Jump to content

Echo Weaver

Vintarian
  • Posts

    1216
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Echo Weaver

  1. Not necessarily easily. In my current game, scavenging seeds has been an issue. I just haven't found as many wild crops as in other playthroughs. Oh right. My farm is on high quality soil. I'm guessing the expected maturity times listed are for medium.
  2. I agree regarding survival games to a degree. In the next couple of game-years, you build up enough resilience that you can pack up a bunch of preserved food and go on an extended trip away from your base. You can explore further. In cave ruins, you'll find translocators, which you repair with metal parts and temporal gears, and they teleport you to some different unknown part of the world (bi-directionally, you can return). You can find resources unavailable at your spawn region and bring them home. There's also a story. Find the treasure hunter trader and give them a tin bronze pickaxe, and they'll give you a map to the first story location. This is a mix of puzzles and combat challenges with that provide a lot more lore. Even if I spend most of my time homesteading, I find it hard to stay interested in a survival game if I don't have some kind of over-arching goal. ETA: I believe now in 1.21, the story isn't quite such a big secret. You are supposed to be able to learn about the treasure hunter trader from other traders. I haven't actually tried to do this because I found the bastard right before upgrading to 1.21.
  3. Oh, wow, I stand corrected. Otoh, I'm almost sure my turnips are not taking 12 days to mature on my current game with a 12-day month. Turnips seem to be the crop that matures fastest. I'm always walking by my garden and finding mature turnips. I haven't timed them, though. I should probably try to do that. If crop growth scales to month length and hunger does not, wouldn't you need 3x the farm size to feed yourself for a month 3x as long?
  4. I've never heard of a mod like that, but it sounds cool. I'm not sure I follow what LadyWYT was saying there. There's no overheating mechanic that I know of. Hydrate or Diedrate has a mechanic like that. I'm currently playing with 12-months, and I'm not sure I want them that long. Food growth speed doesn't scale, and neither does hunger, so you'd be a wash. But it would make winter much longer.
  5. If you're interested in food production, I'm currently playing a game with Ana's Taste and Novelty -- a carrot (sometimes literally) and a stick for meal variety. Gourmand is another variety-incentive mod for foods, but the rewards in Novelty are both more interesting to me and seem less OP. YMMV. Ana's Taste was a bit too much on default config for my current game, which is on its first summer. I could get sick of literally every food I was able to procure at the same time. So I doubled the satiety required to get sick of a food, and that still provides challenge in early game. Before you can start harvesting, you still might be able to get sick of everything available at the same time. That's a bunch of caveats, but I'm really enjoy playing with both of them. They're making food a lot more interesting, over and above just trying to keep my vanilla nutrients maxxed. I'm also playing with a good 2/3 of the Fauna of the Stone Age mods (not all of them because I'm a bit concerned about performance, and also there's only so many of the predator packs I want installed simultaneously). They're magnificent, and I can't believe they're exclusively content mods. Many of those animals can be domesticated, and they're a real challenge. (I documented my quest for a breeding pair of eurasian aurochs here, and I think the chance of being able to milk a generation 0 cow is essentially zero.) Also, I have since learned that these animals run on more realistic time scales -- a baby takes months rather than days to grow to adulthood, and I suspect a female's gestation period is also longer. So overall, attempting animal husbandry with these creatures is going to be more labor intensive and take longer to pay off. Then again, if you have a way to preserve it, I think a single slaughtered auroch might be able to supply your protein for the winter -- considering their size, that's probably not unreasonable. Some animals in this series can be ridden like an elk if domesticated, so that offers more incentive for husbandry. Also they look awesome. Or if dinosaurs float your boat there's Legacy of the Phanerozoic. That's getting a bit off the beaten path, but they look cool. If you're looking for more interesting vanilla animal husbandry, there's Detailed Animals. This adds in genetics (including inbreeding), dietary needs, and more realistic timelines. There are also mods that make farming more realistic. I haven't tried them out, but Wild Farming is pretty popular and looks interesting. There are a few others, but they haven't been updated to 1.21, and that update broke a lot of stuff in this space. I'd assume anything in agriculture that isn't updated is broken unless someone has confirmed otherwise. ETA: I much prefer animal husbandry to hunting, but it sounds like you might not be the same. I always consider dairy a slam dunk for animal husbandry, but I guess a lot of folks skip it entirely.
  6. YES PLEASE. We have official word that mod profiles are on the horizon. I don't find this to be true, and it bugs me. Mods in your personal mod folder are still loaded when you connect to a multiplayer server, and the client-side features are run. This is good if you have some client-only mods (I'm a big fan of Simple HUD Clock) that you don't want to play without, but if you keep all the mods in your mod folder that you play in single-player, it can bork things up with the mods being used by the server. I run a separate version of VS with no mods at all that I use to connect to multiplayer servers. Secondly, multiplayer is designed for all mods to be available on ModDB and auto-downloaded from there. You can side-load mods, but it's a hassle -- you have to find the correct folder in your ModsByServer folder, and those folders are named by IP address. Then drag the mod in there. This was a big deal when the modder of the Rivers mod was banned because a lot of servers use that mod. The modder made his mod available for a separate download, and folks trying to connect to servers that used it had to side-load it. At any rate, the current system is not the smoothest, and I hope there will be improvements on multiple fronts.
  7. It seems to me that there are two categories of complaints about combat: 1. The current combat system doesn't work smoothly, in particular hitboxes are weird. This should just be fixed. 2. The current combat system is unfun or leaves you at a disadvantage against foes. This isn't so clear-cut. A lot of folks do play VS as a combat-adventure game, but as @LadyWYT says, it's really a survival game. You're supposed to be at a disadvantage, and you're never going to be able to just walk into a cave and treat it like an RP dungeon. I really like the framing of foes as environmental hazards to be mitigated. (That's aside from the fact that apparently we ARE going to get procedurally-generated dungeons at some point. I'm not sure how threats in those will compare to caves.) At any rate, I think #1 is about fixing the game, and it shouldn't be controversial. #2 is more existential -- it's about the expectations players bring to the game and what kind of game it's trying to be. In the between-place is mods. I don't play with Combat Overhaul, but it's wildly popular. It's also reliably maintained. The thing about modding VS is that, while there ARE updates that break mods, the modding API is provided by Anego and actively supported. This is not like the other block game or many early-access games. When updates are required, they're usually small, and almost everything in regular use is updated within a week, most within a couple of days. 1.21 refactored some properties and file locations, which broke a lot of mods, but most updates took a few minutes of modder time. At any rate, folks who want a larger combat focus swear by Combat Overhaul, and I'd really recommend trying it.
  8. Welcome to the first chapter in our new series, "Extreme Animal Husbandry." While I'm waiting for time with my teen to run the Resonance Archives in my primary vanilla+ game, I decided to try out a modpack I've been tinkering with focused on the stone age. The idea is that I play through the first winter before I'm allowed to collect copper. Relevant mods to this story are Vanilla Plus worldgen, Primitive Survival (with Primitive Survival Redux), most of the Fauna of the Stone Age, The Critters Pack, Crude Building Elements, and some other misc recipes to make stuff accessible in the stone age that are weirdly linked to metal like feeding troughs. I loaded a test world and spawned right in the middle of a herd of elephants who promptly stomped me. Definitely a personal record for time from initial spawn to first death! I still have that game because elephants, but it's not the world I stuck with. This time, I spawned into lovely rolling downs edged by mountains and immediately fell in love with them. Chef's kiss to Vanilla Plus. Area turned out to be riddled with instability, which was interesting to play. Dug out my little hobbit hole and started work on gathering resources. The FotSA animals started to spawn in, starting with a pair of huge bovines that turned out to be eurasian aurochs. I accidentally got too close to the bull when out foraging, and he immediately gored me and sent me back to spawn. And we thought bears were bad. I immediately became obsessed. I HAD to capture a pair of these and domesticate them. I mean, who wouldn't want a pair of livestock who will kill you if you get close enough to feed them? The cow was the hardest because she runs away if she sees you, and her view distance is impressive. I laugh at vanilla livestock. I made a stack and a half of fencing and tried to enclose her, but it turned out that at the distance I had to stay to keep her from seeing me, I could only get about halfway around before she decided to wander out of range. So that was no go. I learned about pit traps in Primitive Survival (those are pretty awesome) and tried setting them up. My first trap caught a mallard duck from The Critters Pack, which became half of my breeding pair of fowl. Then I tried a combination -- I fenced in a largish area by my hobbit hole on three sides, made a pit trap inside, and put a feeding trough filled with grass beside it, just in case she'd be lured in by the trough. Bingo! The next morning, I went out to look, and there she was, munching away. I sneaked up and started to fill in the remaining fence. When I was about halfway done, she saw me, freaked out, started to run, and fell into the pit trap. Brilliance. To top it off, two giant deer fawns were in there with her. Sadly, both turned out to be male. I set up the same setup again in hopes of snagging the bull. I set and reset those traps for two months. I caught: - Another giant deer fawn, male again (c'mon guys!) - A rooster - A duckling (caught and relocated to my duck pen) - A duck, female (killed for meat, except she only gave feathers, grump) - A normal deer, male I even added another pit trap so that there was one on either side of the feeding trough. No dice. Meanwhile, the bull disappeared. The downs were full of giant deer and aurochs, but only female of both. I tried chasing a deer in the direction of my trap, and she wandered in that area for a while, but she didn't bite. I chased around a auroch cow with even less luck. And then one morning, I ran at a auroch and it didn't run away. Oh crap. I'm not ready for this. He bellowed. I turned tail and ran. If I paused for even a second to be sure he was still back there, he'd get a hit in. I barely made it to my traps alive. I tried to dodge around, but I failed and fell into the first one. Oh, well, it was worth dying. I'd figure out how to get to my corpse later. Except he didn't fall in. You're kidding me. !@#$%$ I cautiously climbed out of the trap and looked around. He was nowhere to be seen. I couldn't believe it. What would it take to catch this guy? Then I heard him bellow and looked over at the other trap. He'd jumped over the first trap and fallen into the second one. There he was, running around furiously with the giant deer fawn, a vanilla deer, and a squawking rooster. Well, that wasn't exactly elegant, but it got the job done. Then when I tried to get the cow out of her pit trap, she gored me, and I scrambled out of her pen with 2 hit points. Getting these two out of their traps and together to mate is going to be my project for the fall.
  9. Heh. I had this happen and forgot I wasn't wearing my armor. Why are these drifters handing my butt to me?? I strongly suspect that the vast difference in opinions on bowtorns has a lot to do with whether one wears armor by default or not. Higher-level armor has significant penalties, though, so you really don't want to be wearing it when you're out gathering resources. In my stone age game, I've been really enjoying the improvised bone armor from Bones, bones, and bones. I haven't really compared its stats to vanilla early-game armor to see if it's OP, though.
  10. Huh. What are you using to edit the file, and how are you reverting the changes? Is there any chance that it's not what you put in the file but something about the way the edited file is being saved out? Ugh, I'm grasping at anything, but it bugs me that you're getting a totally different behavior than I am.
  11. This is a Mac thing. They're just a nuisance. I believe it's because Mac doesn't actually implement the most recent version of OpenGL. I suspect this has some effect on performance, but it doesn't do any direct harm. When I'm testing a mod and outputting the log to the console, I have to filter those stupid lines out so that I can see anything at all that my mod might write.
  12. That's not laughing at you, just the situation. It's a common concern. Tyron first announced the project as Vintage Story Adventure Mode, and the comment section erupted into a flamewar and had to be locked. You can probably look it up in all its ugly glory and see just how many folks expressed the same concern. What Tyron said then is that, while long-time players tend to think of Anego as very small and mostly Tyron, it's actually grown quite a lot. Their income exceeds their expenses with room to grow more, and they're hiring new staff for Glint. It's not adding workload to the existing staff. Glint will be built on top of the game engine build for VS, and capabilities will be enhanced to the engine that will benefit both games. So, really, it comes down to -- Tyron and Anego are rockin' it so far, and they're not taking the project on lightly. If they think they can do it, just let them do it. No armchair quarterbacking.
  13. Bleh. I really thought that would fix things for you too. Bummer.
  14. Wow. OK, it has definitely improved things for me by a lot. Is there any chance you missed a comma in the file? In case it's useful, my entire runtimeconfig is: { "runtimeOptions": { "tfm": "net8.0", "framework": { "name": "Microsoft.NETCore.App", "version": "8.0.0" }, "configProperties": { "System.GC.NoAffinitize": true, "System.GC.Server": true, "System.Reflection.Metadata.MetadataUpdater.IsSupported": false, "System.Runtime.Serialization.EnableUnsafeBinaryFormatterSerialization": false, "System.Runtime.TieredPGO": true, "System.GC.Concurrent": true } } }
  15. Word. Also traders when they suddenly speak while idling.
  16. From a movement/inventory perspective, it's still pretty similar to that other game, which does have a console version. Has anyone played it?
  17. Yeah, I gotta say that the ubiquity of sinkhole-style caverns is not my favorite part of worldgen.
  18. Well, there's a kind of spirituality to the lore when you start to learn about what a seraph is. And there are ruins of grand churches scattered across the landscape. I'm usually roleplaying in my head a little bit in a game like this, but with VS more than most, I'm roleplaying as myself because the world feels so immersive to me. So the spirituality I feel is more horror and sadness for the civilization that fell and unease about the rust world.
  19. (To poison the thread with a different tense debate about game mechanics, wow Betterer Prospecting is not nearly as popular as I thought. It has two orders of magnitude fewer downloads than Combat Overhaul, or perhaps a more fair comparision is 1/4 of the downloads 1 day after a version release.)
  20. Well, sure, it's all about how you approach the question. The biggest problem I see when we get into the question of how to improve the game is that everyone has to be able to embrace the fact that there are a huge number of diverse approaches to playing. So if you say, "This is broken -- it must be changed to match the way I want to play," you're going to get a ton of pushback from everyone who likes the status quo. I don't play with Combat Overhaul and don't want it. I'm not in the game for combat sophistication. I think it's one of the most commonly-used code mods, if not THE most commonly-used, but I'm still pretty sure that it doesn't represent a majority of users. The whole point to having a supported mod system is that mods are a legit alternative to the vanilla systems. It's not being dismissive to point someone to a mod that makes the changes they want to see. ETA: Actually, Expanded Foods is probably the most popular, but I think Combat Overhaul is probably #2. So yeah, I'm still struggling with bowtorns, and as you say, it's not really about difficulty. It's more about the mood I like and the parts of the game that I most enjoy playing. I really like the day/night mood, where daylight challenges are "mortal" challenges -- bears, wolves, finding food, exploring, building a homestead. Then when the sun goes down, I better track the rift activity to know if I should get inside or be prepared to fight creepy eldritch monsters in the darkness. Bowtorns hanging around in daylight really bug me. I also want to be able to focus on daylight tasks when I'm running around in daylight, not dealing with arrows coming at me. Bears and wolves are quite enough, and they're actually more dangerous. If eldritch monsters are hanging around all the time, the daytime experience gets to be pretty much the same as the nighttime experience, except in one case you can see clearly. But one important thing is that I'm expressing that preference repeatedly, but I'm not offended when @LadyWYT comes back with why bowtorns are not a big deal. And I'm modding the game to get closer to the mood I want. But yeah -- I don't agree with all your statements. Bears DO make noise. They make this hoarse half-bark sound, and I've heard it behind me plenty of times and known to get the hell out of Dodge. You just don't always hear them before you see them, and if you see them, it might already be too late. I think drifters SHOULD throw rocks, so long as they go away when the sun comes up. Sure, so long as you realize that, no matter what you say, half of the forum denizens is going to disagree with you. You have to come ready for a discussion and not expect everyone to be awed by your insight. And if someone links to a mod that does 80% of the changes you want, that's not an insult. That's help.
  21. I guess I have trouble with the initial premise of this post -- that there isn't enough time to prepare for rotbeasts before nightfall. First of all, you can give yourself a couple of days of grace period in the worldgen settings. Even if you don't do that, the first day has a decent amount of time in it. If you wanted to make improv armor, you could do so. A shield I guess would depend on how readily available cattails are in your area. But I don't really want foes that are easy to beat with minimal prep and gear anyway. I don't have trouble setting up a quality hobbit hole with a crude door, a bed, and a cookfire by nightfall on the first day. Then I bash a window-hole in my wall and stab at the drifters with a spear in an effort to farm my first gears. That's neither sleeping nor being bored.
  22. This is happening to me all over the place. A rooster fell into a pit trap intended for a much larger animal, and I just left him there. He has produced 2-3 eggs. I'm also finding eggs lying randomly about the landscape, both chicken eggs and eggs from the ducks in The Critter Pack. There seems to be some kind of bug here.
  23. Eeek. I'm glad I asked. Thanks for the tips.
  24. This is completely tangential to the thread, but I'm just camped out by the Resonance Archives, and the location is inside a mountain. I'm curious as to whether I need to mine my way in or if there's a path from the outside that I can find. Mostly asking because my pickaxe does not have infinite durability, and trekking 1.5 days to base and back would be annoying.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.