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Posted
2 hours ago, Venusgate said:

I agree, but Volume isnt the full solution. Otherwise, how are you going to reconcile the volume of a log being 100x the volume of a feather? Are we meanto to only carry 10 logs, or are we meant to be able to carry 10,000 feathers?

Imo, the "specialized bag" mechanic is worth going deeper on as a middleground between realism and people who just don't want to bother with inventory management.

I dont know if you've ever played The Forest, but that game had what I think is a perfect solution for large items: you could only carry 2 or 3 logs in your hands, but there was a fairly easy to build sled that you could use to move like 12 logs at a time.

Another form of this that I've seen in some TerraFirmaCraft servers before, is: severe weight limit for inventory. Unless you put items into a chest or a barrel, and then strapped that container to your back, you could only carry like a stack or two of ore. 

  • Like 1
Posted

Game is too easy currently. I want everything to be more difficult and time-consuming to achieve items and progress. Things like blacksmithing, farming, tailoring, butchering etc all need to be implemented.

I want the world to be brutal as well. I want areas consumed by the rot with dangerous enemies. I want natural disasters threatening to wipe my base out. I want seasons that fluctuate due to temporal influence. Excessive rain in summer. Drought making farming near impossible. Disease culling my animals etc. I want the world to reflect more of the lore and not be a sunny, happy paradise considering the mass-extinction event the old world went through.

  • Like 1
  • Wolf Bait 1
Posted

Tap water is superior to bottled water in taste, value and convenience. It's also proven to be cleaner than even the most expensive bottled brands almost always as it undergoes vigorous and frequent testing for contaminates, which "spring" water does not have to.

 

Oh you mean in Vintage Story?  

The eating sound is too silly and doesnt fit.

  • Like 2
Posted (edited)
47 minutes ago, Arasine said:

Tap water is superior to bottled water in taste, value and convenience. It's also proven to be cleaner than even the most expensive bottled brands almost always as it undergoes vigorous and frequent testing for contaminates, which "spring" water does not have to.

LOL, Tap water is NOT equal in all regions.  Some cities like mine have great tap water and others taste like shit.  And most bottled water is just tap water, not "spring" water even if they advertise it as such, haha.  Tap water is generally more fresh than bottled that has been sitting on a shelf though.

47 minutes ago, Arasine said:

Oh you mean in Vintage Story?  

The eating sound is too silly and doesnt fit.

I think it's fine... it's still a block game, not quite a totally serious survival game, as much as some people want it to be... but I see your point, haha.

Edited by Vexxvididu
Posted
1 hour ago, Arasine said:

Oh you mean in Vintage Story?  

The eating sound is too silly and doesnt fit.

I mean...at least it's not the sound of someone trying to gargle Lego. 🤣

  • Haha 2
Posted
On 12/15/2025 at 5:14 PM, LadyWYT said:

I'll second this, as it was something I was going to write too. 🤣 Otherwise:

Temporal storms are a well-balanced challenge in terms of both gameplay and lore, with good customization options. The only design tweak that's needed is more immersive warnings.

Temporal stability is also a well-balanced challenge for both gameplay and lore, with decent customization options.

Requiring a temporal gear to reset one's spawn, rather than a bed, is a great design choice. It makes sense from a lore standpoint, is more interesting than a bed, and balances a game mechanic that is very powerful.

Hey, I thought this is thread of unpopular opinions, so why I do agree?!

Posted

I see that several people have mentioned the issue of slots vs weight for the inventory. Yes! It would be a lot of work, as it effects *everything*, but it is definitely more logical, more realistic and would fuck (imo) with more people's gamestyle than any other opinion given so far.

7 Days to Die and its Undead Legacy overhaul mod (sadly not updated for 7DtD v2.x.. :() is a perfect example. Base game has no weight restrictions, just slots. This means I am the "same amount of overweight" if I have a slot filled with a single feather or a slot full of a stack of forged iron. It makes no sense what so ever. Undead Legacy provided a weight rating for every single item in the game in order to work out it's encumbrance ratio, and that's what you'd need to do if you wanted to replicate that in VS. 

Now to be fair, VS handles things a little differently. In 7 Days you always have a complete inventory, it's your character progression that determines how many slots are fine, and which slots cause you to be overweight. With VS you either have a slot or you don't, there is no option to overload yourself. 

With all that said, the idea that you could kill a bear, then take its fur, bones, and meat, along with other things in your inventory is stretching the realism somewhat. However I do not at all expect a weight mechanic to be introduced, it's one of those underlying core elements of gameplay you introduce at the start of the development cycle or it you are faced with taking a crowbar to tons of legacy code (just like Undead Legacy and 7 Days) just to get it to fit in.

Posted
31 minutes ago, Broccoli Clock said:

I see that several people have mentioned the issue of slots vs weight for the inventory. Yes! It would be a lot of work, as it effects *everything*, but it is definitely more logical, more realistic and would fuck (imo) with more people's gamestyle than any other opinion given so far.

7 Days to Die and its Undead Legacy overhaul mod (sadly not updated for 7DtD v2.x.. :() is a perfect example. Base game has no weight restrictions, just slots. This means I am the "same amount of overweight" if I have a slot filled with a single feather or a slot full of a stack of forged iron. It makes no sense what so ever. Undead Legacy provided a weight rating for every single item in the game in order to work out it's encumbrance ratio, and that's what you'd need to do if you wanted to replicate that in VS. 

Now to be fair, VS handles things a little differently. In 7 Days you always have a complete inventory, it's your character progression that determines how many slots are fine, and which slots cause you to be overweight. With VS you either have a slot or you don't, there is no option to overload yourself. 

With all that said, the idea that you could kill a bear, then take its fur, bones, and meat, along with other things in your inventory is stretching the realism somewhat. However I do not at all expect a weight mechanic to be introduced, it's one of those underlying core elements of gameplay you introduce at the start of the development cycle or it you are faced with taking a crowbar to tons of legacy code (just like Undead Legacy and 7 Days) just to get it to fit in.

A weight mechanic by itself wouldn't even be hard to introduce. The primary barrier is that you need to go through every item and come up with a weight for each. Given that the devs proclaimed intent to completely get rid of the crafting grid, it's not much of a leap to assume that the devs could be potentially open to overhauling the inventory mechanics.

Posted
Just now, hjvtdev said:

A weight mechanic by itself wouldn't even be hard to introduce. 

Just now, hjvtdev said:

 The primary barrier is that you need to go through every item and come up with a weight for each.

Those two statements contradict each other. It is an insanely detailed process of taking 100s of items, assigning them weights, then ensuring all those weights balance out the gameplay. An even bigger job if the game initially started without a weight mechanic.

 

 

  • Like 1
Posted
8 minutes ago, Broccoli Clock said:

Those two statements contradict each other. It is an insanely detailed process of taking 100s of items, assigning them weights, then ensuring all those weights balance out the gameplay. An even bigger job if the game initially started without a weight mechanic.

 

 

It's not a *hard*, *technical*, difficulty, though, it's just playing around with numbers in a text file until people stop pointing out inconsistencies. It only becomes a Sisyphean task if implemented by a mod, because you either become incompatible with every mod, or you have to spend infinite time adding support patches. The core game has the authority to force everyone to adapt.

Posted
On 12/15/2025 at 1:54 PM, Broccoli Clock said:

1) You should not be able to place a lit torch into your inventory. If you do, you should either start to burn, it blocks you from doing so, or it extinguishes it when it does.

Right???

I literally just suggested this: 

 

  • Like 1
Posted
4 minutes ago, hjvtdev said:

... it's just playing around with numbers in a text file until people stop pointing out inconsistencies. 

😄

No, it's most definitely not. 

Now, to be fair I do not have visibility over the VS codebase, there may be short cuts to the solution, but trust me it's a hell of a lot more than just assigning random values by vibes then hoping that it doesn't break the game.

Posted
1 minute ago, Broccoli Clock said:

😄

No, it's most definitely not. 

Now, to be fair I do not have visibility over the VS codebase, there may be short cuts to the solution, but trust me it's a hell of a lot more than just assigning random values by vibes then hoping that it doesn't break the game.

I get a feeling we are not talking about the same thing. Adding a system, that is, the code that handles weight, is not very hard, nor that time consuming. The "numbers in a text file" I'm talking about refer to actual weight values, assigning which would be tedious and time consuming due to the sheer number of items in the game.

Posted
Just now, hjvtdev said:

Adding a system, that is, the code that handles weight, is not very hard, nor that time consuming. 

This isn't a loaded question, but have you worked on legacy codebases? If you have then you'll know exactly why I'm pushing back on the claim, if you haven't then I fully understand why it would seem simple on the surface.

This debate is a bit moot, though, as I would wager weight is definitely not coming to VS. Irrelevant the amount of (or little) work involved.

Posted
13 minutes ago, Broccoli Clock said:

This isn't a loaded question, but have you worked on legacy codebases?

I have, and this game isn't all that bad. Plus, I have literally prototyped an inventory weight system for my mod, before remembering that I do not get paid to go write hundreds of json patches for every item in the game, and that the aforementioned mod compatibility dilemma would prevent me from enjoying the fruits of my labour either way.

 

19 minutes ago, Broccoli Clock said:

This debate is a bit moot, though, as I would wager weight is definitely not coming to VS. Irrelevant the amount of (or little) work involved.

If the devs are prepared to scare every Minecraft veteran by removing the crafting grid, I do not see that much of a jump to adding a weight system and ditching the four backpacks for one back slot.

Posted

I mean...if we want to be really technical about item weights in the game and whether or not they'll ever be added...

I don't really expect that to become a thing at this point given that it would take quite a lot of work to implement given the amount of items in the game, for a feature that is practically guaranteed to cause some major uproar if implemented. If, however, it was added to the base game...it existed as a mod first(a mod that wasn't really that popular, given the downloads data): https://mods.vintagestory.at/show/mod/2002

3 hours ago, Vratislav said:

Hey, I thought this is thread of unpopular opinions, so why I do agree?!

Popularity depends a lot upon who one asks. 😂

Posted
1 hour ago, LadyWYT said:

a mod that wasn't really that popular, given the downloads data

Looks like that mod completely outsourced the filling out of weight data to the users of the mod, so twelve thousand downloads actually seems very high.

Posted
4 minutes ago, hjvtdev said:

twelve thousand downloads actually seems very high.

Yes, but that is cumulative downloads over the lifetime of the mod. If you go look at the Files section of the mod's page, you'll see the download counts for each version. Aside from a couple of outliers, the average version gets around 200-400 downloads. Based on that, and the fact that not that many players are following the mod, it's not something I would consider popular.

Posted (edited)
8 minutes ago, LadyWYT said:

Yes, but that is cumulative downloads over the lifetime of the mod. If you go look at the Files section of the mod's page, you'll see the download counts for each version. Aside from a couple of outliers, the average version gets around 200-400 downloads. Based on that, and the fact that not that many players are following the mod, it's not something I would consider popular.

That is entirely besides my point. Installing that mod is a massive undertaking. Out of a hundred people who could be into the idea of items having weight likely no more than one would be invested enough to craft a config for every item, which is what that mod requires.

 

Edit: actually, nevermind that, I checked the source and at least at this point in time this mod does have default values for vanilla items and a bunch of popular mods.

Edited by hjvtdev
Posted
2 minutes ago, hjvtdev said:

That is entirely besides my point. Installing that mod is a massive undertaking. Out of a hundred people who could be into the idea of items having weight likely no more than one would be invested enough to craft a config for every item, which is what that mod requires.

Maybe I missed something, but judging by what's written in the mod description, it has some preset values for various items already, along with a config file that allows players to change those values to whatever they wish or otherwise add additional values for items not covered by the mod.

Posted
On 12/15/2025 at 7:54 AM, Broccoli Clock said:
2) This should apply to oil lamps too, and what's more oil lamps should not be placed in water. At present they provide a nice uplighting, but really when placed there they should turn back into a bowl (much like the way a bowl or rot works when you throw it into water).
3) Lanterns should only work under water when they have been sealed in some way (beeswax, animal fat?). 

Yet, sealed lanterns would need some source of oxygen, or else they would extinguish themselves. 

What's more is that lanterns are crafted using glass, so it would be nice to have more recipes that can use glass. Oh, and I want Pipes for fluids. 

Posted (edited)

I would take more building options like trains for example before I would take story, lore, fighting monsters, TP storms or TP stability any day of the week.

And no, I am not playing 'homo sapiens' mode. Just becasue I do not want the things listed above does not mean I do not enjoy finding and looting ruins and using translocators. 

dont worry, I just change the settings, I am all set, thank you.

Edited by CastIronFabric
Posted
On 12/18/2025 at 8:39 AM, hjvtdev said:

It's not a *hard*, *technical*, difficulty, though, it's just playing around with numbers in a text file until people stop pointing out inconsistencies. It only becomes a Sisyphean task if implemented by a mod, because you either become incompatible with every mod, or you have to spend infinite time adding support patches. The core game has the authority to force everyone to adapt.

By that standard, almost nothing in game development is "hard".  It's a question of quantity of labor.  It's easy to understand how you can hand count grains of sand on a beach, but that doesn't mean it's a reasonable ask of anyone.  Any new ask needs to be thought of in terms of cost/benefit ratios.  Conceptually easy doesn't mean it's not outrageously high cost.

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