Temporal stability: Difference between revisions

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'''Temporal Stability''' is a game mechanic that measures how close the player is to the [[Rust World]]. It is represented through a blue gear icon above the player's hotbar, and the less blue area there is the more temporally unstable the player is. As it gradually dips, different effects start happening to the player, with monster spawns becoming more frequent. If it drains completely, the player enters the Rust World, causing visual distortions and continually damaging the player's health until they regain some temporal stability.
'''Temporal Stability''' is a game mechanic that measures how close the player is to the {{ll|Rust World|Rust World}}. It is represented through a blue gear icon above the player's hotbar, and the less blue area there is the more temporally unstable the player is. As it gradually dips, different effects start happening to the player, with monster spawns becoming more frequent. If it drains completely, the player enters the Rust World, causing visual distortions and continually damaging the player's health until they regain some temporal stability.


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Temporal Stability can be restored through the use of a [[temporal gear]]. These are either acquired through killing [[drifter]]s or through [[trading]].
Temporal Stability can be restored through the use of a {{ll|temporal gear|temporal gear}}. These are either acquired through killing {{ll|drifter|drifters}} or through {{ll|trading|trading}}.


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Another way to restore temporal stability is simply by killing [[drifter]]s. Stronger drifters restore more temporal stability. However, this is only a temporary measure, similar to sacrificing a temporal gear.
Another way to restore temporal stability is simply by killing {{ll|drifter|drifters}}. Stronger drifters restore more temporal stability. However, this is only a temporary measure, similar to sacrificing a temporal gear.
 
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Another way to restore temporal stability is by walking around on stable land where the gear will rotate clockwise.


== Temporal storms == <!--T:5-->
== Temporal storms == <!--T:5-->
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:''See also: {{ll|Temporal storm|Temporal storm}}''
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Temporal storms are a weather pattern that by default occurs roughly every 10 days. During these storms, it is treated as though the player has low temporal stability, with creatures able to spawn anywhere around the player as long as there is a spawnable surface (i.e. slabs will prevent spawns).
Temporal storms are a weather pattern that by default occurs roughly every 10 days. During these storms, it is treated as though the player has low temporal stability, with creatures able to spawn anywhere around the player as long as there is a spawnable surface (i.e. slabs will prevent spawns).


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=== Surviving a temporal storm === <!--T:8-->
=== Surviving a temporal storm === <!--T:8-->
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There are a few different ways to survive a temporal storm if you are not ready to fight your way through one.
There are a few different ways to survive a temporal storm if you are not ready to fight your way through one.


==== Hiding ==== <!--T:9-->
==== Hiding ==== <!--T:9-->
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Hiding in a box, such as your cellar, is a good way to survive, as long as you ensure there is not enough space for enemies to spawn inside with you. Alternatively, you can use bottom slabs on the floor, as drifters can not spawn on these.
Hiding in a box, such as your cellar, is a good way to survive, as long as you ensure there is not enough space for enemies to spawn inside with you. Alternatively, you can use bottom slabs on the floor, as drifters can not spawn on these.


==== Pillaring ==== <!--T:10-->
==== Pillaring ==== <!--T:10-->
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Stacking on a lot of blocks and pillaring high prevents drifters from being able to reach you. The pillar should be high enough to be outside of rock-throwing range.
Stacking on a lot of blocks and pillaring high prevents drifters from being able to reach you. The pillar should be high enough to be outside of rock-throwing range.


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Digging a moat around yourself that is at least 2 blocks deep and wide so you are left standing on a pillar allows you to trap [[drifter]]s for easy killing later on. Keep in mind that more vicious foes might have a higher reach, so you should consider how high above your trapped enemies you want to be. With the new drifter pathfinding, they might not fall into your trap readily however. To trick their senses, try lining the edge of your trap and your pillar with trapdoors. The drifters will interpret the trapdoors as a path they could take towards you, even when said doors are opened, leaving an unbridgeable hole.
Digging a moat around yourself that is at least 2 blocks deep and wide so you are left standing on a pillar allows you to trap {{ll|drifter|drifters}} for easy killing later on. Keep in mind that more vicious foes might have a higher reach, so you should consider how high above your trapped enemies you want to be. With the new drifter pathfinding, they might not fall into your trap readily however. To trick their senses, try lining the edge of your trap and your pillar with trapdoors. The drifters will interpret the trapdoors as a path they could take towards you, even when said doors are opened, leaving an unbridgeable hole.


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==== Sleeping ==== <!--T:12-->
==== Sleeping ==== <!--T:12-->
If <code>temporalStormSleeping</code> in the [[worldconfig|World Config]] is enabled, you can easily sleep your way through a temporal storm. Just wait until the 'temporal storm is imminent' message appears, and then go to sleep. When you wake up the storm should either be completely gone or nearly over.
 
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If <code>temporalStormSleeping</code> in the {{ll|worldconfig|World Config}} is enabled, you can easily sleep your way through a temporal storm. Just wait until the 'temporal storm is imminent' message appears, and then go to sleep. When you wake up the storm should either be completely gone or nearly over.


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== Unstable regions == <!--T:13-->
== Unstable regions == <!--T:13-->
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In the world there exists regions which are more temporally unstable than the surroundings. In these areas, a player's temporal stability will drain much faster, and they will be subject to more dangers. These are a lot more common underground, the deeper the player is, the more temporally unstable the underground is likely to be.
In the world there exists regions which are more temporally unstable than the surroundings. In these areas, a player's temporal stability will drain much faster, and they will be subject to more dangers. These are a lot more common underground, the deeper the player is, the more temporally unstable the underground is likely to be.


== Video tutorials == <!--T:14-->
== Video tutorials == <!--T:14-->
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! Detailed explanation of a drifter trap, version 1.13 !! Temporal stability explained in English !! Temporal stability explained in German
! <translate><!--T:34--> Detailed explanation of a drifter trap, version 1.13</translate> !! <translate><!--T:35--> Temporal stability explained in English</translate> !! <translate><!--T:36--> Temporal stability explained in German</translate>
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| <youtube width="400" height="240">QLz6vOSeqow</youtube> || <youtube width="400" height="240">yu9103kQfjk</youtube> || <youtube width="400" height="240">yu9103kQfjk</youtube>
| <youtube width="400" height="240">QLz6vOSeqow</youtube> || <youtube width="400" height="240">yu9103kQfjk</youtube> || <youtube width="400" height="240">yu9103kQfjk</youtube>
|}
|}
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