ijkdenem Posted February 16 Report Posted February 16 do the fishing poles have durability? or are they infinite use?
ijkdenem Posted February 16 Report Posted February 16 also please let us use waterfalls or a bucket to do the waterwheels in case we can't find the rapids type water.
EnbyKaiju Posted February 16 Report Posted February 16 3 hours ago, ijkdenem said: also please let us use waterfalls or a bucket to do the waterwheels in case we can't find the rapids type water. So far in the experimental build rapids are one of the types of waterfall that naturally spawns. Below is a screenshot I took of a random hilly area I found in the unstable branch and about half of these are rapids. So it looks like we won't be lacking for rapid water (fingers crossed) I didn't get a chance to test with the waterwheels, because the game was crashing every time I tried to make one (that's what unstable is for), but my assumption is that regular water-flow will give you one speed from the waterwheel, and rapids will give you the fast speed. You just need to make an aqueduct from one of these rivulets to wherever your wheel is. Again, this is still the experimental branch, so who knows how often these kinds of water formations will occur. But I hope if it is this kind of scale (and I've seen much bigger waterfalls from mountain regions) that they will form natural pools since we're unlikely to get rivers this update. As for fishing poles? Not sure. They are very easy to craft, a few sticks/bamboo and some rope, and they do have durability, but I didn't get a chance to test. So I'm guessing we get the basic ones now, and later we'll get better ones that don't break as easy. Would be nice to have rods of different wood & line types. 1
CastIronFabric Posted February 16 Report Posted February 16 (edited) 1 hour ago, EnbyKaiju said: So far in the experimental build rapids are one of the types of waterfall that naturally spawns. Below is a screenshot I took of a random hilly area I found in the unstable branch and about half of these are rapids. So it looks like we won't be lacking for rapid water (fingers crossed) I didn't get a chance to test with the waterwheels, because the game was crashing every time I tried to make one (that's what unstable is for), but my assumption is that regular water-flow will give you one speed from the waterwheel, and rapids will give you the fast speed. You just need to make an aqueduct from one of these rivulets to wherever your wheel is. Again, this is still the experimental branch, so who knows how often these kinds of water formations will occur. But I hope if it is this kind of scale (and I've seen much bigger waterfalls from mountain regions) that they will form natural pools since we're unlikely to get rivers this update. As for fishing poles? Not sure. They are very easy to craft, a few sticks/bamboo and some rope, and they do have durability, but I didn't get a chance to test. So I'm guessing we get the basic ones now, and later we'll get better ones that don't break as easy. Would be nice to have rods of different wood & line types. I do not agree with this game design specifically for this game. 1. I do not want to be restricted by where I can build, yes I understand that will always be that but lets not go out of our way to make even more restrictions. 2. the chances that you are going to be able to find a location that is reasonable enough for your village build AND near rapid waters is fairly low. Edited February 16 by CastIronFabric
LadyWYT Posted February 16 Report Posted February 16 2 hours ago, CastIronFabric said: the chances that you are going to be able to find a location that is reasonable enough for your village build AND near rapid waters is fairly low. If the player has a very specific build in mind, that requires very specific world generation features, it's generally better to find a good spot in the world and use a little creative magic to fill in whatever's missing. Relying purely on random worldgen in this case will likely lead to a lot of frustration and disappointment. Freeform building is rather easy to do in the other block game, since that's how the other block game is designed, but Vintage Story uses more grounded designs since the focus is centered more on realistic processes and building with what's locally available. 2
CastIronFabric Posted February 16 Report Posted February 16 2 hours ago, LadyWYT said: If the player has a very specific build in mind, that requires very specific world generation features, it's generally better to find a good spot in the world and use a little creative magic to fill in whatever's missing. Relying purely on random worldgen in this case will likely lead to a lot of frustration and disappointment. Freeform building is rather easy to do in the other block game, since that's how the other block game is designed, but Vintage Story uses more grounded designs since the focus is centered more on realistic processes and building with what's locally available. no. I do not approve of waterwheels be restricted this way for reasons I think should be self evident and my opinon on that is immutable
CastIronFabric Posted February 16 Report Posted February 16 1 hour ago, RogueVali said: Water behaving like "other games" lava is already bull enough. Fact, that all you need is a bucket to bypass it, means it's bull for the sake of bull and nothing else. Really hope rapid water is just water we can create if we give it enough volume or elevation. Possibly both. If not, then hope it can be yoinked via a ever powerful, physics defying bucket. U know, like charcoal pit or a cellar. make a big enough pond at the top, poke a hole for a waterfall, create a big enough drop, river bed, and if u meet the requirements, boom, rapid? From my understanding flowing water for waterwheels can not be captured in a bucket. I am not sure if changes to regular or just cant. Now, one could make a river from the flowing water to your location, maybe that is the intent, that could be intresting
PineReseen Posted February 16 Report Posted February 16 9 minutes ago, CastIronFabric said: From my understanding flowing water for waterwheels can not be captured in a bucket. I am not sure if changes to regular or just cant. Now, one could make a river from the flowing water to your location, maybe that is the intent, that could be intresting It would definitely be weird if water buckets had two different speeds. I think the intention is indeed that you would make an aqueduct to your base of operations, if it spawns frequently enough then I'd even say it's fine.
LadyWYT Posted February 16 Report Posted February 16 17 minutes ago, PineReseen said: I think the intention is indeed that you would make an aqueduct to your base of operations, if it spawns frequently enough then I'd even say it's fine. Probably hinges on world generation settings, but on the defaults the rapids seem to occur fairly often, provided there's some mountains or hills nearby.
Siltoneous Posted February 16 Report Posted February 16 21 hours ago, EnbyKaiju said: We've got fruit, we've got bread, it's only a matter of time before the VS devs give us the ultimate survival foodstuff: Fruitcake!!! ... Plum Pudding. Complete with the alcohol soak for months (years), and two 5 hour steamings. Don't know how they'd implement "Snap-dragon" though. 1
EnbyKaiju Posted February 17 Report Posted February 17 Just now, Siltoneous said: ... Plum Pudding. Complete with the alcohol soak for months (years), and two 5 hour steamings. Don't know how they'd implement "Snap-dragon" though. I watch so many episodes of the Townsends 18th Century Cooking & Tasting History series' and the sheer number of things that could be made with what we already have in the system, including plum puddings, makes me kinda giddy. Unfortunately even the really basic ones like hardtack & pemmican are locked behind mods. Which is a real shame because there's a ton of absolutely ancient survival foods that would make the game more enjoyable. Especially for long-distance travel. Bonus points if they let you clap hardtack together to get the clack clack sound. haha 2
Alexandr Chertkov Posted February 17 Report Posted February 17 Should I start playing on this pre.2 or wait for the release version?
LadyWYT Posted February 17 Report Posted February 17 Just now, Alexandr Chertkov said: Should I start playing on this pre.2 or wait for the release version? Wait for a stable release before trying to play worlds you actually care about, or otherwise making a new world to play long term. If you just want to play around with the new stuff though and test changes in creative or copies of existing worlds, then it's worth giving 1.22-pre a shot. Keep in mind that it's quite buggy though. 2
Facethief Posted February 18 Report Posted February 18 2 hours ago, Alexandr Chertkov said: Should I start playing on this pre.2 or wait for the release version? A substantial number of handbook entries will crash the game instantly. I’ve got a game in the pre version, but I’m hesitant to play it with this crash still in the game. 1
EnbyKaiju Posted February 18 Report Posted February 18 At this point I'm just checking a few times a day waiting for the next unstable update to drop. Not because I'm expecting it to be fully game playable but because I want to get in and toy with all the new toys & mechanics so I can work out my long-term plans better. Anyone else? Just me? lol Given how much is going into this update I don't expect them to have the full thing out for a solid month at least, and I hope they take their time to work-life balance through all the changes and not feel rushed. Honestly even if they just update the handbook entries & recipes in the next unstable that'll be good enough for me. My creative world yearns for test-cases. 1
LadyWYT Posted February 18 Report Posted February 18 16 minutes ago, EnbyKaiju said: Not because I'm expecting it to be fully game playable but because I want to get in and toy with all the new toys & mechanics so I can work out my long-term plans better. Anyone else? Just me? lol You're definitely not the only one. I'm waiting for the water power to be fixed in order to give the water wheel a proper go, as well as the falx to be fixed in order to toy around with melee properly. Currently the falx and other swords can crash the game with attacks. I'm also quite curious to see what the berry bush rework will entail, aside from the new berry varieties that is. 19 minutes ago, EnbyKaiju said: Given how much is going into this update I don't expect them to have the full thing out for a solid month at least, and I hope they take their time to work-life balance through all the changes and not feel rushed. I'd hope so as well. The general rule of thumb I use for guessing when an update is close to being stable, is watching to see when the update trailer drops on YouTube. The trailers typically seem to drop about a week or two before the stable version launches. That being said, I think this update might be one of the bigger ones, not because of the content but rather due to how the general gameplay progression goes. The progression itself is much the same, but it feels to me that the earlier portions of the game are becoming focused predominantly on surviving, while the latter portions are becoming more focused on thriving. And I think that goes for new players and veteran players alike. Everything is still very familiar, but I've found myself stopping to think more often and do a little more planning in the stone-bronze tiers, rather than just blasting through them within the first in-game month or two and moving on to iron, which is what I did before. 2
EnbyKaiju Posted February 18 Report Posted February 18 3 minutes ago, LadyWYT said: That being said, I think this update might be one of the bigger ones, not because of the content but rather due to how the general gameplay progression goes. The progression itself is much the same, but it feels to me that the earlier portions of the game are becoming focused predominantly on surviving, while the latter portions are becoming more focused on thriving. And I think that goes for new players and veteran players alike. Everything is still very familiar, but I've found myself stopping to think more often and do a little more planning in the stone-bronze tiers, rather than just blasting through them within the first in-game month or two and moving on to iron, which is what I did before. Absolutely, I think in terms of actually added mechanics this is the biggest one they have done in quite a long time, at least as long as I've been playing (not counting the absolutely blistering additions in the latest story update), so it's gonna take a lot of balancing to get it right. And I know what you mean about wanting to take things slower. I already have a personal rule which is "no iron in the first year, no steel till the second" (and that's with 30 day months so the winters start to hurt), that keeps me pretty focused on a more relaxed progression experience, but now I'm planning on taking that even further. Instead of just building up one space and rebuilding on top of it I'm wanting to build separate period-accurate villages for each age I want to go through. So these last few weeks have involved a lot of documentary watching and reference taking, haha. 4
LebenTod Posted February 18 Report Posted February 18 Spoiler 6 hours ago, EnbyKaiju said: Absolutely, I think in terms of actually added mechanics this is the biggest one they have done in quite a long time, at least as long as I've been playing (not counting the absolutely blistering additions in the latest story update), so it's gonna take a lot of balancing to get it right. And I know what you mean about wanting to take things slower. I already have a personal rule which is "no iron in the first year, no steel till the second" (and that's with 30 day months so the winters start to hurt), that keeps me pretty focused on a more relaxed progression experience, but now I'm planning on taking that even further. Instead of just building up one space and rebuilding on top of it I'm wanting to build separate period-accurate villages for each age I want to go through. So these last few weeks have involved a lot of documentary watching and reference taking, haha. Almost a year ago, a Magus_Sibyl player did something similar in the video "Vintage Story - A Quiet Walk Through The Ages". It turned out great
vinnland Posted February 18 Report Posted February 18 12 hours ago, LadyWYT said: Wait for a stable release before trying to play worlds you actually care about, or otherwise making a new world to play long term. If you just want to play around with the new stuff though and test changes in creative or copies of existing worlds, then it's worth giving 1.22-pre a shot. Keep in mind that it's quite buggy though. When do you think stable release will be?
EnbyKaiju Posted February 18 Report Posted February 18 6 minutes ago, vinnland said: When do you think stable release will be? So historically the VS devs have done an unstable release update pretty much every week until they believe it's ready to go. Starting with patching out the biggest/most occuring bugs and working down. That usually goes for about 4-6 weeks. Then they do a full release of it, followed by a couple of hotfix runs for the next week or so after it's out. Though those are usually small fix updates that don't need a world reset or anything. So my guess, they will probably have everything ready to roll by the end of March. Maybe a little longer, maybe a little sooner. They have been bringing on a lot more staff over the last year or so, but they changes are also getting more ambitious (like the proceedurally generated dungeons), so that's the best guess I can make. And it makes sense for a release schedule that's not crunching the devs. 1
CastIronFabric Posted February 18 Report Posted February 18 On 2/16/2026 at 6:00 PM, EnbyKaiju said: I watch so many episodes of the Townsends 18th Century Cooking & Tasting History series' and the sheer number of things that could be made with what we already have in the system, including plum puddings, makes me kinda giddy. Unfortunately even the really basic ones like hardtack & pemmican are locked behind mods. Which is a real shame because there's a ton of absolutely ancient survival foods that would make the game more enjoyable. Especially for long-distance travel. Bonus points if they let you clap hardtack together to get the clack clack sound. haha Townsends is a fantastic channel. I like Expanded Foods mod I just wish it was working for these later versions of the game 1
LadyWYT Posted February 18 Report Posted February 18 5 hours ago, vinnland said: When do you think stable release will be? Whenever they all intended content implemented and working without major hiccups. Similar reasoning to what @EnbyKaiju already said, though I would guess the beginning of March at the earliest if the development goes smoothly, and the end of March if there's a lot of code hiccups to fix. 1 hour ago, CastIronFabric said: Townsends is a fantastic channel. It really is. English History is quite good as well, and I think they've done a sort of crossover episode a time or two. 1 1
LadyWYT Posted February 18 Report Posted February 18 1.22.0-pre3 available in the client section, for those who don't know.
Dekordianis Posted February 18 Report Posted February 18 Does anyone know how to fix the issue with the handbook? It works perfectly on the local server, but when I use it on the dedicated server, it crashes the client. There are no mods, and all clients and the dedicated server were installed cleanly. This problem persisted from pre2 and continues in pre3.
LadyWYT Posted February 18 Report Posted February 18 4 minutes ago, Dekordianis said: Does anyone know how to fix the issue with the handbook? It works perfectly on the local server, but when I use it on the dedicated server, it crashes the client. There are no mods, and all clients and the dedicated server were installed cleanly. This problem persisted from pre2 and continues in pre3. Welcome to the forums! It's mostly just a matter of waiting for the devs to fix whatever bug in the code is causing the behavior. While it can be a little frustrating, it's just one of the hazards of playing on unstable updates--there will be bugs and other oddities. Mods could probably patch the issue, but there's really not much point for unstable updates since things change so quickly.
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