-
Posts
137 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by 7embre
-
A General Discussion on the State of the Forums
7embre replied to Teh Pizza Lady's topic in Discussion
Yep, noticed this as well. Many just expeess their concerns before trying new features, and it gets into snowball fight, with occasional stones in them. Even though I selected "yes" on all of the questions, third one passes with hard emphasis on "usually". It very much depends on how hot the topic is. Guess it's just a nature of community growth, those with extreme behaviour tend to burn like blue stars — very bright, yet fleeting. And I haven't seen many of them since the argument, for whatever reason, even if the topic got resolved peacefully in the end (or so it seemed). In general I think that community is getting more and more reasonable people staying. Edit: Though I must add, forums are very welcoming to all people, and I love it. -
Thanks! Yea, I'm planning on publishing this schematic for everyone's use. There's some interior work that I have to complete tho, a couple of finishing touches (namely — basement and bell mechanism). Gotta combine all pictures on the google drive in case someone would be interested in the progress. I haven't updated the post for a while as it requires me to take down older pictures and replace them with new ones — attachment quota is pretty strict :c
-
I just have a massive dump of images of other people's builds, be it from here, reddit or discord. Most of the time I save those just because I notice some interesting ideas — no matter big or small. Watch them very rarely though. Specific IRL stuff usually gets googled on the spot and saved for later if I decide to work on something for more than a day. Aaaand I have a separate folder for the other block game stuff as well. Some building conventions are interchangeable between the two, after all. Plus my building worlds are filled with partly ready assets in case I need to yoink them anywhere else.
-
By the look of it Mr. Clay visited both of us... On my latest survival world (which is launched recently, but on latest stable) right after I settled on a scenic cape with limestone and slate below my feet, I had to look for clay in about thousand blocks radius. Found all marble colors and a horde of bears btw. Not a big deal, I didn't want to build mainly from bricks/daub this time anyway, so I ended up finding both clay colors quite the distance away, despite it taking about an in-game month (!!!). ...until yesterday, when I was quietly chopping wood for some winter work, I did spot suspicious red dots on the icy ground where a tree just fell into my bag... And here I am, with an axe in hands, staring at my house 60-ish block away, chilling with Mr. Clay in the dead of a calm night. Funnily enough I encountered it about 11 hours ago, pretty much same time with your post.
-
My first version was 1.16.x, we ventured into VS with constant party almost blindly. Not sure progression changed much since then vertically speaking, as we haven't gotten far — early bronze in the middle of a winter. Almost got to cheese making tho, surprisingly so. What hooked me up back then was the feeling of time vintage story provides, with it's days becoming shorter as seasons change, feeling of winter, which btw was pretty cozy as for some reason the chunk we spawned in was in a warmer temperate climate — with wallnuts around, 38°C in summer and a redwoods like 4k blocks away from the spawn. It was pretty swampy and we didn't know that settling in a forest is a bad idea. There was no shortage of wolves tho! Back then it was overall game atmosphere, now — mostly creative building — here's my magnum opus, haven't finished it yet, but very close to it — for real this time. Very lazy to update original post, will do so when I'm done with it. I tackle survival from time to time and enjoy it a lot as well. Pretty much yes, it hooked me up immediately For some reason I haven't even thought about vintage story as The Other Block Game knock-off. Maybe because it stated the rules clearly, who knows. But even building — part of the game I'm most experienced in — feels very different, despite same block sizes and all
-
Being a creative builder for the most part, I'd say my dream build would be a massive cliffside city on the shore, similar to Amalfi, Italy. But with architecture that goes a little bit to the north. I already have a brief idea in mind for it. Essentially to build a city to fit the cathedral I still cannot freaking finish in it. For survival side of thing, I think the castle with a little village surrounding it would suffice, pretty similar to what @LadyWYT said. I might tackle that project at some point. Honestly I've seen a lot of TOBG conquest builder's content in the last week (not necessarily new one, it just happened to get into my recommendation feed) — it allows to make some really pretty interior and exterior stuff which translate into VS very good, so it really got me inspired in the wrong direction, given that I really want to finish and release my cathedral build to the public. Working on a single build for almost a year is no joke lol
-
In case you came from the other block game, textures in vintage story tend to give a bit flatter and desaturated look, so playing with depths on the build is key. Try taking those wooden log supports one block outside — it's going to change the look drastically. Some might suggest to break one big box into several smaller ones, as VS encourages smaller builds for absolute coziness. Also suggest utilizing support beams — addiction guaranteed. And, well, can I really call myself a builder if I don't toss a chisel to you? Some ornamentations, say, around window definitely won't hurt. Try with bigger details first, and then go to higher resolution if necessary. Have fun!
-
My, oh my, this update is builder's galore! So many juicy things to decorate with! Tyron, you can have all cookies in the world for the great stuff provided by the team at the new release T-T visions of colored beds, sails and shooting stars...
-
Happy 10 years anniversary! I love how baby ram does usual baby ram things. And that legendary cog drifter as well.
-
Talior lacks class identity a plea from the heart
7embre replied to runnybabbit's topic in Suggestions
...thats actually an interesting addition. Wonder what's gonna change with status effect system. Tailor gang, rise up! -
Not sure cases are similar tho, with TOBG Notch was about to quit it's development anyways before selling to Microsoft, as he got bored of it. And here we have ten years old passion/dream project of probably much more than original two team members, which now are a bunch of friends with those who joined later
-
I'd say it shouldn't need to dry, as that will simply add a timegate from the gamedesign standpoint. Sure, I know that pottery may crack/explode in a pit kiln in reality if not all of the water vapor is removed from it, but how much of VS's mechanics are tweaked to be a little bit different from reality in order to not only look semi-realistic, but to be fun as well? My thoughts on this are "it shouldn't require drying untill pottery is expanded upon even further, e.g. adding glazing, structures for mass-drying pottery (or less efficient singular block version), maybe a wheel even, as a faster or funnier way to make it". So, for now — it's a "no" from me I guess.
-
The limit is universal across any of your posts. I was wandering the same thing half a year ago, but in a support ticket they said "no way to do that currently, but you can have low-fidelity images as a preview, with a link below it leading to an external cloud hosting service with high-fidelity images". Or just have .jpg instead of .png that the game takes as it weights about three times less depending on compression rate.
-
Well it depends. Sometimes bauxite layer is very thick, and you wouldn't know how deep it goes without digging through it. Despite the change of surface rock to a different sedimentary, bauxite might just go below it. Even with high reading game does not guarantee that there will be any ore, as propick reading says the amount of attempts to spawn ore, not that world gen actually spawned it. Plus, I specified "deep-ish" as in "not very deep ores". Obviously you can get some in ignious strata below it, somewhere close to the mantle. Will you go for them in early game? Doubt. And OP asked about tips for early game copper, so not looking in bauxite sounds reasonable for the question...
-
Side note: no ore spawn in bauxite, so make sure you aren't looking for copper (or any surface/deep-ish deposit really) in places with a bauxite strata on top!
-
Convert pictures from .png to .jpg to reduce size, clear "my attachments" section and re-upload them. It's possible to change attachments for any post really
-
I play without minimap and coorditates displayed — adds quite a lot to the immesion, essentially forcing me to memorize paths and landmarks. Playing with minimap feels like I have a car navigator on, plus it distracts my vision and occupies part of the screen. However, I'm not against using big map, to mark stuff to pick up for later. Having a big map strangely doesn't really affect my immersion, maybe because I need to sit in a quiet spot with no bears in sight to study it and plan the route. Wish that it was less detailed for the most parts, with the ability to add some details/drawings. And also dependent on stuff you've actually seen with your eyes. Like, why am I even able to get a map image of the terrain behind that massive mountain in front of me? Agree that it doesn't really make sence to have satellite image of the terrain in your pocket at all times. Might as well add this little point that I absolutely love item frame feature (execution is questionable, as dealing with these maps is quite tricky) from the other block game, to make massive maps on the table or on the wall.
-
It depends — all colors are useful. Except for purpleheart, I have some difficulties with this one. It become quite easier with addition of wattle and daub and ceramic colors to come up with reasonable block pallet. I'd say that most of the time I tend to build out of local materials (and for some reason they almost always are pine and oak), plus some of them are more useful in certain applications — e.g. larch, aged or walnut for the floor, walnut and ebony for the furniture etc. I also don't really like the color of maple planks, so to the wooden paths for the outside they go with their "mossy" look.
- 15 replies
-
- 1
-
-
- build
- wood types
-
(and 1 more)
Tagged with:
-
ah, well, that partly explains initial generation mishap... I think OP will be able to get the right experience out of the BR story structure, given that nearly all of the flat land is situated near sea level. Thanks for clarifying!
-
okay I did find the way. It was on the moddb page. Story location code is "university"
-
Personlly I don't play with better ruins mod, but as far as vanilla story structures are concerned, and better ruins probably utilize similar toolset, I assume you can move them in the same way as any story structure — "/wgen story setpos location_name" in the place you want to move the structure to, and then "/wgen regen 13" to remove all chunks in the 13 chunk radius (!!!) around you, standing in said place. Can't say that would be enough space for the University, however. It's said on betterruins wiki on github that the spawn conditions are 400 blocks radius of "veryflat" region, whatever that means. And you might also want to erase the "wrong" story structure first at it's location. But for the first command you'd need to find the structure's name that would fit the /wgen command... Yep. Sorry for me being of no help to you, but at this point, given the circumstances, I believe you should ping and ask niclass_ on VS discord about it... With or without mentioning of my reasoning for that
-
It pops up and falls right on the anvil and just stays there, waiting to disappear as any thrown item on the ground.
-
Yeah, I know. It doesn't pop far enough to fall from the anvil, so placing hoppers around it won't help, neither would hopper below an anvil. I tested setup with chute going to the side of an anvil and it didn't work. And you shouldn't forget about the fact that helve hammers hardly tolerate solid obstacles in their operation range, at least those right above their base.
-
Part of the issue with said idea is that finished product stays AT an anvil. And as far I'm aware, hoppers can't pick up items through the blocks. And chute doesn't interact with anvils as well
-
Actually a lot of players were complaining when they were forced to travel to the story locations, which aren't that far if we take real measures — 10k blocks is like ten kilometers. It's for you to decide whether this is far or not, but I think it may apply to the giant mountain ranges as well — I think they're deliberately scaled down for the average player to experience every possible landform, and to also fit into your render distance. Making difficult terrain massive in it's scale would again force players to travel, which as we've seen with the addition of second chaper, players don't really enjoy. Making good looking terrain is a hard task in and of itself, and imho it just feels better when you don't have to climb for a few real hours, but a few ingame hours instead, given that the days ingame are shorter as well. Personally I wouldn't enjoy the fact that going across the mountain range may take half a month in game's terms And no, I'm not saying that big ass mountains are bad. I love them, I live near them IRL and am regularly going to enjoy the scenery. It's just that every possible mesure should be scaled in balance with one another, if we're talking about games. Will I enjoy bigger mountains in game? Hell yes. Will I enjoy if travelling gets more complicated overall, with less flat spaces to build? Probably not, but for sure I'm up for occasional climbing challenges in VS. And I think that the landform balance we currently have is good too.