RedShifter Csongor
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Is this a change in 22.2, or is this an oversight, or is it just something with my world? I'm fairly certain that when I made this world and looked up bows for the first time I could only craft the simple and longbow, and now it lets me craft the recurve and crude bow. Hovever, I cannot craft crude arrows. The survival handbook is also missing the *requires bowyer trait. Ofcourse, I am a commoner, and I have 0 mods instaled. By the way, I also frequently experience an other crafting bug, where after 1-2 hours of gameplay usually, crafting becomes nonfunctional, and I have to reload the game for any recipie to work. Maybe this is connecnted? but probably not.
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How does damage tier affect armor durability loss
RedShifter Csongor replied to RedShifter Csongor's topic in Guides
Thank you! When I did my testing, it was not in the most recent version, but I might have also made a mistake and did not test extensively enough. (Maybe I only did tier 0 armor with surface drifters, and 2.5 got halved then rounded up, while I thought that it just got rounded down, either way it would have ended being 2) I did not even know about leather and bear armor having a unique trait. I did know that plate protects better against higher tier damage, but I assumed it only protects the player better, not itself. -
Plants have strange noise in temporal storms
RedShifter Csongor replied to RedShifter Csongor's topic in Discussion
Thanks for the tip! I haven't played a resonator at all yet, but I will try this when I get there -
Now don't get me wrong, whats truly strange if something ISN'T strange during a temporal storm, but I noticed that plant based blocks have a distorted sound when broken during a storm, but all other blocks just play their normal break sound. Now, this could be perhaps because the hushing noise of plants breaking falls in the same pitch range that the storm distorts, but the dull sound of dirt breaking is not affected. But I'm no expert on how sound works, and I don't know what method the game uses to change sounds, so this just might as well be something intentional. What do you think? Has anybody experienced other strange phenomena during a storm that was not an immediately obvious part of the storm? To be honest, I like to think that there's a dozen such subtle things that might hint at something, but I just haven't discovered them yet. Vintagestory 2026.05.11 - 00.36.08.01.mp4
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Hi, this is a question I had in mind, but couldn't find an answer on the internet. I hovever, found a very detailed explanation on the wiki on "how does damage tier affect damage recieved by the player based on the tier of their armor". So if that is what you are looking for, go to the wiki. The reason I wanted to know this is because most of the time my armor died before I did, or to be more precise I died because my armor broke sooner than expected. (like my wood helmet droping drom 200 to 0 durability from a single nightmare drifter strike) Allright so I did some testing, and it seems rather simple: – Using armor of the same tier as the attack makes armor lose as much durability as the damage the creature was trying to deal. – Using armor of higher tier divides durability damage recieved according to the difference in tiers: so it only loses half as much durability from attacks 1 tier bellow, third as much from attacks 2 tiers bellow, and so on. (durability lost = attack power / difference in tiers + 1) – Using armor of lower tier than the attack. (the thing everybody has been waiting for) The armor takes (3 x difference in tiers x damage) durability loss. So a wolf with an attack power of 8 and damage tier of 2 will deal 48 durability loss to wood lamellar and improvised armor, both of which have a protection tier of 0. (Because 3x2x8=48) 2 more things to add: – First the damage recieved by the armor when attack tier was higher than armor tier, was often 1 more than expected. But not always. I don't think that single +1 is part of the equation, but rather it must be result of internal rounding and some imprecision, probably with floating point numbers. But I might be wrong. – Second if your armor is realy low on durability and you get hit by an attack that would cause the armor to lose far more durability than it could, it loses all of its durability (obviously) but also protects you from the whole swing, not just the part for which it had enough durability.
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Oh, thanks! ^^
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Guys what is this? It looks like burried treasure, but I was literally digging for dirt in a random hill that attracted my eye for dirt digging, but I apparently wasn't the first to notice how diggable this hill was. Ok but seriously, what are the odds of this? Is this stuff everywhere, or its like finding a burried treasure in minecraft without knowing they exist. It was actually very handy, because here I was deliberating whether to improve my base or try to hunt for the last hunter pelt, and ended up postponing the hunt, and found an even better linen bag in the chest! and some metal parts that are the most basic components of some fancy machines. From the loot, I'm guessing they intended these treasures to have something for all progression ages. If I were to buy a map from a treasure hunter would it lead to something like this? the dialogue suggested its for some advanced dungeon not free treasure. (So is there a way to reliably find these things in the game or you just have to get lucky)
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Hi, I'm a fairly new player with a little more than 20 hours under my belt And I noticed a few things in the early game that for most older players might already be common sense. And I wanted to bring them to attention, and to know what others think about these things. If you only read the highlighted text, that's like 90% of what I'm saying lol 1) Light mudbricks cost twice the clay of regular ones. Is this intentional, or at one point mudbrick clay cost got reduced, but whoever did it forgot that white mudbricks also exist? 2) Muddy gravel seems to follow different physics than other gravity affected blocks. I play with sideways instability, and I noticed that this gravel type doesn't instabilize sideways. Also if I try to place it to the side of a block above air, it will not let me, stating that this block needs solid support unlike the other types of gravity blocks which are placed and fall just fine. You could say I relay like playing in the mud for giving so much attention to mud related blocks, but i actually like both of this unique behaviours. Well, I wouldn't complain if lightmud wouldn't be more expensive, but maybe its not a mistake and reflects real life? 3) field fires. I also turned on lightning fires thinking it's a security risk to highly combustible builds perhaps, but otherwise most things are fine, since the rain puts them out soon enough. Turns out lightning often strikes without rainfall! Now trying to put out a prairie fire was a thrilling experience, but in the end I discovered at least a dozen dead animals who fell victim to it. Now this was quite the ironic situation because I'm playing a tailor right now, and never have I ever gotten so much animal products before, actually it took an entire day to figure out what to do with all of it. Why I'm telling all this? Well a burned field with charred animal corpses was sure a great way to get more feathers than I'll ever need! Or in other words, shouldn't fire kills affect creature drop rates like being crushed or munched do? Right now I have only greatly benefited from this lightning behaviour that is turned off by default, and is listed as a "challenge" 4) PLEASE do something with tule! I know exactly why is in this weird state of having a use but not actually having it, because grass outclasses tule in straw block production in every way, beside the fact that grass has many other uses and tule only has this one. So if you don't want to remove the old grass recipe to not confuse or displease older players who got used to it, at least make tule recipe more efficient! Funny thing is I actually still used it for straw roofing because while I was discovering the game I saw that straw is used to make straw roof, but didn't check straw roof to see that is it only made from straw, or perhaps other materials can be used for it. I also checked out hay, but not hay blocks, which would have displayed the old straw roof recipe. (By the way I was thinking of talking about how its strange, that an axe is more efficient at removing lake plant roots, and maybe you should use a shovel, but this was done in the new patch, so I'm very pleased! But this brings me to my next point) 5) The axe cuts mushrooms faster than knife. Why? make knife the right tool for mushrooms! Well this is technically true to all wild flowers... Also the new version seems to be less performance efficient than the previous. Is this something others noticed as well? sometimes the crafting grid gets bugged, and I once had a placed torch which did not give off light, so I had to break it and put it back on the wall. But nothing mayor. I do have to reload the game when the crafting glitch occurs. Some improvements to the guide book are also due, but its already far the most well executed tutorial I've seen in a complex game. What I mean is that for example when I first collected bony soil I was excited to see what obscure and potentially dark magical uses this rare block might have but found that its a plain entry only referencing that it drops itself. So I thought "its fine this game is still in 'prerelease' development, so they wanted to add cool stuff to the ruins, but haven't integrated them into the gameplay yet" How foolish I was! Turns out there's this thing: panning, and bony soil is the treasure trove of the early game! Also you can use panning to get copper bits, so scavenging for them is not necessary. Maybe this is mentioned at copper bits, but definitely not referenced at sand or gravel that you can pan them. This might be fine, since its ok that some parts of the game you don't discover immediately, but also panning is available day one, so maybe the game should still mention it. There is a tutorial, but you would only find it if you just decided to search for panning out of the blue. There's also a reference to small and medium raw hides at the uses for large and bear sized hide page, but how to convert them is not mentioned. Maybe this was removed? As a finishing note, I do want to add that this game is amazing. It got me supper addicted! I don't remember the last time I was this exited over a game. So if you actually read my entire post, you must be really bored, but thanks anyways! And have a nice day!
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