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Blaiyze

Vintarian
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  1. It's because of how irrigation and moisture work in game as it currently stands. Trying to handwater a massive grain field is obnoxious especially if you don't have a water source nearby to constantly refill the watering can and without any other reasonable irrigation beyond rain and the watering can, building near water, plopping a water source in the middle of the field, or with the mod I mentioned, dig irrigation canals.
  2. To answer the question: yuuuuup. Big time. This is why I pause time and flip my game into creative and free build my homestead. I live for the cottagecore vibes and just want a cozy home to kick back in and pre-building it before I get going eases that anxiety. Yeah, some will call that cheating but whatever, it's how I want to play. I like having a dedicated place and structure for everything. Like others have suggested, I look up buildings that I want to replicate or take inspiration from and then exptrapolate a bit for what I'll be using it for in game. I do keep a save file for when I want to rough-it vanilla style - or, at least without pre-building everything. But the anxiety very quickly builds up because it just takes an obnoxious amount of time to manually gather all the resources just to build reasonably sized, and aesthetically cute (it's important, ok XD), home base. I've built large structures in MC and VS where I've manually collected and gathered all the pieces myself and I just... it's too much. I just want a cute homestead to tuck into and explore from.
  3. One of the reasons I liked the Primitive Survival mod, was the ability to dig irrigation ditches. Why this isn't vanilla I truly don't understand, considering the relative goal is realism. It's simple, it's effective, not over powered, and gets the job done. All you need is a nearby pond or water source to start the canal and you're good to go. It also occasionally gets blocked up and you have to clear them.
  4. Had this happen in one of my worlds. Thankfully it was enough of a distance away that it wasn't the main forest I was harvesting wood from - was a really neat sight to see. I use a mod that increases drops of tree seeds from leaves slightly, and auto plants them when they hit the ground. I would love to see natural forest regen/regrowth become part of vanilla. Love me a good cleansing forest fire
  5. Worm pie ftw
  6. All fine and dandy, but one of the intentions I read from one of the devs somewhere, was that they wanted the player to spend more time in each tech era, instead of doing what TOBG players do - which is rush the tech progression. And people like to play nomadic. Being nomadic doesn't mean carting around clay pots - why is that playstyle punished and gate kept behind a higher tech tier, when the stated intent from the devs was to have the player spend longer in each tech period? It becomes a little too forcing players down a playstyle pipeline imo. I agree that there should be an accessible, non-clay tier purpose for hide working - which existed IRL - using non rendered fat. It doesn't have to be OP equipment, but something accessible for those that opt to play nomadic for longer than the average player. A sandbox game is all about those options. Keep the rendered fat, it makes sense and I agree that fat should spoil unless processed.
  7. I haven't yet played the new version as I prefer to wait for the stable releases, I do still have thoughts. The TLDR: overall, I like the changes. When I first saw the fertilizer requirement, my initial knee jerk was "oh great, we have to fertilize ALL THE TIME?" and then I saw people who actually have tested it, and I think it's written more specifically in the update (my knee jerk just hopped over this part I think), that the fertilizing is literally once per year. Which honestly, that's nothing. Seriously, I don't see the big deal if it's one slap of bonemeal per year. If it were more tedious, with having to fertilize throughout the entire initial growth of the cutting, I could understand that being a frustration. I've always thought that berries were far too OP early game, but I think they were made that way partially for early game food security. The addition of fishing really bridges the gap. I also prefer the concept of berries ripening and having a single harvest window per year, which is on par with how berries work IRL and simply makes more sense. Especially considering berries became useless pretty quickly once farms were up and running and food stability had been achieved. This makes them more viable long term particularly with the variants. It makes foraging early game perhaps a touch more complex but means actually paying attention to/marking down those berry patches as you explore. I've been wanting to try playing without the map and go in blind being forced to play slower and more focused, so I'm interested to see how the new berries will impact this.
  8. And I gave you an answer. The current version of 1.22 is unstable, there's bugs, glitches, and issues galore. Whether it be your pc or not, the version itself is not yet stable. You don't have to like the answer, that's fine, but that's the reality of the current build.
  9. Ah yes, ye olde Content Creator trying to swing around the wallet proclaiming their word should be worth gold, therefore bend to my whims - argument. Sir, no one here knows nor cares about your streams. Your frustration however is valid - we've all been roflstomped by the silent nuke that is Brown Bears on more than one occasion. Thankfully in the latest update they've at least made it so they make noise so we can hear their approach/presence much sooner than accidentally happening across them and being nuked before you get a chance to respond. Playing as a Hunter will give you the fleet foot to be able to outrun them - which is what I usually play. In your case, might I point you in the direction of the world options where you can tune down animal strength? Not the cleanest resolution but would at the very least, make it so your permadeath runs don't end by being one-tapped. Or you could adjust creature hostility to passive unless attacked/provoked, which would do away with being chased unexpectedly when just exploring in the first place. You came in here d!ck swinging and started with the abusive language and are now "shocked Pikachu face" that you're met with the same level of hostility? You went the dishonor route very quickly. Pot, meet kettle. Consequences for thine own actions.
  10. Ancient Tools is one of the mods that has made it into my 'must have' list - it's truly Chef's Kiss. But you're right, a touch OP alongside vanilla leatherworking but very nice if you weren't lucky with spawn. Combined with the Butchering mod, it tickles exactly what I wanted. No it's not the Seasoned firewood mod, it's Jacks Dryable Firewood which for me, just makes sense. More in-world crafting is the right direction for development to go, which will really set VS even further apart from TOBG.
  11. Honestly, with a game that is already tedious (I'm not saying that in a negative way) with the busy work, adding a minigame to non grid crafting would be way too much and would very quickly annoy players. The obsession with mini games for everything to make people feel as though they're doing the work is an overcooked concept in the gaming world, primarily because the mini games aren't interesting in the least, or add an extra layer of tedium for no reason to games where it otherwise doesn't belong. I feel that, as they move towards more in-world crafting it will feel satisfactory as the entire process doesn't need to touch the crafting grid. The grid is faster in some ways, but less engaging. Once the entire leatherworking process can be done in world (and if you use mods like I do, then it already is mostly in-world) you won't feel the need for an extra mini game to make the entire process feel worthwhile/like you did/accomplished something with the work you put in. Vintage Story is all about the tedium and I like that they've managed to, so far, strike a balance. Honestly, I already play with as many in world crafting mods as I can get my hands on - it feels far more intuitive than opening a screen and farting around with a grid - which honestly is one of the main reason that TOBG annoys me eventually. The crafting grid was a breakthrough for games because none had done it before. Over time however, it gets annoying and tedious very quickly, having to constantly look up recipes. The floor scraping I'm hoping is just step one - it should take a bit longer to do without a stretching frame, and the player could make the frame to scrape hides and it go a little faster. I already play with Ancient Tools which adds a stretching frame and creates a nice process to leatherworking beyond just slapping things into the grid. Another mod I have allows you to craft tools in world by slapping a stick on the ground and then right clicking with the toolhead then right clicking to pick up the finished tool. Simple, effective, feels a lot better than the crafting grid. The more they can move away from the crafting grid, the better IMO as I'm thoroughly enjoying the mods that have already given me a bunch of in-world crafting options. There was a mod I used a while back that created a crafting table that you didn't open with a UI screen, you just aimed and right clicked the items into the grid on the table surface - it was a neat go between for grid crafting and in-world crafting. Honestly, chopping wood in-world is one of my favourites lol. There's something that scratches my cottagecore homesteady itch about it. But I do also play with increased burn times for firewood so that I don't have to chop an obnoxious amount.
  12. I get that, but a skill system that players could progress through on their own would do the same. I see the classes as being more for multiplayer, particularly the combat hamstringing of some classes that arguably, a single player likely wouldn't play long term. It seems a little underbaked but is something that never really irked me either. Interested to see the direction they go in as they continue development.
  13. Genuine question here: what is the point of classes outside Multiplayer?
  14. I mean, I picked up this game *because* of the intricate crafting systems - it was evident right from the hop that there was going to be a lot of busy work to doing anything and progressing in this game. That said, it is something that will have to be balanced so that you always have something to do but not too terribly bogged down at the same time. So far I'm enjoying the balance, there's always stuff to be working on and towards. But this is also why I wait until a stable release before jumping in on an update - there's always refinements to be done before the stable version drops.
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