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Snow seems to mess with animal pathing when there are height changes. I have noticed raccoons and foxes getting stuck in a corner that’s only one block height but has snow on it, it’s as if they don’t know they could get up it.
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I blame the Chupacabra.
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Increase Room Size Maximum Dimensions, While Retaining Maximum Volume.
BurgerDaddy replied to KoviBat's topic in Suggestions
I think the performance hit would be huge. I have no idea what they’re doing internally for the room calculations but… 14x14x14 = 2,744 45x45x45 = 91,125 My guess is that the chosen room size was somewhat based on this. -
How do you know when you've found rapidly flowing water ?
BurgerDaddy replied to Kolyenka's topic in Questions
I go by the sound, it’s loud. Functionally it does not spread out the way regular water does. -
Thanks to both of you! A mod that made the player planted trees grow exactly like the ones from world gen would be more up my alley. Guess I’ll scavenge, that works.
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I’ve grown quite a number of pine trees now and assumed I’d see some resin on them at some point. Is this not a thing? I do get the idea of planning around players “abusing” systems, so I could imagine grown trees not having the chance to have resin logs being an intentional choice. I tried a forum search and did not find this topic covered anywhere. Thanks if you know the answer!
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I agree w LadyWYT on the “reset to a fixed state at death” vibes, and from that point of view it make sense to me that if it existed it would be as a cosmetic choice, something that was part of character creation, and if it made any stat alterations they would work similar to the way choosing a class does. While you could implement things that cause a player to lose a limb (or regrow one, heck I dunno), it seems like those things should reset back to the characters initial state at death, which then makes them feel like they do not really work for this game. It seems very fitting for being in one of those mods that add leveling up and skills and stuff like that, since your character changes over the life of the server/world already. I think it’s cool, the linked art makes me want to play around with it also because it seems like it could lend to some fun gameplay.
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Not that it’s a very similar game, but Wildermyth did some pretty neat stuff with limb replacement in a way I appreciated. It felt pretty opt in, and there were both benefits and drawbacks to making the choice for one of your characters.
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Gonna throw some reality at the conversation… not that reality and video game logic need to be one and the same… leads to bad gameplay often as not when that happens… but… we can take inspiration from real life at times and use it to design fun systems. According to my quite limited knowledge of these things, a waterwheel that is high powered enough to run an 1800s era machine shop requires a significant pressure head, (or a lot of fast moving water and a LARGE wheel). The example I’m thinking of is at a historical site I used to do some volunteer work for. (Knights Foundry, Sutter Creek California.) They had pipes in the river with about a 400ft elevation change, which ended in a fire hose like nozzle aimed at the water wheel, which then powered an entire shop. This wheel is about 5ft diameter and made almost entirely cast iron parts, the inertia it carries when moving is insane. I know this is drifting a bit from the original topic, but I thought it would be neat if there was some system like this as a requirement instead of, or in addition to rapids. Crafting a bunch of pipes of some sort would become part of the task of creating the system of reliable power that a water wheel can deliver. Maybe an idea better suited for a mod, or some future time when rivers and elevation changes of flowing water have been more sorted out. Just sharing cause I think it’s cool stuff.
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Mining coal. That is all.
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I had this happen recently as well. It is odd because I have chased other animals down into the dark and never had it happen with anything but a bear. Nearly the same exact thing, I had been fighting it up above ground, it ran into a small dead end cave, which I was happy about because I was going to get the kill, then as it neared/hit the wall on the far end it just vanished right in front of me.
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Mapping without a map - landmarks and other features
BurgerDaddy replied to Zaph42nd's topic in Discussion
It’s true that laying down stone path costs a lot of stone, I have scavenged many of the stony areas of their boulders to save on the tool wear and tear, not to mention it’s just a faster way to get stone compared to mining with early tools. Often it’s the dirt I come up needing more of to continue paving my roads. Typically the path of the road extends beyond the paved section, in that it is a known walkable path, relatively straight, with elevation changes smoothed enough to at least jump up. Honestly I don’t know that it is always a practical use of time, but is playing a video game ever?- 13 replies
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Mapping without a map - landmarks and other features
BurgerDaddy replied to Zaph42nd's topic in Discussion
I’ve always enjoyed building roads, pathways, bridges. It’s especially fun in a server as other players make use of what you have built. I haven’t really considered the map in vintage story causing such a change in the desire/need for such infrastructure… it’s still much faster to get from a to b on a road (especially since it gives a speed boost if made from the right materials!), but yeah… just finding the things again is a whole layer on top of mobility. I like your point about landmarks. I think this will encourage me to not use the map on a future play through and see how I manage remembering where all the resources I want to come back to are.- 13 replies
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I like the idea that it breaks the blocks but then they are restored after. It feels right for the time shift implications of “temporal”. It’s also nice because it’s not permanently damaging the thing you worked hard to build, and would definitely give more functional value to building a bunker. I think it fits more as a mod than part of the core game myself, and I might be looking for a mod like that before long.
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Somewhat tangental… but in response to the thoughts about rushing to iron. Now that I finally found some iron I would definitely want to rush it for future plays simply because it is so abundant once found. The most fundamental gameplay change I feel with having iron is no longer being concerned about my tools breaking with casual use and running out of material because of that and then needing to go find more. Sure copper is all over, but it does not last, and it’s also needed for the elusive but better bronze. In well over 100hrs of gameplay across multiple different worlds I never once landed enough of the various materials needed to have an ample supply of bromze. Scraps of gold and lots of silver… can’t work w that. Bismuth, and more of it… not enough by itself. Oh here’s 50 zinc… better make an anvil because who knows when I’ll find any more of the stuff. But once I found iron I immediately had the supply to make 100 ingots no problem. Suddenly I am not a scavenger any longer, and that more than anything feels like the game change of it. Arguably with more knowledge of the game this would be different, maybe I’d have been swimming in bronze early on. But I do think I represent an average new players experience in some way.