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Crick

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Everything posted by Crick

  1. It depends on what you mean by "annoyingly big" oceans but in my experience playing around with world generation settings, these two options work pretty well: For a large continuous continent with large continuous oceans: Landcover: 60% Landcover Scale: 150% Landform Scale: 100% (default) For islands and continents surrounded by a large ocean: Landcover: 40% Landcover Scale: 200% Landform Scale: 200% You can always tweak with these settings to find exactly what you're looking for, but hopefully these serve as good starting points!
  2. I understand why some people feel hesitant about this news, but I have full faith in the Vintage Story team to deliver the best game possible! I'm also looking forward for the possibility of having official alternate textures to use in the survival game. I think these two game modes can happily co-exist.
  3. I previously suggested something similar to this and completely agree that there should be some more accessible way to save custom settings. Hopefully there's enough interest in this for the devs to add it to the roadmap!
  4. I think it would be really cool if rock climbing were added to the game as a standard mechanic. The way I would implement it is by adding a special kind of rock to the sides of steep mountains or cliffsides, reminiscent to mushrooms on trees. Those rocks would function as any other kind of ladder or could be broken off into small stones. Some of them might be cracked or unstable, so once the player passes over them, they would fall apart beneath them. These rock climbing stones could even be crafted by players to be placed anywhere. I think this would solve the issue of outright adding climbing for every kind of block, while adding some extra mobility to early game exploration, especially cliffy areas. Perhaps certain kinds of gloves could even increase the player's climbing speed.
  5. I find this a bit odd. Just how much of an inconvenience is it to press G before going AFK? Nonetheless, would still appreciate seeing the stats reflected in the character menu.
  6. I think that sitting should ever so slightly reduce your rate of hunger, similar to how holding something in your off-hand increases the hunger rate. It goes without saying that in real life, standing does consume more calories than sitting, so this minor tweak would be a welcome addition to the game. This could also potentially be used strategically in tense situations with low amounts of food, or waiting for something to finish cooking.
  7. I've been enjoying tinkering with the custom world creation settings, but much to my disappointment, there doesn't seem to be any way to recreate existing worlds with the same custom play style features. While there is an option to recreate a world with the same seed, this didn't carry over any of the custom features that the existing world had, leaving me to try and recall every feature I changed. Considering that there's over fifty play style customization options, this would be a great feature for those looking to experiment with all that this game has to offer!
  8. Prior to being domesticated, chickens were indigenous to the jungles of southeast Asia as the junglefowl. I think it would be neat if this were reflected in the Homo Sapiens game mode by restricting their spawning zones to jungle-like areas. For the other game modes, the current spawning zones for chickens still works since it can be easily explained by them being released into the wild by the catastrophe that wiped out the old civilizations who domesticated them.
  9. At night when I hear the character's damage sound pop out of nowhere, my first suspiscion, before realizing I'm starving, is that I was hit by a drifter's rock. It's not the biggest problem in the world, but I think it would be nice to have a separate sound for starving from the usual physical damage sounds. Something that could sound stomach growl-y. If implemented, I think this sound could also be played upon eating something that deals damage.
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