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7embre

Vintarian
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Everything posted by 7embre

  1. Or cotton. Or jute. It's hard to grow flax in a hot climate.
  2. What a wild ride this thread is... First of all, let's not forget that the purpose of any game is to be fun and/or enjoyable. Personally, I really like @LadyWYT's suggestion/take on fields becoming dirt blocks over time when left fallow for an extended period of time, hoe right now is a single-time use tool, plus, you can't move any tilled soil without using mods (understandable, as it leads to a possibility of ignoring soil nutrient mechanic altogether). Perhaps this direction needs some thoughts to it. Albeit thought-out simplicity most of the time is more fun to engage with and better in general than unnecessary complication in a vast sea of sandbox game's possibilities (at least based on my perception and of people I know). From on my experience, if you're trying to build something nice (and I really enjoy building in this game), the amount of chores you have to do on your base just for, well, existing, is already big enough to introduce any kind of complication to any of them. Even the implementation of necessety of tilling the field after each harvest will be met a lot of negativity, as it's not fun to them, even if it's realistic - you have to prepare the field. In my latest playthrough I'm on my 1st year june, and still have not managed to finish all the chores there are after visiting first story location earlier in february. Like tending the bees, animals, the fields, trees, berry harvest, food preservation, cooking, cattail harvest, iron blooms, bloomeries, a bit of a resource gathering, leather making, cooking candles for lanterns, forging for necessary tools and for some gears, moving goodies to a proper storage room, making said storage room, building a house which isn't just a kitchen with beds in the basement, building a proper forge (it's still in a state of "windmill is bare, I have dirt blocks above molds, forges and anvils, and everything just lies on the ground on vessels, reed baskets or in a bazzilion of crates"). And that's with the fact that we have 3-6 people on any playing session. It's summer already, I have and I want to go and explore things, trade for gears to buy elks for everyone, heck, even look for iron, as our previous deposit is about to end. Don't even make me start talking about steel. In regards to @Rudometkin's latest suggestion with viruses, pests and fungi killing/rendering inefficent both the soil and a crop, I don't really see it in the base game, as it implies too much focus on a single game mechanic and dealing with it, which is fun only to farming enthusiasts/professionals in the field (I'll cover that later in the same post). It will also discourage players from making terra preta, as it may just become useless one day due to some RNG shenanigans. Plus, don't forget, we're in the middle ages, as the game implies. Don't force modern day's technologies and discoveries into the game, it would only lead to a loss of game's identity (having that gamedesigner mindset should make it easier for you to understand this argument). Implementing thirst mechanic (as a supposed challenge for hot climates) as another bar you have to keep your eyes on, with probable punishment in a form of a heatstroke and coma for a few hours; player diseases, which you can't really avoid and it'll force you into inefficiency for a few ingame days; some combat-oriented players wanting dark souls-esque combat system, which I find hilarious in a sandbox game - just imagine exchanging vulnerability time frames with a freaking wolf, dodge-rolling in the meantime, or stupidly circling with it in anticipation of it's charge. Yes, I played souls games, and I enjoyed them, thank you. I understand what I'm talking about. That's just a few of the most popular, yet out of game context suggestions, and I didn't even step into the territory of suggestions like proper metallurgy, which essentially will force you into material study (that's a special degree, mind you) and will probably come with an encyclopedia in a handbook, and OP's suggestion falls into this realm, with all these countermeasures to problems it'll introduce. It's not fun when any game mechanic steals agency from the player, forces a player into extensive study, or when game as a whole looks like a bunch of neat, but not interconnected mechanics. It's also not fun when you can't comprehend how the game works, or when it reacts to your input in an unpredictable manner. I really doubt that Tyron's vision for VS lines up with any of it, and some of the suggestions are proposed in a form "I played game A, and I want said feature from it in game B" which is just lazy in my opinion, as most of the time it doesn't consider how it'll fit in the current VS gamedesign whatsoever. I'm not saying that this suggestion is irrelevant due to said reasons, and I acknowledge the fact that it may appeal to some. Just not to the majority of the playerbase, and thus should be optional as a game mode, or left to modding realm. That's what @traugdor, @Thorfinn and LadyWYT meant too. And yeah.. sorry guys for bringing you back here. Also I'm not discouraging you from suggesting, I'm simply being open and honest as you were writing yours. In conclusion, I can't say for sure if current farming system should be more difficult than it's now. Sure, it might get some love from the devs with introduction of birds, which Tyron really want to have in game, but Vintage Story is already a game with learning curve steep enough, encouraging people to read the handbook guides for several hours. Most of the playerbase are townsfolk, and, for obvious reasons, they had no experience whatsoever growing stuff, and that's supported by numerous examples of people going blind into the game and being mindboggled by the sole fact that fields need rotating. It's not common knowledge anymore.
  3. I just drop some blocks into shapes to cope with this feeling, and that's already enough for people to become inspired or to solve their own troubles in regards to building and/or chiseling, lol
  4. For me, that was probably the other block game... Can't even say how much time did I spend there in singleplayer creative, just building stuff - recreating builds of others or just having fun with rails. That probably was a few thousand hours. Remember organizing blocks in my head into shapes, when I didn't have the opportunity to play it, or just some simple drawings on a grid paper After that, I got into terraria, in which I (surprise-surprise) also build things for the most part, this time on a server and, as the time passed, as a stuff member. So basically I have extensive building experience (more than 10 years) and experience as a moderator for 3.5 years, lol. In the end, building scene become too competitive for both of them (yeah, I somewhat contributed to the popularity of cutting furniture pieces in terraria with world edit, sorry........) Not sure I have the same feelings towards it, however, as I do towards TOBG. I just feel.. nothing. It's not like I didn't enjoy that time though, more like - I moved on on a good note. Somewhere in between those 10k hours I spent in terraria, lies Skyrim, which I really enjoyed despite the fact that this game is broken as hell. Coming towards it's grand finale, I was level 245 and a master of all possible traits and guilds. That dialogue with Tsun was surely a funny moment. As for now, my game of passion is definitely Vintage Story, as evident by the fact that I'm working on a single build for about four months.
  5. Yep, pretty much. Official response was that "VS team have tested it, and with the way forums are currently setup, previews from external sources won't work", so they advised me to have low-res pics as a preview, and to post a link below it to the hi-res, which is stored on some third-party cloud service, as external links should work fine. In the meantime I did ask Tyron on one of his coding streams about that, and he said "I was thinking about increasing the limit", but I wouldn't take that as a promise. After all, our cookie man's got too much things (and cookies) to deal with.
  6. That was a long wait, I guess... Another build update! (a lot of pictures from initial post are changed, so check them out. That's a little teaser) Chiseled tympanum for the inner side, and changed the plain look of the gate walls, added little statues at the top of the gate. Changed altar configuration and added two more stained windows to it. Chiseled remaining stained windows as well. Finished about 90% of work for the altar (pulpit, choir, rood screens, balcony for clergy). Changed floor materials. Some of the interior work done as well. I would probably need to make pews a bit less chonky.
  7. These are creative-only, for the time being or probably forever
  8. You've got pretty high-tech teremok here, with all that wind power... Also, keep the bears away, or else
  9. Amazing! I've been looking for places where elks spawn on my current world after seing you implementing that on a stream, and actually did find some near the base! Can't wait to get into stable version, bying four elks for the whole crew is quite pricey
  10. Thanks! First of all, this is creative build, so I can use world edit to copy empty frames with back walls to lean glass onto, and have the ability to not bother with resources. All these blocks are 12 material types multichiseled blocks, lol. Regarding time it took, a few hours/window. And like 6-10 hours sketching all of them.
  11. I love the fact that more and more people find themselves making stained glass windows. Amazing job.
  12. Yep, pretty much. Vanilla glass and ice. VS logo with gears, some water, islands, reeds and wisterias at the top.
  13. Alright, after careful examination of your other post, I'm convinced to try it out. I have some small-ish stained glass drafts, but they require more colors. Mind expanding the palette? Like for eight or four voxel thick applications. Although math says there would be a lot of combinations... I suppose you can even make a guide for it, and that would be very welcome. Again, very neat discovery!
  14. Huh. That's interesting, I've never tried that. Not like I can apply it in my current project, as I only have two voxels thick windows, but still
  15. You can hold my beer in terms of stained glass size, but I love the knight you've chiseled nonetheless. It got real stained glass vibe to it, mine are more like giant painted panels, except for some parts. Blame the amount of details I'm aiming for, I guess (that's an old picture, I'm lazy updating it too frequently lol. Promise, when I finish with glass, I'll drop another screenshot bomb on forums)
  16. a bit of a sidetrack, but that gave me idea of how easy it would be to implement in the base game by giving each character class for their base outfit a temporal gear amulet lol, that way, it won't occupy precious inventory slot and will not be lost in the first wolf encounter. While also being optional on a world creation stage
  17. Not quite little update on the build. Finished altar roof, added 4th stained window for the altar, "painted" tympanum a little to increase readability, chiseled one small rose window for the corner part of the transept and for it's gable, and moved the statue to where it should be. Also did some floor tiling. Also, I did change some of the pictures from initial post (same shooting angle tho) to make them resemble the actual state of the build better, so you might check that as well.
  18. It's not flooded, but rather - suspended in the air lol I'm kinda lazy doing flooring for now, so that's why you see the lake 20 blocks below it. Not particularly concerned about it's placement as I work on it in creative. I'll move it somewhere beautiful later using world edit
  19. Huh. So it really was the case, interesting. I didn't consider this, as the photos that were lost, were showing signs of, well, loading, prior to the disappearence and they disappeared without me clearing browser cache. Thanks. Lol, that's huge Anyway, I should probably ask these questions in a support ticket.. Thanks everyone for answering, will update if I learn something new
  20. Um, mind clarifying? I don't really get how pictures on a cloud server, which VS forum uses, relates to your machine. I really doubt that they're stored on an individual's web browser.
  21. After running out of the attachments quota and clearing it to have more room for the new screenshots, how long these semi-deleted screenshots last? Semi-deleted, because after clearing the attachments section, these pictures were still present on their respective posts for some time - I don't know how long. I wanted to reference one of my old posts answering the question in a new one, and found out that pictures from the old one are not available. So yeah, what are the condition for the picture's final deletion, how can they be preserved on forums, if I, say, would want to make building progress log here? Is it true that only pictures from the "my attachments" section have guarantees to last? If so, is it possible to have extended attachments limit?
  22. Second stained window... done! At first, I started with the pristine statue - was watching anime "Maria Watches Over Us", and when I had a single glance on the statue there, I decided that I could build that in the VS. Did a few takes, had finished first statue - it was on a different post, but unfortunately I ran out of attachments limit, so you probably won't find it. After that, I did second attempt on sculpting, which didn't turn out well and I scrapped it. A few months later I started chiseling new statue, and, after finishing it, I decided that it looks too good to be left in open, and so now I'm building a cathedral. That's the story of how I started making it. After surfing through a lot of stock photos, came first attempt at cathedral building, which, as it turned out, wasn't good IMO, and, given that I didn't get far enough into the building progress, I managed to acquire experience of how not to build it. A lot of additional references later, I had particular vision of how I want it to look like - it should have side facades similar to Notre-Dame de Paris, it's main facade should look close to the side facades of Cologne Cathedral, have singular bell tower similar to Bavo's Cathedral in Belgium, and two spires - one above the transept and one on the tower. Some time later I found the cathedral that actually summed up all of my desires in one way or another - Nikolaikirche in Hamburg. With one little problem to looking for it's references - it was bombed in the WW2. Then, I learned how to calculate gothic arches using geometry, and applied that method to drawing pixelated arches in aseprite. And so, the building process began. Stained glasses on the altar are sketched out, other - built in place after some calculations. That's pretty much it. upd: Added answer to the question above upd2: Removed unavailable pictures.
  23. First stained panel installed!
  24. I'm glad that you didn't leave the rooms empty, but instead filled them with some story. Great job
  25. Thanks. Yep, it did indeed. It's actually the second attempt at building a cathedral, first one didn't turn out well (40 hours "wasted"), and was too massive for me to finish. At least I gained enough knowledge as to how not to build it lol
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