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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. I'm at my stupid reaction limit again, so: I would totally buy merch.
  2. Huh. I'm curious about what that would look like. Naw, I don't think VS or MC should change their style. I'm just amused that a voxel game feels so real.
  3. It definitely wasn't there in 1.19. It might've been introduced in 1.20.
  4. I like that way of describing it . I guess I'd say that Vintage Story knows what game it wants to be, and it's growing toward that goal. That makes everything feel so much more real. Even though the block style isn't exactly the most realistic, I find VS to be one of he most immersive games I've played.
  5. Are you fighting them with a falx? Falxes have a chance to auto-loot.
  6. Not necessarily. I keep finding myself in this conversation where combat-focused players think that other players avoid direct combat because the combat system is flawed. Some of us actually enjoy setting traps more than we like head-to-head combat. ETA: Expanding on this, I'm not a fantastic head-on fighter. I prefer advanced preparation and risk reduction, using brain rather than reaction speed. But even beyond that, in a survival horror game I tend to treat foes as if they are too dangerous to fight head-to-head even when they sometimes aren't. It's a mood. I like the game to be scary, and I sort of want to feel outclassed. Fighting head-to-head feels like it drops the fear and turns the game into any other combat game.
  7. Pits are not cheesing. They're strategy.
  8. I think that if the issue is directly about what's in the development plan, it makes sense to be here. If it's general discontent about the direction of the game, it should go elsewhere.
  9. Ok, you've said your piece. Is that enough to have used all those words? Tyron can read it if he wants to. Can we move on now?
  10. Oh, actually, that problem might solve itself then. The pen is right by my hobbit hole, but I'm about to move into a real base on the other side of the pond. I was considering using the hobbit hole as my auxiliary temporal storm base, since I prefer to relocate to more cramped quarters to reduce the chance of a nightmare spawning in the base, but I'll do something else.
  11. That didn't occur to me. There actually was a recent temporal storm, but I didn't make the connection. It didn't seem like "vile creature" would be used to describe a different species of livestock, but afaik this does not happen to vanilla livestock. Hmm. So separating out the species won't help after all. Have you found anything to do to protect these FotSA livestock? They're currently in an outdoor pen because I felt sad blocking these wild creatures off from the sky. But closing them in a barn, even lit up, is not going to prevent temporal storm spawns.
  12. My read was that they're researching the feasibility of their list of goal features. If some are unfeasible, they'll figure something else out, but I think the probability of getting rivers is very high. There's too much buildup toward water power.
  13. A few days after my amazing giant deer capture, I came home to this I don't think that rotbeast kill livestock, so that leaves the "vile creature" as my auroch bull. *shakes fist at game* There was much crying and gnashing of teeth. I presume that never happened to my three giant deer calves because babies get extra consideration. Deer seem to spook and run around for no reason in addition to actually being scared. I guess maybe she ran at him. I got the two species in separate pens now, which took plenty of finesse and half my hit points. And away we go again!
  14. You can't possibly be talking about that one scene in Return of the King, I'm sure. Every time the end of that flail comes onto the screen, I have to stop my spouse from throwing a temper tantrum.
  15. So how does VAO and how does it point me to the mod with the bad image? OK, great. That helps a lot. As has stated in several threads, VS on Mac has gotten weird since 1.21. The assumption is that it's primarily about the .Net upgrade, but when something like this pops up that doesn't behave how I expect, it's worth knowing that it's not just Macs.
  16. Well that escalated quickly, considering I'm quite sure this is the only thing I said to you along this vein. I was reacting to this: This sure looks like an insult to me. We can disagree all we like, but it's still tedium, and randomization is bad. If you didn't intend it to be read that way, then I apologize for misreading your intent. For someone who lead with how they weren't being offensive, you were eager to crank your insults to 11 and accuse of hallucinating after one post where I very civilly responded to a misreading of your intent.
  17. I think the issue with that mod is that if you're playing long-term on a server, you can only preserve what you can stuff in your inventory, and you have to stuff it in your inventory before you log out. Ideally, you'd want to be able to be able to store your food in proper vessels in your cellar. I do think that food should not default to being owned and spoilage-paused. There's just too much food floating around on a multiplayer server. Some of it players are deliberately sharing with each other. This is specifically about a server with a lot of players that is going to have time running continuously because it's never empty. Our target user can't log in every day, and when they can log in, they find that the food they stockpiled the last time they played has spoiled. That also means a LOT of time is passing between play sessions, which makes seasons and years whiz past. Players on this server are also not organized into creating a central pantry for players to contribute to and eat what they need; I understand a lot of multiplayer servers do that. This is actually a major reason why I've never logged in to a big multiplayer server. I'm quite sure I can't commit to logging in regularly, and then the world and players will have passed me by.
  18. Perhaps it could be deliberate rather than automatic. Like, you craft a lock that locks the storage unit to you. Other players cannot use it at all, but spoilage only occurs while you're online. You are then free to also use and contribute to communal food stores that are not affected.
  19. I've been toggling back and forth checking for exactly that -- the name of some blocks I was messing with mods for. This was my first thought, but dev mod is off. I've only ever used Extended Debug info, so perhaps it doesn't get fully turned off if I uncheck dev mode without turning it off first? I'll try turning on debug mode, check-then-uncheck Extended Debug Info, and turning dev mode back off. I only turn on dev mode if I want something from it because of aforementioned performance concerns. I'll try the other settings to go hunting for that texture id. ETA: Nope, that didn't stop it. I'm curious -- do you get VerboseDebug logging when you have dev mode turned off? Wondering if this is a Mac thing.
  20. While rummaging in my log files trying to see if I could get info on a couple of game freezes I just experienced I noticed that client-debug.log reported "[VerboseDebug]" on a lot of lines. I'd guess that I have verbose logging on? Did I do that? Is there a way to turn it off? I think of verbose debugging as something that takes extra resources and should not be turned on unless you're looking for a bug. In particular, I saw a couple of log lines about sound files stating that the game may stutter. There's also this line: 21.10.2025 15:48:17 [Debug] Texture with texture id 67 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace. Has anyone worked with this? Will setting the environment variable tell me what (presumably) mod uses texture ID 67?
  21. Yeah, I totally agree that could be happening. I think Homo Sapiens probably attracts people who are interested in survival but not horror. They might not be looking for extra difficulty. I guess the correct way to do that is to create a Survival game and turn lore off in the options, but that's not necessarily obvious to a new player. This is probably most of it, though. I see so many wildly different statements going back and forth about advancement speed and difficulty from well-informed forum regulars. Expectations vary hugely.
  22. I totally did this -- made over a dozen pit kilns to fire the refractory bricks for the cementation furnace -- I only have one, and it hasn't finished its first load because I found the treasure trader and wandered off to find the Resonance Archives before it was done . Definitely learned my lesson! I also hadn't taken colored ceramics seriously because my attention was on steel. Wish this thread had happened last month!
  23. I guess I must've assumed that the beehive kiln required (char)coal because the cementation furnace did. Lesson learned!
  24. Does the beehive kiln work with peat? I thought it required charcoal or equivalent. I guess you say you've fired your pottery successfully with peat before. I did not think the beehive kiln cared about rain, and the structure itself looks like it would be rainproof.
  25. What is VSync, and what was it supposed to help with? I did have a problem with the game freezing and requiring me to kill the process. It seemed to be specific to one area, which I've since avoided, so I don't know if it's still happening. It looked like it was some kind of autosave failure. As you say, logs were not terribly helpful because it was a game freeze rather than a crash to desktop. I don't recall what happened with you in an unmodded game? Or is the game you're testing with unmodded? I am getting some stuttering in my current game. It feels like the sweet spot was actually an earlier subversion of 1.21. Some of it is definitely connected to worldgen, though, and I'm sure that's mod-related.
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