maibock
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Posts posted by maibock
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There is ale/beer already in the game, but making the whole brewing mechanic a bit more complex just for extra content's sake would be pretty fun.
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1 hour ago, Khornet said:
unlike orange trees existing "naturally" despite them being a cross-bred species "invented" by humans in the first place...)
Think of em' like feral animals escaping captivity after the good 'ol rottening that sent humans underground.
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On 4/26/2023 at 8:31 AM, Kolosus said:
Your idea about relocating them to your base at a sort of caravan bazaar sounds awesome however!
Yeah, I'd definitely be a fan of that. Some sorta dwarf fortress-eque trading spot that results in yearly caravans of a few trader carts would be nice.
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37 minutes ago, Irulana said:
"Tweak: Removed bronze chain and lamellae from panning bony soil to avoid age skipping " I don't understand that you will need at last nine of those tho skip copper age and make bronze anvil
I honestly feel like that should be kept in as well. Having more choices on how to progress is nice, as long as both are close to the same-ish amount of effort, just with different mechanics and gameplay involved. Perhaps instead of outright removing it, maybe lowering the chance of getting bronze chains and lamellae when panning bony soil?
Regardless, I'm a big fan of playing malefactor and simply just looting from ruins, that sort of scrapping gameplay is immensely fun to me.
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4 hours ago, Streetwind said:
Uranium does not currently generate, but I've seen some people lobby Tyron to turn it on for 1.18. We'll have to see how that turns out.
Oh no, time for a demon core incident in Vintage Story
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44 minutes ago, Hells Razer said:
That Other Block Game seems to be at cross purpose with making the game not seem like a clone of that one
Well, the creeper works completely differently, only directly attacking with the intent of killing the player with environmental damage being a byproduct of the attempt at killing.
Pretty sure this suggestion has the enemy in question trying to indirectly harm the player via destruction of barriers, etc. instead of direct damage.
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Definitely feel like a more fleshed out version of the creeeper would be a great addition to this game, especially a monster related to the rot considering that it has very little in game presence outside of lorebooks and tapestries.
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On 2/28/2023 at 3:03 AM, Hells Razer said:
as then you will have to increase the droprates for them and end up with the whole diamond situation from That Other Block Game,
See, making them a permanent source of power as seen with translocators would completely nullify the diamond issue.
Consumable temporal gears as fuel sounds horrifying to manage.
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2 hours ago, Aedis said:
eventually upgradable to steam powered carriage wouldn't be bad alternative..
Maybe even some wacky sort of temporal gear powered-steampunky invention?
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Can use a modified version of the fruit trees already ingame, they grow similarly to the trees in the Dynamic Trees mod.
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On 2/3/2023 at 7:29 PM, Frepo said:
instead of just occupying a bag slot.
Maybe instead of occupying a bag slot, perhaps one of the cosmetic slots? Alongside that, simply making it a container that can only contain arrows or other throwable weapons would be pretty nice as well.
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3 hours ago, Filip Nowak said:
Thanks for the link to the tutorial.
Unfortunatelly for us is not enough to just copy some of our buildings to a new map. We've a city, composed to terrain. Some of our players has a large piece of land surrounded by an ornamental wall, something like the Great Wall of China. And in the center of the land, they've composed their house into mountains. Some of our players has a "traders trail" - a long way composed from translocator jumps and a marked paths from one trader to another. They're able to earn a lot of money during an one pass through the trail (they sell some goods to traders). Finding and preparing of this trail consumed a lot of time and effort. So it's not just about a couple of buildings to copy to the new world.
That's the reason why for us would be best one of the following options:
- Make transitions between the old and the new terrain smooth, so there aren't an ugly cut off mountains, cut off lakes etc.
- Add a support for multiple worlds, so we can add a new world, still play on our old world and explore and settle the new world with oceans and the cool new terrain generation.
Please @Tyron consider our reasons described here.
Many thanks. We all love Vintage Story!
Honestly, ya'll should probably deal with the ugly-ish terrain transitions for now once the update comes out, it shouldn't be that bad if you've played games with various terrain generation updates like Minecraft. Just be sure to save a pre-1.18 backup if you decide against it.
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Woah! This is really cool, would definitely use this as a mod.
As for being in the actual game, a dumbed down mechanic would probably work, kind of like the Antique Atlas mod for Minecraft.
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Awesome! The details on those windows are crazy
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Could basically reskin the pie mechanics to fit the needs of what you want here?
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On 11/15/2022 at 1:41 PM, l33tmaan said:
Zomboid's mushrooms are all just called "mushroom" with a different sprite and just materialize when you're foraging.
Hells Razer is correct, this goes against the core design of VS and needlessly kicks new players in the 'nads for no reason. You can't randomize the poison because that's not how mushrooms work. Death caps will always kill you. Once you know that, you will never eat it unless it's as a joke. Reducing this player-facing information from mushrooms but not other food would be inconsistent and stupid.
VS does not have skill books and you certainly don't want to start gating basic information like this behind getting lucky and rolling good on a ruin's loot table, because that introduces an avalanche of further issues. "Experimentation" in this instance means "eat them and find out if they kill you"... which can only happen once. So what's the point of any of this? What is the goal behind doing this?
Definitely fair here, wasn't really thinking right there, coffee clearly didn't kick in yet hahah. Was going to write some snarky response about wolves also needlessly kicking new players in the 'nads for no reason, but they always stay as an issue throughout the game, regardless of skill level. Hidden mushroom stats though? Like you said, the new players would be the only ones dealing with that problem, the experienced ones having already memorized which ones are poisonous and which ones aren't.
It'd be immersive, but gameplay definitely takes a priority over realism.
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Would be neat if it was like Project Zomboid's mushrooms, in which at the game start, all mushroom effects are unknown, having to figure them out through experimentation, or learning from skillbooks. In the case of this game, perhaps learning through experimentation and new tapestries/books found in ruins?
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23 hours ago, Marlin said:
plaster blocks there are different shades
Have to agree with this. Currently, the plaster blocks don't match any sort of wood in the game so far. Kinda wish there were variants for the natural wood types.
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Awesome! Was wondering how progress was going with this mod. Last I heard of it was on discord months ago.
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Don't approach distant howling unless decently equipped, otherwise you're in for a bad time.
Also also, don't spoil the game for yourself, best enjoyed when discovering the content.
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31 minutes ago, Thorfinn said:
You put your finger on the irritating part. Make crocks hold 6 (preferably) or pots hold 4.
Kinda have to agree there. However, maybe the extra two could just be used as "fresh" food, as opposed to putting it all in crocks?
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Can just inherit the backpack/container code from the player's inventory, apply it to said cart, then add a piece of code (similar to the rendering of leather backpacks on the players back) relating to the rendering of objects on the cart itself.
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23 hours ago, Ezra said:
but it doesn't help the nuance that it (itself) doesn't smelt into anything. Only the copper bits smelt into something.
I'm guessing the implication of the "Smelts into" aspect is that the product (bits in this case) smelts back into two ingots worth of metal.
Alternatively, maybe a cut or planned feature?
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Perhaps both arranged like this? E.g.
Smelts into 2x Copper ingot Breaks down into 40x Copper bits
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Clay Forming; Haste makes Waste?
in Discussion
Posted
Interesting, will test this the next time I end up playing.