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Found 5 results

  1. Greetings All, I humbly present you my first mod project, currently in development, called "Better Hunting". I already have a prototype working . I would very much appreciate any feedback, ideas and criticism on anything, I´d love to hear what the community thinks and wishes. On this post I will place a summary, but the full design document with all the number crunching is on the following google spreadsheet: Thanks in advance! I hope you like the ideas. -- brain Better Hunting - Design Phase What this mod does: When you investigate a Suspicious Dirt Pile, you will track and find other creatures, not just the Koalefant. Currently, 17 different new encounters are planned. Objectives: Add variety without making the game easier or harder. Add amusing behaviors / interactions on most of the new creatures. Most encounters should be killable by a single player. Some encounters could be easily dealt in a group Preserve as much as possible the original Koalefant function as Meat and Breezy Vest source. Use as much as possible of the original game graphics / animations. RoG and DST compatibility Sources of Variety: New encounters / creatures / animals / enemies in unusual sizes, with different stats, in strange places, with different behaviors. A large number of them in spawn table will make any single one quite rare, thus maintaining replayability value. Certain types of mobs will spawn in biomes where you don´t see them usually, and things might interact in unusual ways. Season-sensitivity when possible and applicable will make hunting experience different along the game year. Some encounters will drop items that are not food. Some encounters will drop rare and sought-after items, with very low chance. Details (light spoilers) Naming, size and prefab choice (light spoilers) First, the basic Koalefant spawn chance was established. All other creatures will spawn only when a Koalefant is not chosen. Since Winter Koalefant is the only source of the Breezy Vest, a decision was made to establish that Koalefants prefer cold-weather. Thus, on Winter 66% of all tracks will be Koalefant tracks, 0% on summer, 33% on the other seasons. Each mob on the spawn table received a relative weight. The remaining spawn probability for that season is split between mobs with a simple weighted average. Each mob was then evaluated to be removed from the table on a specific season, if it fits their style. Weights were tweaked to make Summer the best hunting season for loot / bosses. Winter will be the Koalefant hunting season. Food is more varied on Spring. Prime bosses hunting season in Summer provides a tradeoff for the player to decide: risk the heat? Some encounters were made to to be very rare and unusual. (of course assuming the player didn´t read all these spoilers) Combat balancing (light spoilers) In Excel I plotted the hunger replenishment value of eating cooked meat or making meatballs with all the meats dropped by all mobs in all encounters. Honey nuggets was assumed the recipe used for honey, bacon and eggs for eggs . Butterfly wings was ignored. Trunks were ignored because I assume they will be used to craft items. Afterwards I compared the new creatures drops averaged over their spawning probability along the year to reach the average food-creating capacity that the animal tracks mechanics provide. Some food drops were then increased to provide a less unbalanced food experience. In comparison with the vanilla model, Better Hunting will provide 30% less hunger replenishment if you eat cooked food. If using a crockpot for meatballs, the loss is 20% in average. During winter, just 8% less food. The less food drops balances out the other item drops. This effect is because some encounters won´t provide food or will provide less food than the usual 100% Koalefant 8-meat + trunk all the time. One encounter has vegetarian drops, so meat-only characters experience a very slight advantage. The less-food effect won´t happen on the first season of the game by default, because encounters that don´t drop food will be disabled in the first season. (configurable) Game Start / Difficulty Balancing (light spoilers) Koalefant Goliath Frog Queen Bee Aged Beefalo Orphan Smallbirds (1-8) Really Fat Gobbler Distracted Krampus Emperor Pengull Elite Clockwork Knight Elite Clockwork Bishop Walrus Scout Abandoned Mosling Mother Catcoon Angry Goat Varg Infant Deerclops Teen Moose Baby Bearger Item Balancing ( HEAVY SPOILERS ) High-sought encounters are: Walrus Scout, Distracted Krampus, the 2 clockwork bosses that drop one Ancient item, the 3 mini-giants with chance to drop giant items. Average probability of finding one such encounter is 23,8% On summer is: 48,4% On winter: 12,7% Chance of getting a Krampus Sack: 2,38% or 1 in every 42 animals tracked Chance of getting a Walrus Tusk 2,06% or 1 in every 48 animals tracked Chance of getting a specific Ancient Item 0,7% or 1 in every 134 animals tracked. And you have to kill the mini-bosses. And don´t share the loot (DST) Chance of getting any Ancient Item 7,5% or 1 in every 13 animals tracked. But you have to kill it and loot it. If you get help it is only 1 drop for all friends Food supply from tracks will be reduced by 26,8% overall Food supply from tracks will be reduced by 8,1% on Winter Food supply from tracks will be reduced by 55,5% on Summer Current Issues Scaling up the creatures produces slighty poorer graphic quality. No artist to produce mod icon.
  2. I am running low on flint(at least started recently) and i see only option for flint replacement is making luxury tools by feeding king pig..... Since rocks does not respawn i dont know what to do... I am not sure if flints found on the ground can be found again. My only option is luxury tools?
  3. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title pig king not arrived Steps to reproduce exploring world Describe your issue i found a pig village without pig king... maybe becouse there are much biomes around it ? also found graveyard in the air/ocean
  4. Since I started playing a few weeks ago things have steadily gotten more difficult for players wanting to try a nomadic hunting strategy. A lot of the "improvements" are exciting, and they are intended to make farming more of a challenge, but it seems like the nomad needs a bit of TLC or we are going to become extinct. Setting up a base is becoming more and more tempting early on. If nothing else I need a spot for some chests and a fire pit. Yet the idea of constantly staying put, gathering poop, and tending to 30 berry bushes and twenty farms makes me yawn. I don't want to do it. I want to explore. I want to take risks. I want to slowly landscape the world. So I try to hunt hounds every few days for meat and to collect teeth as trophies. I kill pigs every few days and work on my own pig village "ranch", I find a spot with lots of rabbits and hunt them for a few days, then I head out to look for wild berries, collect honey, go fishing in the swamp, hunt frogs, kill tentacles, and maybe go looking for some more rocks. To make it all work I usually play with willow as there is too much risk of losing track of time and having to carry materials for torches makes my trips way too short; I simply run out of inventory space unless I'm using the backpack, and using the backpack makes me die if I suddenly decide I need to chase down a gobbler, or hear a pack of hounds with now stored log suit. I understand that the changes are meant to make "play it safe" turtle players move around more and be challenged, but they also force me to turtle more and more. The idea of Krampus destroying my chests if I hunt rabbits makes my blood run cold and forces me to think of berries and poop as a viable strategy. The idea of pig houses running out of pigs makes me shiver. I already avoid hunting beefolos as the challenge of the herd is outweighed by the idea of them going extinct, and I'm careful to make sure tallbirds lay eggs before I kill them when I bother hunting them at all so the resource renews and I have something different to do on odd days. But it's getting harder, and more and more items are coming out (like bird cages) to make a camp feel really home-like. So this thread is about what to do for us nomads who really need help before our fingers are covered in poop and berry stains, our camp is surrounded by farm plots, and bird trapping is the closest we ever come to facing "danger" in the game. 1) Torches need to stack in my inventory. If I'm traveling I need two torches every night just to avoid having to carry materials for a campfire in my limited slots. Yet two torches take up more space than I'd need for a ton of logs and grass, plus it puts me in danger of being caught somewhere that doesn't have the right materials should I go exploring. Last game died because I wound up in a forest next to a swamp and was totally out of cut grass in my inventory when my last torch died with wolfgang. 2) We need better backpacks that act as armor of some sort, again it's inventory space. If I'm not going to settle down, and have to worry about krampus getting mad at me for hunting rabbits on the plains then I need to be able to carry more stuff on my person and not rely on chests/campfires scattered around at set intervals. 3) Pig houses need a way to be fertilized like berries. They should NEVER be a limited resource. Compare them to berries for a moment. I have to take damage killing the pigs, and risk making a mistake and getting rushed, I have to worry about were-pigs if I decide to be a rancher and settle them around a camp, and I have to dress in armor of some sort or eat a ton to heal up after every battle so it's resource intensive either in food or in logs/rope. 4) Beefolo breeding season needs to come Soon! We also could use herds of deer on the plains if you don't want us hunting just rabbits there, maybe also some sort of giant ant to hunt in "rocky" biomes to make it not just tall-bird central once all the rocks are mined. Apple trees or other plants with a fruiting season would be useful to. That way it's not just all berries all the time on fertile grasslands. Let me mix things up more and tempt me with more types of resource/terrain. 5) I really worry about this queen spider making it even more dangerous and problematic for me to harvest spiders for monster meat. Combined with krampus it seems like the aim of next patch is entirely to kill my desire to play as a hunter/gatherer, and force me into a solid defensive position. Not sure what to suggest here, except that the developer has said they don't want us to just camp, and every change they are making that supposedly make it more challenging for a camper, makes it 20X more challenging to go any other path. Anyone else have suggestions?
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