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  4. Exscorbizorb

    Putting the "Story" in Vintage Story

    The link in the original post appears to be broken.
  5. Exscorbizorb

    Block physics?

    A toggle certainly wouldn't hurt, of course. Giving players options like that is generally a good thing (though it can potentially lead to a little confusion for players joining a server). However, I do think it would add an authentic challenge in late game, a time in the game where there is often little left to do. If a person wants to build without any sort of limitations, they can build in creative mode. Having to work around limitations is the very thing that makes survival mode fun. "An adventure is only an inconvenience rightly considered. An inconvenience is only an adventure wrongly considered." -G.K. Chesterton There is nothing arbitrary about having the world behave in a believable way. Overhangs need not be extremely limited, and there are pretty simple ways to extend the reach, depending on the particular way it is implemented. On that note, I don't see why starting a house with a log frame would be problematic. I would expect logs to have a very long reach. Having logs run underneath stone sounds like a great way to support an overhang beyond what the natural strength of stone would allow. Sky bridges would still be game breaking in late game. Also worthy of note is that cave-ins would occur naturally and fairly predictably while mining. As far as aesthetics go, it seems like having a general guideline is something nearly any game maker would want to do. The game is imitating a certain time period, a certain technological level, a certain ambiance, etc. It seems to me that the devs do have a plan for aesthetics, since they built in pre-made clothing items, rather than allowing the player to insert their own textures. I am very pleased with that, because let's be real, neither of us wants to see hideous skins like this: Block physics would help a little along the same lines with limiting the ugliness of buildings. As far as having it as a mod goes, I strongly disagree with that idea. Changes of that sort can always be made with mods, but it would be better that the game have some direction built in that can be can modded out, rather than not have any direction and have to mod it in. In other words, let VS be the standalone TFC it was meant to be. The very reason for the existence of this game is to not have to mod in all the mechanics like TFC did. With all do respect to the abilities of modders, it far from ideal to have to patch in changes to a game. Edited for grammar and spelling.
  6. tony Liberatto

    Block physics?

    I actually agree with redram. Even though I want the overhang limitations, I think a toggle would make everyone happy. I think it would make building more interesting. As for dirt, sand, and gravel, those should have gravity by default.
  7. redram

    Block physics?

    So the thing is, as far as immersion and aesthetics, those are personal. If a person cares about them, simply don't use cheaty stuff. Problem solved. Especially in single player, that's not really an argument. SMP can be argued for, but can also be governed by server rules. Now, to be clear, I also would like dirt (and gravel, and sand) to have gravity, and moreover slippage, just like TFC. Because it's not just aesthetic, it does make the starter building that little bit more challenging, in a game challenge sense. Those are the easiest materials to obtain. What I don't want is stone and brick and log overhangs severely limited. If I want to frame out my building in logs first, rather than having to build up brick or stone walls first, I don't think there's anything wrong with that. Or if I want to build and extra-large building, I don't want to be limited by arbitrary rules about overhangs. It won't add anything to the challenge of the game, unlike dirt/sand/gravel physics. By the time you're using finished materials and making grand building plans, you're beyond keeping away the drifter hoards. It will add nothing to vanilla gameplay, it'd make a better mod, or at least it needs to be a toggle.
  8. Exscorbizorb

    Vintage Story: Fall Wishlist

    I suppose better world gen could lead into other improvements. Once climate bands and seasons are in place farming, seasons and weather would be the next natural step which would in turn pave the way for mechanics like seasonal crops, food preservation and clothes making for winter weather (if those are going to be a thing).
  9. Exscorbizorb

    Have animals make splashing noise in the water.

    I encountered locust yesterday which made a splashing sound in water. I was glad to hear it, because it gave me a little time to react, lol. Is it different for hostiles? I haven't noticed any passive mobs splashing. That is strange that they wouldn't.
  10. Exscorbizorb

    Block physics?

    It would affect gameplay in a couple of ways, but I don't thing it would make the actual building process tedious. The first affect would be, as tony mentioned, that you would need to choose appropriate materials for structures. That would in turn affect aesthetics, and gameplay progression a little bit. Building out of dirt would be difficult, which would affect the early game a bit, since making a shelter would be somewhat more difficult (but not a lot). Moving up to a large building would need sturdier materials for the walls, and light weight materials for the roof. It would limit the use of dirt as a building material, because it can't support itself vertically. In other words it would basically just make utterly ridiculous looking buildings less common, while simultaneously cutting out some of MC's more ridiculous mechanics. A real world example, from my first VS map: I have built a good size starting hut out of dirt, with dirt walls, a basement, and a floating roof made out of hay (all about 7x12, 9 blocks high). It is basically a mini dirtcastle. I built it that way because it was quick, cheap, and easy, but it wouldn't be possible with block physics because the roof would collapse, and the dirt side would tend to slope. It wouldn't make dirt huts impossible, just limited, thus providing a little impetus to build a log cabin, with actual supports for a roof. So it would make survival just a tiny bit more difficult, but for purposes of aesthetics and immersion.
  11. tony Liberatto

    v1.7.5 The Neolithic Mod - 1.3.16

    Yes. Installing this mod on an existing world will have Unwanted consequences. This mod replaces all the animals, it also replaces Bamboo generation, And introduces 2 new plants, Sisal, and Giant Reeds. We strongly recommend creating a new world.
  12. Tchey

    v1.7.5 The Neolithic Mod - 1.3.16

    Just to be sure, this mod is to be played with a new world ? If i use it on an already existent game, the result is probably a broken experience, right ?
  13. tony Liberatto

    Block physics?

    I like the idea and the concept. Yes, it will make building harder, but I believe it will be more a question of planning, not so much a limitation. As long as your building is realistic, you should have no issues. Lighter materials can extend a lot more than heavier materials, so wood is a more appropriate material for roofs than cobble, as it should be. I see this as a much more immersive way to play the game, without actually affecting survival in any way. Your simple hut will still work the same way.
  14. Ornella Lucato

    Stopped the server!

  15. Tyron

    Animals not eating?

    Yea, they might eventually
  16. Olinoob Snail

    Utility of cooking vs brewing and poultices

    Yes I had noticed the nutrition bar, though currently I haven't found it to be too penalizing, even though my stews always lack meat and fruit. Besides dealing with wolves, low HP is no that much of a problem in the game, and there is no clear incentive for me to raise them. This is why I suggested to correlate hunger with cooking, so that if the player wants to move on with levelling up/tiered metals, he would have to also be sure he can maintain his hunger. If this nutrition aspect will be improved upon, and higher tier recipies help to cover more fully the nutrition needs, then I guess my suggestion is not that needed. (I really hope we will get more cooking options! Can't wait for ovens and preserves and such!)
  17. Granamir

    Maps, ore, and player input

    Yep, sorry, my comment was about the entire video. The part about map development is great.
  18. copygirl

    CarryCapacity (v0.3.4)

    I tried it real quick myself and for me it's still working. How is it not, for you? If it's crashing please upload the crash log and link it to me. Otherwise just make sure you still have the mod correctly installed and all.
  19. Stroam

    light overlays/ torch relighting

    I could see potential abuses with preventing mobs from spawning in claimed areas but generally, I see that working out. Could also use the player placed bit on blocks to have mobs not spawn on all play placed blocks.
  20. redram

    Have animals make splashing noise in the water.

    Ya, and I wish they made a different eating noise too. I find it kind of creepy when I hear them eating with the same sounds I make.
  21. redram

    Utility of cooking vs brewing and poultices

    My understanding is that eventually no foods will have any healing effects. The real gripe on healing was when honey bowls were the best, because using them left you with a bowl cluttering up your inventory. I have no problems with poultices at all. That's part of the decisions one should have to make: spend an inventory slot on better healing, or leave it open for more loot? There are indeed a variety of specialized containers planned for the future, that only hold certain items. And a healing specialized one would be a good one. The cooking update also introduced nutrition, which you may or may not have noticed (hit 'c' key to see it). Similar to TFC, if you don't maintain all your nutritions, your max hp will go down. My understanding of how it is intended to work, is that cooked food provides more nutrition per ingredient, or it lasts longer or something. But the idea is that eating just raw foods won't allow you to maintain all your nutrition bars very easily, so your hp will be sub-par. I've found it to be generally true so far, at least in my somewhat limited testing. Fruit seems to be hard to maintain even through cooked food. I've been pleasantly surprised how the system seems to motivate me to make different kinds of dishes to cover the food groups. I was expecting to simply make one all the time. I think down the road, there will be higher tier food that will make it even easier to maintain. So that's supposed to be the bonus of cooking. Plus with bread you double the satiation for basically only the cost of the cooking fuel (water is free, though locked behind copper, via bucket).
  22. Strange that players make noise, but animals don't.
  23. redram

    light overlays/ torch relighting

    I think the best way to implement this would simply be to incorporate it into the claim system. Claimed areas don't allow mob spawning by default, but can be toggled to allow it if you want. This was a feature of townie in MC, and it works well. Materials is ok, but can have knock-on problems. For instance cobblestone? Present in a lot of ruins. So yo u prevent them spawning on cobble, they can't spawn in a lot of ruins. Claimed area simplifies it greatly, imo.
  24. redram

    Block physics?

    I definitely like the idea of nerfing sky bridges, but I'm not a fan of it restricting my otherwise legitimate builds. I worry it would make building more tedious, for not really any reward. Unless it's incorporate into game mechanics or something.
  25. WillOfStone

    you want the recipe? You have to take it from my cold dead hands Bro!

    It would definitely be something that would need a lot of play testing for balance reasons. Not too easy, but not too grindy. A lot of games struggle to find that sweet spot.
  26. tony Liberatto

    v1.7.5 The Neolithic Mod - 1.3.16

    A new Update for the Mod, version 1.3.16 is out. The Sleeping Beast Update. All animals have a sleeping mode, predators are nocturnal animals and so, they sleep by day. All other animals sleep by night. Predators can smell dead animals and carrion, so be careful when you hunt. They will even wake up if they are hungry.
  27. Nemo

    CarryCapacity (v0.3.4)

    Updated to 1.7.5 and it does not work anymore hopefully you can update soon
  28. Olinoob Snail

    Animals not eating?

    Ah I see I didn’t know that. Yes they just had babies so that must be the problem. Will the male adults and babies also eventually eat in further updates?
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