imagine some smart fella underground exploiting the growing insanity and whatnot to make dubious "trades" to further their own wealth even in a heavily rationed society. "I can do X chore for you but you owe me half of your next ration" kinda deal. Would also give more notion to such a player class than "better trades" considering their shady sub-nature. Maybe a trader x thief kinda type. Survive by any means necessary, and their smarts were their weapon.
  22. I'll preface this by saying I have no idea how different the game's *feeling* becomes when playing on perma-death mode. So some discrepancies might exist there. That is the point I meant with a "more forgiving" hunger system. The magical ever-draining bar being the sole indicator between "alive" and "dead" is oversimplified and could really do with a rework. Whenever they finish the status effect system this should be a no-brainer; malnutration/starvation debuffs and such. Aside from that though - yes a human can reasonably survive so many days without food. But in order to stay healthy and fit, capable of running and jumping and hunting and hauling several hundred tons of raw stone in your pockets (that one is gameified and shouldn't count xD) you need to eat properly. You can survive without food for 7-ish days before you are basically dead by circumstance (if you become "dysfunctional" you will get eaten by wolves even if they are timid). But then how much food do you need to get back up to healthy levels? With even more realism (weight for example), how many times can you fast before it isn't 7 days to die (pun intended) anymore and how much food do you need over how long a time to climb back up from that? Bottom of the line, needing the current amount of food (measured in nutritious meals not eating berries and single slabs of meat) seem accurate for the physique and activity of the Seraph. All that's needed is some more leeway and dangly keys in the hunger mechanic as a whole to distract from the tedium of eating the same dish every 5 minutes. As mentioned at the beginning, I'm sure the experience on hardcore permadeath feels a fair bit different. But then again, because of this difference I feel like your perception might be skewed. Wolves and bears are quite likely the bigger threat in the early game, yes. Because monsters increase to be a nuisance/threat over time while wildlife exists always. If your hardcore worlds didn't even make it to the first temporal storm I feel like this might not be the best grounds for judgement. And I'll preface this with another thing, I am playing heavily modded so I genuinely have no idea if any of my mods sneakily upgrade animal AI; but I have wolves run away from me about 50% of the time when I pass by and bears usually give me enough time to dip before they actually attack. Turn off the ridiculous 200% movement speed for animals in water and escaping is perfectly doable. Having drifters sneak up on you out of literally nowhere with no warning is a much more serious threat, alongside their infinite, gatling gun spamming, laser homing rocks. Have rift activity spike to high+ and you will be swimming in corpses, hopefully none of which are your own. Whereas wolves and bears always stay the same. As mentioned, what I feel like the intention behind the game design is "wilderness survival" first, eldritch horror later. You can overcome the fear of forests but will never outrun the rust.
  23. Once herbalism rolls around, some sort of doctor/herbalist class that gets related buffs certainly makes sense; from a gameplay perspective aswell as your lore explanation. That said, I don't know enough about the other "commonly suggested" classes you mentioned so I can only vaguely judge them: Forlorn Hope Knight... Doesn't sound too off. Then again, I only went to the resonance archives so I don't know too much about where exactly the Seraph comes from and what happened to humanity. If you say the shiny knights got wiped out in conflict long before the Jonas machine that created the Seraph then maybe - but also, if it was intentional to create Seraphs that shall outlast the calamity then why wouldn't they decidedly keep and send one of their strongest warriors? We have the blackguard class, why not have the counterpart? That said, I don't know what would be the difference between the two so from a gameplay perspective there isn't much need for a Forlorn Hope one. Also retains Forlorn Hope gear as a rarity because logically the corresponding player class would need to be able to craft atleast, like, the Estoc much like the Blackguard class can craft the shortsword. Noble. Following the same logic, even moreso than with the Forlorn Hope one, if the Seraph was an intended "outlast the calamity" invention you can bet'chu ass some high and mighty nobles would take first dibs on the right to become immortal and outlive the plebians, then claim the new lands afterwards. So it makes sense, lore-wise, for such a class to exist. Gameplay-wise, however, once again I see little use for that class because... What could a noble bring to the table? Being useless for any work? A tailor but for specific fancy, posh jewelery pieces? And finally the merchant. I don't know where exactly the notion of specifically "hanseatic" merchants comes from, but seeing as the only non-story NPCs we have in game are the traders all over the place; having a merchant class just makes sense. Lore-wise (cause these still exist even without being Seraph - capitalism always survives) and gameplay-wise (cause buffs for trading would be a very nice, niche concept). That being said, take all of this with a grain of salt as I never have nor will play as anything but commoner because I hate having what feels like notable debuffs in turn for what seems like neglectable buffs for things I don't know needs buffing.
  24. They do. On default world gen settings with... what. 95% landmass? They are rather rare though. As for what to do - honestly, only you yourself can say that. If it sounds more fun to try and salvage your old save and continue where you left off, then do that. Not having reached steel and not having been to the chapter 1, let alone chapter 2 story locations sounds like you still got a good way to go. And I can very much empathize with the notion of not wanting to go through the early game drag again and wasting all the time and effort spent on the previous world when it's not even finished. Minecraft, Factorio; many such games create that same feeling and hence I only ever return every couple years. If, however, you truly feel like having played the previous world into a wall and catching back up, let alone the potential risks of upgrading a world multiple major versions is a major pain and basically like starting over already and you don't mind trying again with more knowledge and the ability to achieve more in the next 100h then starting over is the better call. And on the topic of mods - there are many good mods out there for any target playstyle. From vanilla+ to making Vintage Story a whole different game; you just need to know what exactly you want. If you now start adding alot of mods to spice things up, especially world generation mods, than you certainly need to start over.
  25. Constant eating becomes a chore rather than a challenge real quick, that is correct. And many people have already brought up the topic that we'd like some sort of reworked hunger system in which it's not that meme minigame from The Stanley Parable whereas you have to press the button (eat) every so often lest it's immediate game over. That being said, "You need to eat alot" is kinda realistic? Like, look at how much you eat throughout the day. Only difference we get our food from other members of society preparing them for us (most of the time) whereas in Vintage Story there is noone else unless you play on a dedicated server. Needing about two bowls of a big, hearty dish tracks with the daily consumption of a grown adult, probably even less so considering Seraphs are taller than human and you run around 24/7 doing physical labor. It is a chore, yes, but one we cannot get around. Some more fun and engaging variety in food/food preparation and a more forgiving hunger system could help for sure but that's about it unless you want to remove the survival challenge from the "uncompromising wilderness survival" game. As for hunting - yeah, some sort of tracking mechanic is missing for sure. The health pool is not necessarily a problem; a balancing choice to make meat a (on top of spoiling near instantly) rare but powerful commodity you have to work for and incentivizing husbandry. I'd even go as far as to say animals need to be harder to deal with, at the very least make them smart enough to not be completely outdone by digging a 3x3 hole. OR make them averse of drops entirely (ever been on a mountain? Everyone just jumps off and dies) Now predator hostility. This has also been brought up a few times in recent history and I do agree that more indepth behavior would be very, very much appreciated. In general but especially on wolves and bears. But with your sentiment of "predators should be tame and the world should be a peaceful paradise" is where our paths fully go in different directions. If you want paradise, there already is a game option to make hostiles non-hostile. No more wolf attacks, no more bear jumpscares and no more random drifters slapping your ass in your base while you are busy doing anything else. The option exists but is not enabled by default for a reason. We can tone down the hyper-aggressiveness of wolves and bears, yeah, but the should never be predictably peaceful. Because if you remove the only natural threats, what is left of the survival game when you turn off monsters/lore content? It's a "wilderness survival game" with the monsters, ruins and lore being somewhat optional. So at best predators can get slightly nerfed, more complex behavior at the cost of adding uncertainty. Maybe wolves don't attack you on sight anymore. But could instead have a hunger meter themselves and if starving disregard that notion and go for it. Hunt in packs where if they outnumber you they get confident enough to attack. On top of individual entities having some sort of random bias for being more aggressive or more peaceful. And of course the protective behavior for their children. Same-ish for bears. Make them baseline more realistically tame while also adding the needed complexity and randomness that you can never fully ignore them. We don't need more temporal monsters for that, though independently I'd still welcome those too. The world exploration in broad daylight should be the most predictably safest. Not "safe". Rift activity and as such non-cave monster spawns are random. If rift activity is calm, you are basically safe. If it's not, let alone high+ you'll likely get into trouble even in broad daylight. On top of that forests being risky business because of wolves and bears. And the very world generator itself trying to kill you with random straight vertical shafts to hell you fall into. If any place in the game should be truly safe, and is the biggest most frustrating pain point I personally have with my nearly 200h in my savefile, is home. The player-built base with all the defenses in the world. If you go out on a trip, you plan for a trip. You bring equipment, food, probably healing items. You expect the unexpected on top of running into trouble almost guaranteed. Such is the way of wilderness. But at home? What's the point of building a house if during temporal storms Tier 4 drifters get airdropped straight on your head no matter where you are cause all spawn restrictions got removed from the videogame. There is nothing more frustrating these days than trying to do virtually anything, just chop a tree, build something, smith something and being slapped half-dead by a random ass drifter that spawned from god-knows-where in the middle of the bright day. I ain't gonna run around in plate armor 24/7 just to expect this. And this isn't Minecraft so I ain't gonna spam expensive lanterns every 5 blocks to make sure there is not a single block of light level below 12 in a 500 block radius.
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