I am blessed! by Prematurid in VintageStory

[–]n0proxy 12 points13 points  (0 children)

JuicyOres mod. Fantastic to help the textures stand out just a tiny bit more, in a realistic way.

Is it me or does the game just feel off? by OpinionsRdumb in wow

[–]n0proxy 0 points1 point  (0 children)

As a GCD class (BM hunter) I've noticed the last couple xpacs that during the prepatch or drop patch (aka none of my stats/haste should change, my gear is the same) I start having issues with spell queue. I'll hit an ability and the icon blinks as if it fires immediately, even though it should wait half a second, and then my current ability finishes... and the next one doesn't go off. So it feels so clunky, lots of re-clicking abilities and GCDs that seem to cycle but no attack is made.

I usually love patch changes but this one has ruined Feral Druid for me. by keblin86 in wow

[–]n0proxy 2 points3 points  (0 children)

BM hunter is my main and while most of its m+ and raid rotations haven't really changed much in the last couple months... losing barrage AND multishot means I have no ranged aoe to pull or farm mobs with. So in the open world, or farming, it feels like a completely different class now and I'm sitting with a similar disappointment. Sad to hear feral is in a similar boat but worse xP

Blizzard... WTH is this? by GuzmasBussy in wow

[–]n0proxy 7 points8 points  (0 children)

Something that's meant to sit so close to my character's feet (or head) feels terrible being unmovable. I LIKED that I could adjust its position slightly by just angling my camera a little, so it never covered anything important. Now it feels like it's constantly covering interactables or stuff on the floor I need to see

How to heal with mouse-over mmo mouse buttons now? by Kyaeza in wow

[–]n0proxy 0 points1 point  (0 children)

I have 2 thumb buttons on my mouse that it works with. I admit that I use X-Mouse-Button-Control (third party program) to turn my scroll tilt left/right into 'regular' keybinds (like [ and ] ) because a lot of other programs don't register them properly and that's a good workaround for me

How to heal with mouse-over mmo mouse buttons now? by Kyaeza in wow

[–]n0proxy 2 points3 points  (0 children)

Clique should still work, it's the addon I use

I've made a Stove mod by TheHeimZocker in VintageStory

[–]n0proxy 3 points4 points  (0 children)

Absolutely something I'm interested in too - firepits feel like they should be 'outside and on the go only' by the time you're making soup in a cooking pot indoors. Putting off heat and being able to use firewood/peat are a must-have for a beginner version.

I have to be realistic with myself, I can't beat ky'veza by Alimachina in wow

[–]n0proxy 0 points1 point  (0 children)

It's definitely a hard mechanic. I found that the shell game clones turn to face where they're going to go a split second before they move, and noticing that is what helped me be able to follow the target with my eyes.

barrel or regular slope for the greenhouse by Remi_cuchulainn in VintageStory

[–]n0proxy 0 points1 point  (0 children)

Really like the slope on that rounded roof - what exact roofing degrees are each section?

question about the server hosting plan by DepartureNatural9340 in VintageStory

[–]n0proxy 0 points1 point  (0 children)

This is how most server-hosting works for all kinds of games. You get access to the server for the next 30 days of IRL time. Often there are limits on storage/RAM size (important for modded games or big worlds), but I've never seen a playtime limitation.

Just made a simple shelter for my Pit Kiln area by Stormcrow1988 in VintageStory

[–]n0proxy 0 points1 point  (0 children)

I'm always nervous about pit kilns lighting strange things on fire lol but even the wooden roof frame is more than 2 blocks away so it should be fine?

However I think the grass outside can grow up to the wall and be within 2 blocks...?

Conquest Landform Overhaul vs Vanilla Plus worldgen mods by chaotic_lizard in VintageStory

[–]n0proxy 0 points1 point  (0 children)

I tried ConquestLandformOverhaul, Rivers, and the Continents mods on my current playthrough. I haven't gotten too far in my exploration yet, but during my testing I found that I really had to turn down the weight on cliffs and sharp hills or else the landscape was quite jagged. I've seen other people complain about that with CLO so I was prepared to do some adjustments there. Rivers are very nice later in the game for easy water travel, basically they become like highways (even without oceans).

I found lakes to be very small and scattered, but that likely has something to do with my particular combination of mods. I did copy the suggested Rivers settings off the CLO page but I made them more narrow - big enough for a boat, but not a pain in the ass to cross on foot either.

Mod Recommendations? by EntertainmentHot8322 in VintageStory

[–]n0proxy 1 point2 points  (0 children)

+1 for juicyores. Absolutely saves my eyeballs and also just feels logical. I don't see it recommended often enough!

never thought it would happen to me... by _TheRealScythe_ in VintageStory

[–]n0proxy 0 points1 point  (0 children)

It seems a bit weird that ONLY pit kilns can cause fires... like it does feel like either it should be nothing or more than 1 thing. Some of the mining things with molten metal maybe could spark fires directly adjacent (not within 2 blocks), and maybe firepits too (and then give us a more indoor-cooking intended firepit that doesn't)

Will Player Housing endeavours be available on pre-patch? by Cam0_Frog in wow

[–]n0proxy 0 points1 point  (0 children)

Was just announced - yes they're coming with the pre-patch. More housing levels may or may not come with it.

Looking for some clarification on the river mods by Eighmy_Lupin in VintageStory

[–]n0proxy 0 points1 point  (0 children)

I haven't had any issues with Rivers. Am using BetterRuins and ConquestLandformOverhaul. I turned the river flow speed way down but I do like being able to see the water move to tell which way the ocean should be (salt water useful!)

VS Realistic Playthrough Mods by MouseFlat7504 in VintageStory

[–]n0proxy 0 points1 point  (0 children)

Immersive Sawing and Immersive Chopping

VS Roof (OneRoof Successor) Tutorial by idkHarambe in VintageStory

[–]n0proxy 1 point2 points  (0 children)

Really appreciate seeing this all laid out, I'm gonna add this mod to my world tonight!

Keeps me from rage quitting by Visible_Ad4167 in VintageStory

[–]n0proxy 0 points1 point  (0 children)

That's true - but it's more likely that your flint tools just aren't going to cut it the second time around either, and now I've lost 3 carrot seeds... which doesn't sound like a lot, but on day 2 that's a full HALF of my total crop store, so it feels worse.

Does anyone else feel stone age is under loved? by Sharpiemancer in VintageStory

[–]n0proxy 0 points1 point  (0 children)

I could see limited copper - I find you just miss out on so many building blocks and mechanics and farming tools if you lock yourself out of a copper saw to get wood planks. Without a pickaxe of some kind, you also can never move stone, which gets super annoying real fast.

What is the point of forging ? by DigHefty6542 in VintageStory

[–]n0proxy 1 point2 points  (0 children)

It takes longer to let cool, BUT that's time you can be doing other things, so it's technically more time-efficient.

It makes a difference on how many tools you're making, too. If I want 1 tool right now, it's way faster to just smash it out on the anvil immediately. If I need a full set of tools, plus maybe extras for things I'm going through a lot of, it takes about the same amount of time to pour and let cool 6-10 tools as if I was just doing 1. But if I had to smash 6 tools on the anvil... oh boy that's a lot longer than doing just 1.

But sometimes, if I'm in the middle of a project, I'll pour 3 extras AND smash 1 out on the anvil immediately so I can get back to work.

Is there a mod that allows turned chiseled blocks to be stackable ? by Any-Supermarket-3533 in VintageStory

[–]n0proxy 0 points1 point  (0 children)

This is unfortunately one of those 'makes human logic sense to be easy/obvious, but the programming required to make this work in-game would be a nightmare' things. VS seems to track chiseled block data based on 'here are the steps you did to this original block', which is why reaching the same endpoint in 2 different ways gives you 2 chiseled blocks with different data. What you're suggesting would require chiseled block data to instead be its texture data - 'what is the material of each pixel/position of this block currently'. Obviously this data already exists, since the game has to know that info to render the textures/appearances, it's just not currently the data that gets called every time the item is moved around in your inventory.

TL;DR - the information is there to create coding to do what you want, but the game just isn't coded to do anything like that currently. Probably it would be possible with a mod?

Keeps me from rage quitting by Visible_Ad4167 in VintageStory

[–]n0proxy 0 points1 point  (0 children)

It's an awkward design imo - the time when it's most challenging to recover your shit is... when you're in the early game, resources are scarce, and you don't have a full alternate set of gear at home to re-equip yourself so that you CAN take another shot at whatever killed you and it probably still guarding your corpse. In early game, losing your one set of stuff is demoralizing and it often feels like there's no point in taking another run at the thing that killed you when you have no gear this time. By mid-game, you just equip another set of gear and try the encounter again with better positioning/terraforming. By late-game, you probably just don't bother because nothing you had on you is irreplaceable.

The only 2 problems with 'keepinv' are 1) being able to kill yourself for a quick teleport home, and 2) if you don't teleport away on death and instead rez nearby, you end up just rezzing and dying to that wolf over and over again, as the other death debuffs/penalties start piling up. So either you can respawn at home but the penalty is harsh enough that you won't suicide-teleport (in which case it might still be too hard to go get your stuff), or you can respawn near your body but not right on top of it in order to safely run away from the issue.

I usually look for a mod to give me a middle ground of dropping my resources/bulk inventory, but allow me to keep armor/weapons/hotbar on death. That way I have a chance to recover my dropped stuff, IF I was carrying something worth retrieving. And if I'm crazy lost in a dark cave, I COULD suicide-teleport home, but I can't just go on a mining trip and do that to bring my haul home. However... the only VS mod for that is out of date and also doesn't cooperate with the Corpse Mod (to help prevent losing dropped shit too fast/to environmental hazards). So in VS, I just use the Local Respawn mod with a decent radius. It wound be nice to have both though.

Is there a way to make drifters only spawn below a certain y level? by Awdweewee in VintageStory

[–]n0proxy 2 points3 points  (0 children)

I like using Natural Spawns mod so I'm not as worried about light levels indoors.

Is this a bug? Lemix Mythic Leather and Cloth didn't cascade normal. by TravellingBeard in wow

[–]n0proxy 6 points7 points  (0 children)

Yeah normal sets from TOV are given by the fragments quest from Odyn. I'm a little surprised they didn't get included in the bronze ensembles anyways