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maibock

Vintarian
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Everything posted by maibock

  1. Could this be an optional setting before world creation or mid-playthrough?
  2. This would be a perfect experience for new players! The best tutorial is one that doesn't directly tell the player how to do anything via text boxes, instead through things that are directly in the game's world. In this case, tapestries strewn on the walls of an abandoned structure that the player spawns in. A prime example of this outside of the context of Vintage Story is the Ravenholm section in Half Life 2 where sawblades are seen embedded in walls next to headless bodies, implying that the player can use the gravity gun as a weapon when throwing sharp objects.
  3. Nice! Always wondered why I couldn't do this, hahah
  4. This one's a short and sweet suggestion. Whenever I open the survival handbook to reference a recipe or a game mechanic I get bombarded occasionally by a screen full of the relatively same-ish items. A prime example of this is the shields, which tend to cover a whole page whenever I'm looking for a recipe that contains one of the ingredients a shield contains. As for a solution, removing the clutter in the handbook could be done by hiding the repetitive entries (once again, the shields), and leaving a general-use article showing the basic recipe for said items.
  5. Said "robot workers" could just be locusts, maybe another exclusive clockmaker class craft?
  6. Wow! That cast iron stove is interesting for sure. I'm assuming that its utility will be offset by an expensive material and work cost?
  7. Kinda want the drifters to pick up rocks from the in-game world, instead of having a magically infinite source of rocks to throw. Can definitely agree that it gets annoying after a while... though it really is freaky seeing a rock come flying out of the darkness to nail your seraph right in the face.
  8. Non-Vintarians have to solve a captcha to post while those verified with an account don't have to go through one? I'd like that.
  9. I agree with the amount of mushrooms right now, there's far too many to actually be useful or different save for their ingame models and names. The list of mushies should probably be culled down a bit to a more manageable number until there's a solution to the inventory clog as a result of so many different kinds of mushrooms. Specialized bags for this? Kind of like the rock bags, but for mushrooms.
  10. Feel like ingame maps similar to the ones in Project Zomboid would also work for Wilderness Survival, just with some Vintage Story touch to them. E.g. The maps being blank by default, needing to be filled in using charcoal or other pigments, alongside being able to place symbols from a preset list... could also come in set sizes, needing to be expanded further with additional parchment.
  11. Since the old civilization in the game seems to be in the late medieval/early renaissance era technology wise, why not include some flavor and miscellaneous items in the ruins? For example, letter openers, inkwells, various clay objects, or maybe rarer clockwork/rusted items deeper underground? Metallic items could be broken down into nuggets with a chisel like already existing metal objects, and old ceramics could be crushed into a fine powder for other uses. This would be a small, yet neat addition to the game as it gets somewhat boring finding the same stuff in ruins after a while.
  12. I'm mostly interested in the exploring aspect of the game, alongside all of the farming/animal husbandry and such. Definitely a big fan of going treasure hunting and collecting tapestry pieces for sure though, especially due to the lore pieces scattered within the journal entries and the item descriptions themselves. I've come from a background of modded Minecraft, which I've always tried to mod in the direction of VS before discovering that it existed. Before I really got into the game I was in the process of making a Minecraft modpack with the same sort of general background, survival after an unknown cataclysmic event that reduces the world and civilization back to a primal setting with vague ruins and items hinting at what happened. Naturally I'd be interested in VS especially with all of the immersive game mechanics and such.
  13. Oh wow! Really cool, will probably use this for my next multiplayer playthrough with friends. I'm semi-curious about the nails though, how many are produced from one ingot and how much are needed for basic wood recipes like planks, shelves, etc?
  14. maibock

    mods

    They don't auto update, you'll have to download and replace the old versions of the mods with the new ones.
  15. Oddly enough, if you ever go treasure hunting in underground ruins or get into buying stuff from traders you can pretty much figure out why wolves are so aggressive, considering that they survived the cataclysm that happened before Seraphs came into play.
  16. Bismuth, both in game and in real life is really easy to mold and hammer, considering that in the real world it can be easily scratched apart by a fingernail. Therefore, bismuth ingots should be able to be hammered without use of an anvil, perhaps with a dense, hard rock like granite instead?
  17. Hey, take a look at the class changes too, Hunter & ranged weapons seem to be the PvP/PvE meta now that the Hunter class has a 20% ranged bonus alongside the non-class specific 50% charge speed buff. As a result of these changes, a Hunter will often out-DPS a Blackguard in any fight.
  18. That's a solid no right there, can't play Vintage Story on Apple devices. However, if you come across a laptop for sale with at least an Intel i5 CPU and 4-6 gigs of RAM, you should be able to play it with decent performance.
  19. For the majority of the 100 or so hours I've spent in Vintage Story, I've been in warmer temperate/tropical regions that either don't have seasons, or do not get cold enough for snow. Luckily in this save, I found a pretty neat area with proper seasons and lots of resources. Here's some large screenshots of my base and the surrounding area during the winter.
  20. Or the wooden slabs that behave like stone slabs, psssh
  21. Eggs and bushmeat are perfect for rot farming, like Troy said, eggs are easy to obtain once a flock of chickens is bred up. Bushmeat is extremely easy to get since you'll bound to have fought a fair amount of wolves, or killed off raccoons threatening your farms.
  22. For me I could go either way, but I definitely like some viewer interaction when it comes to small streamers. When you're a larger streamer, it's extremely hard to interact with the audience, but a really good example of doing it right is with Jerma985's interaction with his viewers.
  23. I feel like races could be a great idea if implemented correctly alongside being consistent with the game's lore. Seraphs and such are immune to the rot, yet sensitive to temporal stability, while humans are sensitive to the rot that still plagues the world. (potentially replacing the temporal gear in the middle of the UI with a rot infection meter?) As for differences between the two, Seraphs are already able to handle extremely hot metals and foods, so humans should be much more sensitive to temperatures than Seraphs, requiring tongs and such to handle hot metals. Meanwhile, humans in general could perhaps require less nutrients compared to Seraphs, since they are half the size of those large blue-skinned people. As for subraces, I feel like humans could be divided between undergrounders (those that survived in the underground civilization) and descendants of the surface traders. They could perhaps be divided into looks, or buffs when it comes to their respective skills. Undergrounders would have better temperature sensitivity toward the cold, and could be better at smithing, aligning with the fact that were stuck in the old civilization underground. Trader descendants could be better off with farming/ranching compared to their undergrounder relatives.
  24. Thank you as well! This is actually useful too, since I'm planning on making a small server for my friends.
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