Calmest_of_lakes Posted February 25 Report Posted February 25 The recipe crashing bug is getting really old Hope the devs release a hotfix to address this specifically. 3
CRNL ROBERT Posted February 25 Report Posted February 25 I can't wait for more story to be added to this wonderful game, keep up the great work! 4
Ravensblade Posted February 25 Report Posted February 25 17 hours ago, kal_culated said: I do love the waterwheels as a concept, but I have to agree. Its only pre3 so far, but iron is pretty rough as most folks got a little windmill up by then and the power generated is very low. Rapids is also very rough, again for something needing iron and generates low power. I can't see hunting around for a spot with rapids to build a low output later game generator. I'd most like the wheels as something that works in either any water or any moving water/ocean, especially if rivers come. I'd find iron more acceptable if the wheel can go any any / most water. I think waterwheels would be fine if moving of rapids would be allowed with no duplication. But all of that heavy depends on the future rivers. In reality you would dam or reroute same small river for higher water level and use it for waterwheel. But fluids mechanics are basic, and depended on source blocks. Water is generated from nothing, and immediately disappear block by block. I don't think realistic water mechanic would be via able in game like Vintage Story with huge world. Allowing use of any water would case of producing infinite small generators, similar to what happens in dwarf fortress for example. And that's what i think rapids try to avoid. Personally i would just use creative mode to place rapids near appropriate lake i could use, as there is currently no rivers. At the same time i wonder - what most people use so much power for?
Silfrenbirce Posted February 25 Report Posted February 25 I haven't had time to read through thirteen pages of replies, but I can only assume - and hope - that I'm not the only person who is wholly opposed to making it impossible to spear fish. If it's a question of gameplay balance, there surely has to be a better way than removing a perfectly viable and 100% realistic and historical means of gathering fish. Why on earth would you remove this mechanic?! 7
LadyWYT Posted February 25 Report Posted February 25 1 hour ago, Silfrenbirce said: I haven't had time to read through thirteen pages of replies, but I can only assume - and hope - that I'm not the only person who is wholly opposed to making it impossible to spear fish. If it's a question of gameplay balance, there surely has to be a better way than removing a perfectly viable and 100% realistic and historical means of gathering fish. Why on earth would you remove this mechanic?! I'd like to see spear fishing too, however, I'm not opposed to the current changes to spears in that regard, and here's why: Spear fishing was rather janky before, and while it's still technically possible now it's still very janky given that the player needs to throw the spear to kill the fish. I'd rather see spear fishing as a refined mechanic of its own later, perhaps in a more similar fashion to the kind of spear fishing that Primitive Survival implemented, than a method that works but feels half-baked. 2
EnbyKaiju Posted February 26 Report Posted February 26 Is it just me that wants a full devlog to drop just so we can have a new forum thread? I don't think I've ever seen one go on this long before and I'm ready for a bigger news drop, haha. 2
LadyWYT Posted February 26 Report Posted February 26 19 minutes ago, EnbyKaiju said: Is it just me that wants a full devlog to drop just so we can have a new forum thread? I don't think I've ever seen one go on this long before and I'm ready for a bigger news drop, haha. I don't really mind the longer forum thread. It keeps everything contained in one general thread rather than having the same conversation happening in multiple threads at once. 4
ImDarcy Posted February 26 Report Posted February 26 (edited) Super excited to see these features come to fruition - been very keen on furthered metalworking and decor; it looks lovely!!!!! < : I'm wondering how world updating will work, if it does, with ones from this snapshot to the finalised version. Edited February 26 by ImDarcy i do NOT want my emoticons auto changed to emojis </3 1
EnbyKaiju Posted February 26 Report Posted February 26 1 hour ago, ImDarcy said: I'm wondering how world updating will work, if it does, with ones from this snapshot to the finalised version. World updates usually take place outside of explored chunks. So if you've been playing in the snapshot, and go to full version, it'll most likely keep anything that was in the snapshot in place, and use the finalised generation in any unexplored areas. Though it can be tough to tell depending on how much they change, it's why they recommend not starting new long-term worlds on the snapshot because they could completely break. 2
Silfrenbirce Posted February 26 Report Posted February 26 (edited) 10 hours ago, LadyWYT said: I'd like to see spear fishing too, however, I'm not opposed to the current changes to spears in that regard, and here's why: Spear fishing was rather janky before, and while it's still technically possible now it's still very janky given that the player needs to throw the spear to kill the fish. I'd rather see spear fishing as a refined mechanic of its own later, perhaps in a more similar fashion to the kind of spear fishing that Primitive Survival implemented, than a method that works but feels half-baked. I've never once even tried to throw a spear to kill a fish; I've had no issues in simply jabbing them up close. There's been no jankiness on my end at all. I'm running 1.21.6 if that matters. Edited February 26 by Silfrenbirce
LadyWYT Posted February 26 Report Posted February 26 8 hours ago, Silfrenbirce said: I've never once even tried to throw a spear to kill a fish; I've had no issues in simply jabbing them up close. There's been no jankiness on my end at all. I'm running 1.21.6 if that matters. Right, but in 1.22 it changes a bit. As for spear fishing in 1.21 it's more manageable than in 1.22 but I would also call it pretty janky given that it was usually necessary to chase the fish around in order to stab them with said spear. Which isn't particularly realistic. It'd be better if the player could wait patiently on the shore or in the shallows and strike with the spear once the fish gets close enough to obtain said fish.
Silfrenbirce Posted February 26 Report Posted February 26 6 hours ago, LadyWYT said: Right, but in 1.22 it changes a bit. As for spear fishing in 1.21 it's more manageable than in 1.22 but I would also call it pretty janky given that it was usually necessary to chase the fish around in order to stab them with said spear. Which isn't particularly realistic. It'd be better if the player could wait patiently on the shore or in the shallows and strike with the spear once the fish gets close enough to obtain said fish. ....Oh. No offense but it wasn't at all clear you were referring to the update that isn't even released yet. It sounded as though you were saying that in the current public release, spearfishing is janky and requires you to throw spears to kill fish - and that 1.22 was attempting to fix that. Given that the dev notes are saying that in 1.22 you CAN'T spearfish at all because fish instantly escape when you try, I would have never understood you to be saying that "given the player needs to throw the spear to kill the fish" to be referring to that version. I don't consider it remotely janky to chase fish to kill them. I say that is plenty realistic; if you wade into the water and chase them, of course they're going to run. You can wait by the shore or the shallows and spear a fish as it swims by - that is usually how I catch them. I mean, you saying that it can't be done that way...that's the primary way I've been doing it for the 40ish hours I've played the game so far. The only actual problem is that for some reason there's been about one or two fish per body of water, maximum...when there's been fish at all. 1
Ravensblade Posted February 26 Report Posted February 26 I would say fishes are much rarer, but given how spears relate to fish heath there is little reason to actually spear fish by throwing. A flint spear is too weak to kill fish from single strike, and i see no point to spears above that, as bow and arrow offer much better value. Especially since spears can't get bonuses from quenching.
Silfrenbirce Posted February 27 Report Posted February 27 I sincerely hope the devs aren't actually implementing a new mechanic whereby the only way you can go spearfishing is by throwing spears at fish. Because that is laughably stupid. It is not remotely historical and would ruin the perfectly acceptable mechanic of just spearing a fish as people do in actual real life. I understand the need to balance things, but I can't for the life of me understand why adding fishing poles would necessitate removing spearfishing as a viable way of harvesting fish. I still assume that's what is meant by the statement "Melee attacking a fish makes them escape instantly." Hopefully this will be reconsidered.
Silfrenbirce Posted February 27 Report Posted February 27 7 hours ago, Ravensblade said: I would say fishes are much rarer, but given how spears relate to fish heath there is little reason to actually spear fish by throwing. A flint spear is too weak to kill fish from single strike, and i see no point to spears above that, as bow and arrow offer much better value. Especially since spears can't get bonuses from quenching. I'm having such a hard time understanding why that would even be implemented. I get that this is a game, and game mechanics have to balance realism against gameplay in order to keep something fun and not tedious. But given how much emphasis is placed on Vintage Story emulating realistic survival strategies...why on earth would the obvious means of spearfishing be replaced with a nonsensical one? Spearfishing in lakes and rivers is not the same as harpooning a whale...
CipherStormwolf Posted February 28 Report Posted February 28 On 2/5/2026 at 6:58 PM, Tyron said: Item heating: We intended to completely overhaul item heating but alas, we haven't managed to tackle this yet. As as interim solution, heated items in the firepit no longer reset their temperature after one item in the stack has been smelted/cooked. But also heating duration is now proportional to their stack size. YES! Absolutely amazing what you guys are doing and I am also looking forward to what else you are brewing. 1
CipherStormwolf Posted February 28 Report Posted February 28 Did not see anything about it but I hope tree saplings and certain nut trees will get higher drop rates. Perhaps turn them into fruittrees? There really should be better access to nuts as a fully grown tree (takes nearly a decade I think) gives around 25 kg of nuts. Imagine being able to get the oil from those! I think it is a specific species of tree that can be used for that. Hope we will get that in the future! 2
LadyWYT Posted February 28 Report Posted February 28 On 2/26/2026 at 4:49 PM, Ravensblade said: Especially since spears can't get bonuses from quenching. This isn't true. Iron and steel spears get bonuses from quenching, but cannot be sharpened like swords can. However, the quenching is a little bugged at the moment on the prerelease, so I don't think the quenching bonuses are applying properly to anything right now. 1
EnbyKaiju Posted February 28 Report Posted February 28 There are definitely a few bigger mechanical bugs that I can imagine would be pushing back the full version release, and that's to be expected when they work to implement so many new systems in one go. But honestly I don't mind waiting a few extra weeks if that means the devs can avoid crunch and get all the issues worked out at their own pace. Heck, they have been doing so much streaming recently for design work for dungeons and that's just making me more happy to wait because the longer they have to tinker with all that the cooler the end result is gonna be. So I can wait for the quenching system to be refined, and all the other systems at that. Though weirdly I've been playing on a friend's server recently and the thing that at this moment is getting me most hyped is the berry rework. Seem to have a new "Oh, this mechanic is going to change the way I play forever!" moment every week, haha. 2
LadyWYT Posted March 1 Report Posted March 1 3 hours ago, EnbyKaiju said: There are definitely a few bigger mechanical bugs that I can imagine would be pushing back the full version release, and that's to be expected when they work to implement so many new systems in one go. But honestly I don't mind waiting a few extra weeks if that means the devs can avoid crunch and get all the issues worked out at their own pace. Heck, they have been doing so much streaming recently for design work for dungeons and that's just making me more happy to wait because the longer they have to tinker with all that the cooler the end result is gonna be. So I can wait for the quenching system to be refined, and all the other systems at that. Though weirdly I've been playing on a friend's server recently and the thing that at this moment is getting me most hyped is the berry rework. Seem to have a new "Oh, this mechanic is going to change the way I play forever!" moment every week, haha. I've a hunch the next pre might include the berry bush rework and the dungeons, or at least one of the two. The bug tracker has been suspiciously quiet, with a few bugs marked as swatted for next pre, but fewer than I would have thought if the devs were just bug swatting. I do agree though, I'd rather wait a few extra weeks for everything to be just right, than to have things get rushed and make a poor first impression due to being a little undercooked. 2
ifoz Posted March 1 Report Posted March 1 (edited) 2 hours ago, LadyWYT said: I've a hunch the next pre might include the berry bush rework and the dungeons, or at least one of the two. The bug tracker has been suspiciously quiet, with a few bugs marked as swatted for next pre, but fewer than I would have thought if the devs were just bug swatting. I'm really excited for all the new clothing! There was a bit teased on the devlog, but in one of Elvas' streams he accidentally showed off that the word "cloth" has 177 new search results in the creative inventory compared to 1.22 pre-3. I assume this is all (or nearly all) new clothing that hasn't been given proper names yet, using "clothing" as part of the file name. Edited March 1 by ifoz 1
MKMoose Posted March 1 Report Posted March 1 4 hours ago, ifoz said: I'm really excited for all the new clothing! There was a bit teased on the devlog, but in one of Elvas' streams he accidentally showed off that the word "cloth" has 177 new search results in the creative inventory compared to 1.22 pre-3. I assume this is all (or nearly all) new clothing that hasn't been given proper names yet, using "clothing" as part of the file name. Clothing items use "clothes-*" codes, but the creative search also considers things like "Clothing category: Waist" or "Material: Cloth", so both the clothes and some other stuff is gonna show up regardless of whether they have "cloth" as part of the actual name. If it's actually 177 new clothing items, then that would be roughly 50% more than what we have currently not counting the village clothing, or 30% if counting the village. That's pretty impressive. 1
ifoz Posted March 1 Report Posted March 1 2 hours ago, MKMoose said: Clothing items use "clothes-*" codes, but the creative search also considers things like "Clothing category: Waist" or "Material: Cloth", so both the clothes and some other stuff is gonna show up regardless of whether they have "cloth" as part of the actual name. I accounted for that yeah, the word "cloth" Elvas searched in the upcoming pre4 had 277 search results, while the same search for "cloth" in pre3 had only 100. This means that some 177 items with "cloth" somewhere in their name, description or file name (if unnamed) have been added between pre3 and pre4. Exciting! 1
MKMoose Posted March 1 Report Posted March 1 36 minutes ago, ifoz said: I accounted for that yeah, the word "cloth" Elvas searched in the upcoming pre4 had 277 search results, while the same search for "cloth" in pre3 had only 100. This means that some 177 items with "cloth" somewhere in their name, description or file name (if unnamed) have been added between pre3 and pre4. Exciting! I'm getting 854 results when searching for "cloth", and I don't know what I'm doing differently. Also, Elvas seems to be playing 1.22.0-pre.3, though it has some things over the public pre.3. I did find that search, though, and there is indeed a bunch of new stuff, some items closely matching the #devlog teaser, seemingly with no recipes as of now (there's just three extra recipes over the current public pre.3). There's also a bucket. Spoiler
EnbyKaiju Posted March 1 Report Posted March 1 All this talk of clothing has me really interested to see what styles they include going forward. I was talking with a friend I'm on a server with and he pointed out that some of the new clothes that were shown off looked very Baltic inspired. He's from Estonia and said some of it looks very much fitting with the kind of attire you'd get historically around the Baltic sea. The villager stuff that was introduced in the more recent story build feels a lot more like attire from the Eurasian Steppe. Which makes me wonder if the VS team are going to work to include more cultural designs from around the world. We know that there is some level of interaction historically in the world to at least as far east as Japan, though I don't remember if there's any references to the Americas (pretty sure all the lore events happened before colonization efforts began over there). Personally I'd love to see more Mongolian, Ming dynasty China or pre-Edo period Japan. Get a big more variety in the mix that would make for fantastic immersion. What do folks think? Think they might go that way or stick to mostly Eurocentric styles on top of the semi-fantastical they have in already?
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