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Posted

Okay, so, okay - - - it's pretty frustrating to invest so much energy into a worldsave just to have all progress be reset when an epic update comes out. 

I'd love to see the devs figure out a balanced way to bring items from one safe file to another. Perhaps this could be a mod.

  • I'm imagining an event where the player must collect their most prized possessions and depart the world to have their gear and hopefully their beloved elk come with them.
    • Teleporting as well as timey-wimey craziness from the temporal rifts already exist. 
    • Since this would be based on the player's actual progression, I imagine this could occur closer to mid-game.
  • Alternatively the player could be prompted to bury a cache like a chest which they are then forced to prospect to locate in a newly generated world.
    • Multiplayer & Previously Generated Worlds could handle this by transferring the cache data on the client side and then generating the cache in a previously ungenerated chunk.
    • The cache could also generate in a dungeon or event building. 
Posted (edited)

So, uh... Why would the devs need to spend alot of time and effort into an obscure mechanic like this when you can just

  • Backup the world (just in case)
  • Update the game
  • Play on the new version on the same world

That's how it works most of the times, and the times it doesn't you can still put in the effort to fix what didn't translate by itself if you want to keep your forever world.

Edited by Rainbow Fresh
  • Like 3
Posted (edited)
6 hours ago, Rainbow Fresh said:

So, uh... Why would the devs need to spend alot of time and effort into an obscure mechanic like this when you can just

  • Backup the world (just in case)
  • Update the game
  • Play on the new version on the same world

That's how it works most of the times, and the times it doesn't you can still put in the effort to fix what didn't translate by itself if you want to keep your forever world.

because there could easy be cases in which you cant do that.

It works a lot better if you never touch any mod but there are mods out there that where broken I think for two major updates before finally getting back up to version, almost an entire year (I think it was).

Also, running two different version of the game is not exactly a seamless experience and 'backing up your world' can be 10gig exercise. I do not have a solution to this problem but it is a problem.

 

Edited by CastIronFabric
  • Like 1
Posted
On 6/10/2026 at 4:45 AM, dakko said:

This looks like the best method so far to get around this.

 

On 6/10/2026 at 8:05 AM, LadyWYT said:

This looks closest to my ideas so far, but it isn't like an immersive story.

I feel like migrating worlds is going to be a fact of life in vintage story and I think it'd be cute and fit in the dev's paradigm for the game to have a challenging, adventurous way to do it.

  • Like 1
Posted
25 minutes ago, metrichealer said:

I feel like migrating worlds is going to be a fact of life in vintage story and I think it'd be cute and fit in the dev's paradigm for the game to have a challenging, adventurous way to do it.

I don't disagree that it would be somewhat interesting, however, I agree with @Rainbow Fresh--that kind of feature is very niche, and a massive headache to actually implement. It's also worth noting that one of the distinct hazards of playing an early access game version is that lots of things are likely to change and require players to create new worlds from time to time to deal with those changes. Likewise, the general point of starting a new world in a game like VS is to have a change of scenery as well as play with different settings or approach the main story in a different way than the last playthrough. 

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