Jump to content

caffeine9999

Vintarian
  • Posts

    49
  • Joined

  • Last visited

Everything posted by caffeine9999

  1. Is the new gate cratable? Can't see the recipe in the in-game desciption
  2. It could stay for several days, but when it decides to dissipate it takes it only a couple of seconds.
  3. Happened to me once, though he appeared eventually
  4. Neat! I've tried to build inside hills/mountains, but there is an issue with the underground music that starts playing once you go deep enough, even in perfectly lit areas. It seems VS lets you build a hobbit house, but not a dwarf fortress
  5. I think the title says it all. It takes maybe 5-7 real-life seconds for the thickest fog to completely dissipate, which is a bit strange to me.
  6. Maybe an unpopular opinion, but I'm not sure I even want villages at all. I really enjoy that bittersweet atmosphere of solitude, of being lost in a big and old world, and more NPCs would break it.
  7. Put a block of dirt on it, then remove it
  8. Yeah doors are always "open", which is really inconvenient and leads to bugs and weird behaviors like this: https://github.com/anegostudios/VintageStory-Issues/issues/596 Even worse, drifters' groans are audible even in perfectly airtight rooms through many layers of dirt/stone. Again, there is an open bug for it: https://github.com/anegostudios/VintageStory-Issues/issues/595 I'm also looking forward to have it fixed
  9. That would be very nice. It's a bummer to find a perfectly suitable place for a base only to abandon it because the area is temporally unstable
  10. Is this a mod? Because there are no goblins in vanilla
  11. Not sure I understand this one. Currently both sleeping and being awake automatically heals. What I suggest is to give some bonus healing during bedtime. Say, staying awake heals you at X hp/min, sleeping heals for 1.5X hp/min
  12. My 2 cents regarding healing mechanics. Currently there are 2 means of healing: slow automatic healing over time and immediate healing from poultices. Immediate healing feels a bit arcade-y to me. What I suggest is to replace immediate healing from poultices with temporary healing speed multiplication. Say, horsetail poultice should give non-stackable +400% healing speed bonus for 2 hours, honey-sulfur poultice could give +600% for 3 hours etc. Maybe they could give a minuscle +0.5 or +1 hp immediately (again, non-stackable). IMO it would greatly benefit immersion. Also, sleeping in beds would give a healing speed bonus, different for different bed types. It looks rather natural that staying in bed improves healing speed. Furthermore, we could throw satiation into equation. E.g. well-fed (>60% sat) would give +25% to healing speed, starved (<15%) would give -25% etc What do you think?
  13. Sure we do. The surrealistic, eldritch touch is very much appreciated. I'd be happy to see further development of these mechanics
  14. Then it's a bug I guess, because it's not working with a twine (didn't check linen though). My bad, I tried it with flax fibres, not flax twine.
  15. Tried all combinations of left and right clicks with boots and a flax twine, still can't figure it out
  16. The stones/grass problem actually looks like a worldgen bug to me
  17. My suggestion is, well, make it playable? Actually there are a lot more unbalanced things there, e.g. there are lots of polar foxes in icy biomes but almost no life in cool biomes -> no means to get food. I assume a cool/icy start would be fun and challenging for more experienced players, more survival-focused.
  18. When you start a fresh world in a cold or icy biome a couple of problems appear immediately: 1) no surface stone. Really, I tried at least 10 fresh starts and maybe one or two times there were some surface rocks. Most of the time there are no stone -> not able to make even simplest tools -> death from cold and starvation. I found some obsidian once, but it didn't help because of 2) no grass -> no fire -> death from cold and starvation The only option is to quicky run to a more hospitable biome which kinda defeats the purpose. Now, I'm not complaining about the harsh start and things like cold damage, inability to do farming, difficulties with initial food, lack of cattails etc. It's totally expected to be harsh. But the lack of that basic resources looks like a lack of balance to me. There is basically no reason to choose cold or icy biome as a starting option.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.