cjc813 Posted March 2, 2025 Report Posted March 2, 2025 Bro, I just want ice to melt at a reasonable rate. 6
CreativeRealms Posted March 2, 2025 Report Posted March 2, 2025 (edited) If you end up going with a de-jank update, I think it should be split into multiple updates rather than a single large one. Quality of life changes that are easy and quick to implement (such as fixing the temperature resetting in firepits) should be pushed out first and then more complex QoL changes and bug fixes can be implemented in subsequent updates. This would significantly raise the quality of the gameplay with minimal effort and it can be pushed out in a reasonable timeframe which would be amazing for users and take some of the pressure off the dev team which would allow you guys to focus on some of the more challenging parts of QoL development later. Edited March 2, 2025 by CreativeRealms 4
Cetasaya Posted March 2, 2025 Report Posted March 2, 2025 2 hours ago, cjc813 said: Bro, I just want ice to melt at a reasonable rate. There's ice year round on servers and my world wherever there's cattails in the water. Sailing between traders is now a year long ice breaking excursion. And of course the ice builds up more every winter. I live near spawn and spawn was set in a temperate region ffs...
Guimoute Posted March 3, 2025 Report Posted March 3, 2025 7 hours ago, Cetasaya said: There's ice year round on servers and my world wherever there's cattails in the water. Sailing between traders is now a year long ice breaking excursion. And of course the ice builds up more every winter. I live near spawn and spawn was set in a temperate region ffs... I have to say that I don't understand how snow is removed instantly upon loading chunks when visiting a snowy area during the summer but ice stays in place. -- Unrelated to that: since we're dejanking, I'd like to see items that have an in-barrel texture have the same texture in an open crate instead of force-closing it. It seems like that kind of stuff should be automated but it's done by hand, judging by the exceptions.
Sagan Posted March 3, 2025 Report Posted March 3, 2025 Maybe take a look at the most used community mods that fix/improve things and get some inspiration from there!
quihyr Posted March 3, 2025 Report Posted March 3, 2025 On 3/1/2025 at 2:42 AM, Knokes said: What we really need is more uses for more alloys. I find a useful material like lead, I would love to make lead anvils, more alloys and metals for contraptions. More uses for alloys could work if done appropriately, yes. That being said, lead anvils wouldn't make any sense.
Jakub Pawłowski Posted March 4, 2025 Report Posted March 4, 2025 steam power! like extremely late game steam engine made with tons and tons of steel
DejFidOFF Posted March 4, 2025 Report Posted March 4, 2025 On 2/27/2025 at 10:31 AM, Robinzon said: Before the next leap forward, it would be good to stop and lick wounds, for example fixing some bugs and resolving some technical debts. 100% agree 1
Thorfinn Posted March 4, 2025 Report Posted March 4, 2025 (edited) I think maybe "technical debt" is not accurate. That implies a lot of interim solutions, band-aids on band-aids. Yet when I read the code itself, it sure appears to me as the opposite of that, if anything. For example, think of the foresight put into creature spawns. The same wildcard exclusions that made it possible to prevent what was considered cheesy, placing stones on every block as you mine, could be fixed by merely adding, "loosestone-*", could be used to grant exclusions to anything else deemed cheesy. With or without wildcards. So if people started working around the stones thing by placing a single nugget, then picking them up when ready to leave, could be fixed by adding "looseore-*", Or consider recipes. I have no idea when it was added to the engine itself, but recipes with lines like, Line 75: "G": { type: "block", code: "gravel-*", name: "rock", allowedVariants: ["chert", "conglomerate", "claystone", "sandstone", "phyllite"] }, suggest that more than a little thought went into not only the block naming conventions to make wildcard replacement possible, but also in how to create specific subsets of variants. The "technical debt" approach would have been replacing that line with 5 different recipes, one for chert, one for conglomerate, etc., not coding an "allowedVariants" option. Edited March 4, 2025 by Thorfinn 3
Maelstrom Posted March 5, 2025 Report Posted March 5, 2025 On 3/3/2025 at 10:26 AM, quihyr said: lead anvils wouldn't make any sense. Lead anvils are the best way to Etho someone! 1
gluemchen Posted March 6, 2025 Report Posted March 6, 2025 Please work on optimizing the game engine and it's performance. Right now it's awful.
lmarcelus Posted March 7, 2025 Report Posted March 7, 2025 I'm terrible sorry if I cant express myelf right, english is not my main language. New content is always nice of course, new story, new places, new tech tier, but every time new content arrives there is a need to do a restart and for me it kills the fun. You can play the same file forever of course, but not everything will generate right, world gen is always diferent, loot table changes a lot making you regret explore before the update and so on so on. I really dont like have to go to unexplored/ungenerated parts of the map to see the new things. Maybe world gen and loot tables can be ''finished'' (I know this is EA and this kind of game is always changing) so we can at least keep our worlds for a little longer? Why I'm talking about this? Because everything is pointing into some changes in world gen in the future, since we need more places to use the boat, the elk and the overall jankness of the actual terrain generation, so there is no incentive to play on a ''permanent world'' right now when in the next months I could have a way way cooler map with new features? Like, we know rivers and default oceans will come in some manner, so why invest time and effort now? Thats why I'm talking about set the world gen into a fixed and more ready state. I alds really do believe we need more polish and integration of some QoL mods into the base game. These mods should be integrated in the base game, they bring so much QoL into your gameplay. Primitive Survival (at least some parts of it) QP Chiseling Carry On Stone Quarry Better Firepit (Firepit fix) Medieval Expansion (come on team, give us Cows!!!) Simple HUD Clock And the enhancement of the existing systems, like taming, tailoring and cooking, it can be way more complex... There is a lot of wasted potential on the village also, a simple quest and reputation system could be implemented so we can always have a reason to come to the village... They could request raw supplies, crafted items, rare things (meteoric iron) and so on. 4 1
BearWrestler Posted March 7, 2025 Report Posted March 7, 2025 Not sure whether it would count as a new feature or the refinement of an existing one, since the game already has caves, so I didn't vote on the poll. I was just hit with brutal nostalgia for Beta Minecraft cave exploration, including the famous seed 404 challenge (which I find, is very much in the spirit of Vintage Story survival: you have to work hard for permanent sources of light, with danger at every corner). Guess I'm not the only one since older cave generators keep being ported to new versions. I think Vintage Story would greatly benefit from the occasional huge, vastly interconnected cave system. Those exist in real life (i.e. Gouffre de la Pierre St-Martin), and cavemen were known for spelunking, as we can tell from the very hard to reach places where we found cave paintings. The harder to reach, the more spiritually significant it was, no matter if it required swimming underwater through a siphon. So it fits with VS' stone age theme. (Side-note: I'm also thinking VS could play with animistic spirituality a bit... for ancient peoples, the spiritual and material blended into one. And Lovecraft often blends science and mysticism as the ways through which the Old Gods manifest their influence. So for instance, making cave art or a shrine to some long-forgotten deity could reduce local instability or delay the next temporal storm, for mysterious reasons. Of course, read the wrong ancient scroll or worship the wrong thing, and you probably make it worse...) Tech-wise, Minecraft 1.18+ has introduced very interesting new noise-based caves in the form of the "spaghetti" and "noodle" caves which let you make pretty interesting tunnels at a low performance cost. Even the "cheese" caves, while overdone, are pretty interesting - I believe Vintage Story already produces some of those, based on some world generation I've seen. I believe the tech is good, it's just that Minecraft kind of turned the dials to 11 and made huge cheese caves way too common, and allowed them to poke through the landscape too often. Finding the same thing if it was rare would be an amazing experience. So I'd really like this kind of tech to be adapted to Vintage Story and toned down as needed, so exploring caves can be a more interesting experience than running into dead end after dead end. Hopefully, with the introduction of the occasional safer area so the experience is not one of being constantly assaulted by respawning monsters, and you can admire some cave paintings, stalagmites or large crystal formations. Not to mention trying to sail/raft down underground rivers without dying. 2
Szczwany Posted March 11, 2025 Report Posted March 11, 2025 (edited) I would like in 1.20 to be finished not pony things mentioned in development update blogpost but also: all smithable items to be visible in tongs, all pottery items available in new colors (such as jugs), firewood and planks craftable from quarter logs if it comes to future updates I see it this way. There are 3 categories of game aspects: Working fine: metalurgy and technological progress, building system, leathermaking, farming, cooking Good but could be better: Higher priority: toolmaking/Toolworks mod integration; worldgen; animal husbandry; butchering, temporal storms; caves Lower priority: crop irrigation, glassmaking, combat update Features that are missing and could be inteoduced: butter, bell pepers, rivers, fishing, automated panning I would enjoy 2 higher priority and 3 to be introduced before next Lore update. If it comes to worldgen - more realistic terrian elevation, less random rock columns. Less random small likes. Instead of theese lakes could be rivers. Animal husbandry could be developped: visual changes of higher generations, also more milk and meat. Maybe unique hare breeding system that you news to buid wooden cage and catch hares into basket trap, then put them into cage and they could only breed in theese cages. Butchering - different meat type, sausages, roasted meat, smoking Temporal storm - i recently play with sleeping over temporal storms because in early game it is imposible to survive fighting. You can only flee. And also if I want to farm mob drops is easier to go underground as mobs don’t randomly spawn around you. I think that some exclusive temporal storm loot would be awsome to encourage players to fight during temporal storm. With this loot you could craft high armor pieces or high level tools or some exclusive machinery Also smthg to automate late game panning would be cool Edited March 11, 2025 by Szczwany 1
Vari_Ares Posted March 14, 2025 Report Posted March 14, 2025 On 3/7/2025 at 3:51 PM, lmarcelus said: I'm terrible sorry if I cant express myelf right, english is not my main language. New content is always nice of course, new story, new places, new tech tier, but every time new content arrives there is a need to do a restart and for me it kills the fun. You can play the same file forever of course, but not everything will generate right, world gen is always diferent, loot table changes a lot making you regret explore before the update and so on so on. I really dont like have to go to unexplored/ungenerated parts of the map to see the new things. Maybe world gen and loot tables can be ''finished'' (I know this is EA and this kind of game is always changing) so we can at least keep our worlds for a little longer? Why I'm talking about this? Because everything is pointing into some changes in world gen in the future, since we need more places to use the boat, the elk and the overall jankness of the actual terrain generation, so there is no incentive to play on a ''permanent world'' right now when in the next months I could have a way way cooler map with new features? Like, we know rivers and default oceans will come in some manner, so why invest time and effort now? Thats why I'm talking about set the world gen into a fixed and more ready state. I alds really do believe we need more polish and integration of some QoL mods into the base game. These mods should be integrated in the base game, they bring so much QoL into your gameplay. Primitive Survival (at least some parts of it) QP Chiseling Carry On Stone Quarry Better Firepit (Firepit fix) Medieval Expansion (come on team, give us Cows!!!) Simple HUD Clock And the enhancement of the existing systems, like taming, tailoring and cooking, it can be way more complex... There is a lot of wasted potential on the village also, a simple quest and reputation system could be implemented so we can always have a reason to come to the village... They could request raw supplies, crafted items, rare things (meteoric iron) and so on. Hi, I 100% agree ! Also, what is your main language please ? Your english look good ! ^^
Sasha Densikoff Posted March 15, 2025 Report Posted March 15, 2025 (edited) I found it super exciting getting Spoiler those maps and finally finding Tobias, and doing his quests, and I finally thought it was going somewhere, but no..... Cliff hanger? Spoiler Also, the teleporters. I love them, but apparently, they have a range, and between where Tobias lives and I live, it is not in range (it takes me 3 ingame days to travel there, even if I fly). This makes them useless. Where am I meant to put these teleporters in order to easily travel to Tobias' place then, if not back at my house? I can't just dump them in the damn wilderness halfway! I can't keep travelling like this, guys. I have chickens and elk to feed! Edited March 17, 2025 by Zaldaryon Some lore info needed at least spoilers tag
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