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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. Seems like this is mostly like the fire pit -- berry bushes feel like a very old object that needs updating, and eventually I'd guess the devs will get to it.
  2. I will say that I've run in to the current OP is describing in unexpected places, usually when I'm trying to, say, get to something in an underwater segment of ruin that involves removing a block or two of the wall. That current is STRONG in some incongruous situations. I'm not sure what I'm suggesting, just empathizing.
  3. I'm not sure I follow all of this, but I think you're blending several issues, and I was only talking about one specific thing. I am talking about how you search for recipes in the book and how they're presented when you read them. I don't mean how recipes are acquired. The learning of recipes through gameplay in Minecraft never really worked. I usually had all the recipes, which was probably a mod, but I could toggle on/off which recipes I had the ingredients for, which I'm pretty sure was vanilla. The VS handbook containing a separate search entry for every block variant and the cycling of variant ingredients is slow and confusing. There's no reason I can see that the VS handbook needs to do it that way. Presenting recipes with block variants seems like a problem that was solved a long time ago. (The wiki does it much better.) I'd really like to see VS update its handbook presentation, especially as it adds a whole bunch of new block variants. Strongly disagree with this. I guess I don't spend that much time staring at a recipe and don't want to. There are a lot of hardwood blocks, the ingredients on the handbook grid don't cycle that fast, and if you roll your mouse over to see what something is, then it stops scrolling. The reasoning for only accepting hardwood makes total sense, and I really like that -- not all woods are equal, and I appreciate that we need to get the correct wood to do the job. It's just the handbook recipe that was confusing. I play with what looks like a big mod list, but almost all of them are small tweaks I've installed individually, mostly gameplay replacements for grid recipes. VS gameplay is really solid, and I haven't wanted to change much of substance. I'm sure I'll get used to vanilla enough that I want a challenge at some point, but I'm not deep enough yet.
  4. The one place I will say Minecraft is superior is the recipe book. A there's no reason to have separate recipes for every single wood/metal variant. The VS recipes need a generic "any of type" abstraction in its recipe representation. I know this is a thing. This actually nailed me when I tried to make a longbow. That spar can only be crafted of hardwood, so I tried it in the pine I had handy, and it didn't work. But how the heck are you going to see the wood blocks cycling through on the recipe and realize some are missing? Just not good.
  5. These things should be moddable, but I have to say that my first winter kicked my butt, and I consider that to be a plus. I made naive decisions with farming and preparing for winter. I ran out of food, even with careful planning and eating all my flax grain (which really should be animal feed because it's not very nutritious), and I ended up digging cattail and tulle roots out of the ice and racing home before I froze to death. That there is immersion. When I got my farm and livestock in line the following spring and began bringing in enough food that I didn't need to ration, that felt so good. I'm still dealing with a bit of post-starvation trauma and am hoarding more food than I need. This game is hard enough that it feels real. I don't want stuff to get easier. OTOH, I agree about the recipe list.
  6. Heh. I dug around a bunch in an ultra-high tin region and failed to find any ore. This is the area that I failed to notice was temporally unstable, and I ended up running home at night in the rust realm while taking damage. Note to self -- if you start hearing drifters and can't find them, look at your !@#$ HUD. I realized later that my problem was probably that I was trying to use the prospecting pick wrong. When there are multiple deposits within its range, its readings are really noisy, and imprecision is likely to thread you between deposits. It might have been better to just dig blind in a structured manner. I think I have become more proficient at using the node search on the pick, but I also found high tin chunks that are stable, so I likely won't return there.
  7. Oh, I thought you were saying the opposite. Yeah, not everything is tied to the seed. The only stuff tied to the seed is, well, the stuff generated from the seed. Some stuff is randomized. That's true in Minecraft too.
  8. I haven't found one either. It was mentioned on another thread that you can actually see traders on the old colored map, but I'm not sure how to switch to that map style. Evan so, based on the traders I've found so far, it'll be a lot of terrain to explore and load onto the map. I THINK I've been exploring around, but the game clearly expects me to be going much farther distances.
  9. I didn't say the world wasn't tied to the seed. The seed is the foundation of the procedural generation, so if you start with the same seed, everything procedurally generated will be identical. ETA: I didn't know you'd placed the stonepiles by hand. As suggested above, it might involve searching the save file.
  10. Perhaps? Since the world is procedurally generated, the game honestly might not know unless the block has been generated. Moreover, some things are determined by the procedure, and some other things are added randomly when the chunk is first loaded. I know of some Minecraft commands that could locate, say, a village on an ungenerated chunk, so I don't really know what the game might or might not know about it's own ungenerated terrain.
  11. I'm pretty sure block overlay supports wildcards. Did that not work for you? Or are wildcards only in searching for blocks to select to add to the scan?
  12. My primary game has almost no mods that fundamentally affect mechanics. A lot are probably XML only. The vanilla Vintage Story mechanics are really solid, in my opinion. Mostly I get excited by alternative actions to crafting grid recipes. I think probably the biggest things that affect mechanics are Carry On and Jack's Composting (the latter does reduce the amount of rot needed to compost). I'm going to try out Scraps (which I think does not have a descriptive enough name ). I played on a server with the Fauna of the Stone Age mods, Expanded Foods, and A Culinary Artillery, and those seemed to work very well. I love the Fauna of the Stone Age mods, and they really do seem to be carefully calibrated to avoid lag from all the new animal species. Once the vanilla gameplay is more familiar to me, I'm sure I will want to add more intrusive mods to add new mechanics and fundamentally change the way the game feels. That's certainly been true with Minecraft. Big mods like that are much more likely to cause lag, even if they don't have significant bugs. But really, I haven't had trouble with that in either VS or Minecraft mods.
  13. Bummer. I see why there are several mods that make it interesting.
  14. Yes, this is what I was thinking when you brought it up. I'm setting up my first windmill automation, and pulverizers have an explicit disclaimer in the wiki that their output can despawn if you aren't close enough while it's working. That seems like.... something that should be fixed. It seems like either the process should be paused when the chunk is offloaded or it should be kept loaded until the process finishes. How far away from a chunk do you need to be before it despawns. I've been spending a lot of time building a new, bigger badder base for my windmill, and back home it seems like my pregnant pigs were pregnant for notably longer than they should have been. But I didn't actually write anything down, so I could just be impatient.
  15. I stumbled upon a ruin basement with almost 2 full stacks of aged firewood. What is this stuff? A search shows several mods to make aged firewood behave differently than it does. Wiki doesn't mention it at all. Is there anything interesting about aged firewood? Does it burn longer?
  16. ProspectTogether is great. I've actually never played without it! I imagine it's much harder to track prospecting info. Better Ruins looks gorgeous, but the ruins in their video are huge. I feel like a lot of the vanilla ruins are more like family homes rather than enormous palaces or fortresses. I'm building out a vanilla cathedral to be my new base -- the spire is perfect for a windmill For immersion, I recommend Salty's mods.
  17. LOL. It's the wits I want and not the reflexes. I don't have the long history of platformer and combat games that hones one's reflexes for elaborate combat. I like the sense of danger but don't care so much for the actual combat. I really want the jonas parts, though.
  18. That sounds promising to me. I'm still not much into head-on combat. I prefer to cheese things as much in my favor as possible, or as I put it, outwit the enemy. I should probably put in the disclaimer that I'm still on 1.19, so I'm not even dealing with the new nasties.
  19. This game has better support for modders than other games I've worked with. My hesitance with mods is that I might get dependent on some of my QoL ones and not have fun playing on vanilla multiplayer servers. I run with plenty of mods in single player, though, most of them small immersion tweaks to reduce the use of the crafting grid, speed up looting of bodies, etc. I say go for it and deal with the consequences when they come
  20. I tried out @Thorfinn's suggestion of setting up a pit kiln inside a pit trap. It was reasonably successful, though the higher-end drifters that it killed in that storm didn't have any interesting loot. I have learned that gambeson armor will still get you one-shotted by the bigger bads in a severe temporal storm, so I am still not sufficiently geared to take the fight outside. I have enough iron now for armor, so I'll see how that goes when I've completed it.
  21. Yeah, that seems to be the way of it. I'm in winter, though, so the night is LOOOOONG. I did set myself up with a lot of indoor stuff to do during the winter night, including panning bony soil and banging out iron ingots. Any suggestions?
  22. I have been pondering what additional options for capturing gen 0 wild livestock might look like. A lead makes a certain amount of sense so long as you could keep a barrier, like a fence in between you and the animal while you're leading it. You'd end up with a variation on the moving fenced-in pen method of relocating livestock, but much faster because you'd really only need to keep a fence between you and the animal rather than an entire pen, and you could force it to move in the path you choose. A lead of this style would have to function over a fence and be long enough for you to keep the distance required to avoid being attacked through the fence. I don't know much about how animals might have been captured in the Stone Age. The only modern thing I can think of is capturing wild/feral horses. I believe that's done by driving them into an enclosure, which would be pretty close to the "make them chase you" strategy folks use now. I think a lead is a great idea for moving around livestock that have been domesticated to the point where they no longer attack you.
  23. You want to craft stones into boulders? That's interesting. Do you have an idea of what you want to do with them? Or is this just to teach yourself custom recipes? I don't think boulders are intended to be held in inventory. That might matter. I don't see anything immediately wrong with what you posted except maybe the spaces in "SSS ".
  24. What is the point of calcinating flint anyway? It sounds pretty annoying. I guess I don't go around in the real world knapping flint tools, so I don't know the real process, but I'd never heard of this before it was added to VS.
  25. It would be nice if a change had some kind of bounds, like two steps on the severity chart or something. I guess we're never supposed to feel completely safe, but argh.
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