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Found 8 results

  1. Better drifters is a mod that aims to make drifters a little more terrifying. As one of the main enemies its weird that these little guys are a threat at all to anything but your ankles. With this in mind I have increased the tainted, corrupt and nightmare drifter size by about 50% and they are now just barely smaller than the player. The normal and deep drifters had their size increased too by a slightly smaller extent. Nightmare drifters now have a glowing face so you can identify them a little easier so you have a little more time to try and out run them. Now drifters have new sounds and a distinct aggro sound. Combat tweaks: Drifters have had their health increased from: normal- 12-15, deep- 16-20, tainted- 22-25, corrupt- 30-40, nightmare- 40-65. But have also had their max spawn count decreased from: normal- 14-10, deep- 8-7, tainted- 7-6, corrupt- 6-5, nightmare- 5-3. Now you will face fewer drifters but they are individually more dangerous. In addition their movement speed when chasing you has been increased for every drifter except the normal surface one. Nightmare drifters will chase you so fast you almost cant out walk them, so while you can run away, they will close that gap far faster now. Drifters can now see you from further away depending on tier, for example the surface drifter is unchanged at 14 blocks, while the corrupt drifter can see you from 20 blocks. They also will attack more frequently depending on level, and will attack at a range of rates rather than a fixed one. Normal and deep drifters now deal damage 20 milliseconds later than they used to so you can have more time to dodge them. Drifters now spawn at more distinct heights, now you wont face nightmare drifters but at the deepest of depths. Loot and cosmetics: Not all is so scary, these drifters will now drop loot much more frequently and as a base you are almost guaranteed to get at least one flax fiber from a surface drifter. Drifters take less time to harvest with a knife and some can just straight up drop metal scrap/parts off of themselves on death. Overall most loot drop rates have been increased to match the difficulty increase, but not so much as to be considered overpowered. Nightmare drifters have a 5% chance to drop their severed spiked arm on death, this weapon deals tons of damage but has a low durability. Drifter size increased, includes hitbox extension. Nightmare drifter looks scarier. Drifters now make idle sounds less frequently because its annoying. Enabled a rare unused idle animation called "despair", its purely cosmetic but I though it was a neat animation for being unused. Now drifters have new sounds and a distinct aggro sound. Images: Downloads: https://mods.vintagestory.at/show/mod/547 Alternate hardcore version available in comments. Thanks to Thaliusfor making the changes. For those who want a even bigger challenge.
  2. TL:DR, cook a pot of fly agarics, grab the pot of soup (still toxic, water isn't changed) and set it back on the fire to cook again. Presumably you changed the water for second cooking, and the toxic effect is thereby removed, as is the case in real life. Additionally, a suggested change to the poisoning for a more true-to-life experience and better interactivity. Explanation below; this is my favorite (and also a very misunderstood) safe edible mushroom! I was very excited to see even a small a variety of mushrooms, because as a mycologist, I get repeatedly disappointed by games mishandling these delightful organisms. The best two I'd found aside from this are oblivion/skyrim and Kingdom Come : Deliverance. I was super excited to find that I could pick A. muscaria (fly amanita) alongside boletes and field mushrooms, and happy to see that it had a different characteristic. Once I realized I could make stew in my cooking pot and I presumably just got water somewhere nearby, I immediately made a pot of fly agaric stew. I was a little disappointed to find that it was still toxic, and in fact much more so for my having made a 4-cap pot. Then I realized I could take the pot off the finished side and set it back to cooking again; brilliant! That would account for the normal two-stage cooking process! But no such luck A. muscaria is very frequently misidentified as a particularly dangerous mushroom. Set aside that there aren't actually any confirmed deaths from this thing at all - yeah, a pot of kidney beans is more dangerous than even a raw fly agaric as far as mortality goes. Beans just won't get you high. It's incredibly easy to remove the toxin, and it makes an incredible stew, which is the most common way I know people to first try it. IRL, you just need to lightly boil the mushroom, skin, gills, and all if you please, and then dump that water out. The psychoactive compounds are water soluble and the boil treatment renders the caps inert. Actually, it's not uncommon in rural Siberia to do this and then keep the initial water as a sort of alcohol/stimulant! The mushroom caps themselves are still surprisingly meaty, and they have an excellent flavor, even if you boil them 2 or 3 times out of an abundance of caution! I like to dump the water, refill with clean water, and then blend a few of them into a thick soup afterward because it's easier than drying and frying them The flavor is exceptional! If you wanted to be even truer to the mushroom, it shouldn't kill you, but you could still have dire, and much more interesting consequences. The most penalized you should be if not properly prepared is that it takes some of your fullness (it often causes vomiting and sweating) and if you really wanted to do well by it your character can hallucinate and/or have a dizzy/drunk screen. I don't know if it's feasible, but given the twitchiness with temporal storms, I'd bet you have the skill needed to swap out in-game textures on some things for 2 hours, like, maybe your storage jars look like drifters and moan/swipe at you, but don't hurt. Maybe you see a yawning chasm on the floor but it's still solid ground. You could also give them a nice trip, like their food storage counts look to be overflowing, or their inventory has impossibly high numbers: 73 pieces of wood, 5 jars of stew (stacked), things like that. It'd be hilarious if people got excited and wasted resources thinking they had an excess, and certainly a plausible scenario XD As an aside, it'd be pretty easy to make distinctive morels as another edible mushroom, and Chicken of the Woods and Oyster mushrooms would liven up the trees even more and be easy to identify
  3. Want a more chill Vintage Story experience and or not enjoy life with drifters and locusts? Love the wonders of cave exploration without the stress? If so, the No Monsters mod is for you. It prevents drifters and locusts from spawning. It does not affect any other entities so you can still enjoy the dangerous wolves! Mod Version: 1.1.0 Game Version: 1.14.0 Download Mod Access mod source.
  4. IMHO, killing poor drifters from dirt pillar are... m-m-m.... Kind of cheat? It is sad, but there is no enemies with ranged attack at this moment (only in roadmap). But... We have bees and locusts. Both of them can ignore pillars. So, can anyone make mod, which adds spawn of locusts during temporal storms, and give tainted/corrupt/nightmare drifters ability to spawn swarms of flies (corrupt bees?) with configurable chance? Thank you.
  5. It would be nice to be able to mine a big ore vein in peace, but drifters should still be a problem underground; I propose a candle made with temporal gears (1 gear makes 4 candles?) they can only be activated when placed on a block, and will go out if broken or enough time passes (maybe 24 hours?). The candle will repel monsters, and restore some temporal stability (or just mitigate the penalty for being underground, or in an otherwise unstable area). The candle's effect will be weakened during temporal storms, it wont stop drifters from attacking you, but it will stop them from spawning next to the candle. What do you guys think?
  6. So I'm not sure if this is a bug or intended but, I noticed that when I killed a few drifters, a few minutes later they vanished. Also, I've yet to find anything from their bodies. I've probably killed 50 so far. A streamer I watch has started p[laying and it seems he killed well over 100 and still no gear. Again, maybe that's how it's meant to be, idk. One other thing I've seen is a drifter literally coming out of the wall in my base. If this is not a bug, I'd suggest them leaving a hole where they came in from.
  7. Good morning! This discussion is linked to the other that talk about combat but it's about using natural elements to create nasty things and also about enemies. First of all, I suppose that all of you ladies and gentlemen have experienced a night closed in your shelters made of dirt with drifters pushing against the walls. Drifters behavior is improved compared to the other versions nevertheless I think they could become a more serious opponent giving them the ability of breaking certain blocks and therefore give them the chance to eventually break inside our shelters. On the other hand, I suppose that it should be nice to be able to realize traps and obstacles. At the base of them should be the punjis which can be crafted from bamboo and a knife and then placed on the ground. Punji placed on the ground should damage all the mobs which push against the side where the Punji is oriented. Another nice thing that could be easly done is a pit cover made with sticks and grass. This cover should be used to cover pits (which can include vertically placed Punjis) in order to make them invisible to mobs and as consequence, let them fall down if they step over them.
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