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Zane Mordien

Vintarian
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Everything posted by Zane Mordien

  1. I have to log in about once every 3-4 months myself.
  2. I'm not a fan of removing the gear from the UI for vanilla, but it could be useful for a challenge setting. I think if of it less as redundant and more of a extra feature or something that could be used for a challenge setting where the gear is removed from the UI.
  3. It's a cool idea. I haven't seen anything like it yet, so I don't think you are duplicating. Some people just want to know this as shown in the other thread. I don't need the information, but lots of people would like a way to know besides looking at the gear.
  4. If it is just you and your wife you can also just turn off the white list and use a password. I do this with servers I run with my son. I would suggest turning off the "AdvertiseServer" if you are just playing with your wife. You don't need the world to know the server exists anyway. "AdvertiseServer": false,
  5. It is a very easy server setting. I have all my home servers set that way. It's in the "serverconfig.json" file and it's pretty close to the top. It should be set false by default. { "FileEditWarning": "PLEASE NOTE: This file is also loaded when you start a single player world. If you want to run a dedicated server without affecting single player, we recommend you install the game into a different folder and run the server from there.", "ConfigVersion": "1.9", "ServerName": "Vintage Story Server", "ServerUrl": null, "ServerDescription": null, "WelcomeMessage": "Welcome {0}, may you survive well and prosper", "Ip": null, "Port": 42420, "Upnp": false, "CompressPackets": true, "AdvertiseServer": true, "MaxClients": 16, "MaxClientsInQueue": 0, "PassTimeWhenEmpty": false,
  6. You have to be staying there a lot longer than just farming and feeding animals. My farm is often unstable and I don't have any issues. I just make sure my forge area is stable because that is where I spend my time. On your next playthrough you just won't make that mistake.
  7. Sounds like something for the suggestion forum. You'll have to forgive me because it seemed like just a complaint at first. Suggestions are always good. Keep throwing things at the wall and something might stick.
  8. This is why we won't see the issue the same way. I don't have a perfect base location. There are so many locations that the one or two unstable areas don't bother me, but I have watched streamers loose it over the perfect location being unstable. If it is that critical to you, then I think you have to just turn off the stability because it will always make you unhappy or just load in worlds until you find one you like. I've done that before when I really wanted something specific for my playthrough. It's your personal playthrough so make it the way you want it.
  9. They have adjusted the bears spawns many times as well, but I still find 2-3 bears on top of each other all the time. I'm joking when I say, the visible queue that bears are nearby is that you are in the game and not in the ocean. Otherwise assume a bear is hiding around every bush.
  10. Or when they dive off the mountain to hunt you down!
  11. Ask for a refund and go away troll.
  12. That's a lot of complicated ideas by everyone for a very simple mechanic that is very easily avoided once you learn what the gear in the UI means. It mainly bites you on the first place you build a base, which is very early in the game when you have very little to have to move. For me it's completely normal to have areas of my base that are unstable. I just make sure my work area is stable. My storage area or my decorative castle can be unstable since I don't spend my time there. My time at base is spent cooking or forging. My steel furnace can sit in an unstable place.
  13. I don’t think mass and weight restrictions really fit in with a fantasy block game, but it can be done easily the way Wurm does it. Fun fact, the creator of Minecraft split from the team that developed Wurm. If you want painfully slow progression you should try it out. You limit what goes into the inventory by the mass and or weight of each item. They would need to introduce carts or some other bulk transportation vehicle to allow you to move things around early game, since it won’t fit in your inventory anymore. They would need to create a system for you to plan blocks where you want them built and then you could build the block in place from the ingredients in your inventory.
  14. Bow nothjng.. I chase the pups around with a my flint knife or axe. Whatever I have handy basically.
  15. I don't get these requests. If someone was that worried about their internet fingerprint they wouldn't have made an account to start with. Or they would have used a burner email address with a fake name they could abandon, connect with a VPN so there is no IP record and paid with a gift card to avoid being traced. How does an unused forum account with a fake name and burner email address expose you too?
  16. You can pick them up. I always do and use them for decoration if I build a larger base. Maybe there is a mod that lets you open them but base game they can't be opened or closed. I think they are linked to scripted blocks only like the the Archives.
  17. That is my understanding as well. The Boar has to eat a portion.
  18. Check the mods by server folder and click on the IP address of the server. In that folder are the mods for that server.
  19. Wurm.. to grind for the sake of grinding. I have too many hours in that game and I never accomplished anything of note. Never played the WO, but Wurn Unlimited was enough. The game will forever define grinding in a game. It was fun if you had a cool group to play with.
  20. Bear in mind that most players don't even know everything that is lore. I had to do a couple test worlds when I responded to Cyro because I didn't know 100% myself. I know you hate the hear about the "lore" but my guess is they wouldn't want to make a game mode/toggle where you have part what they consider the lore. From interviews Tyron says he checks everything himself and I bet he takes great pride in everything fitting together. Having only some lore would have continuity issues. That may seem stupid to you and me, but I bet it matters to him. VS is his baby after all. Turing off surface spawns seems like a strong possibility, since he already let's you turn off storms and stability. As you say, you don't have to go to the story locations. In the end, I don't know.
  21. This is definitely one of those jank items that needs a fix.
  22. I guess the problem for the devs is the traders are tied directly to the lore/story so they get removed. They sell lore items and tell parts of the story in their dialog. It pains me to say this because I feel it is a lazy response most time, but I think what you guys want is only going to be available in a mod. You want the base game features without the base game lore. A realism toggle doesn't fit because the traders don't make sense anyway and the ruins are part of the story. I could be wrong but it seems a bit much for the developers to make a game mode for every possible playstyle. That being said, make a suggestion in the forums for what you want. I don't think it wouldn't be really hard to do if they wanted to spend time on it. Just remove some traders completely and give them some basic "hello adventurer" dialog. Write a routine that sanitizes lore content from ruins. Maybe they will add it at some point. You just need someone to make it their pet project. That dev may exist and you never know until you ask.
  23. I don't know, it's pretty entertaining to watch them die in frustration over and over. Also I do watch some pretty obscure people with 10 followers and they turn it off to build their base. Also I've played a few online games where castle building was an option and most of the castle builders engaged with as little of the other fighting content of the game as possible to build their castle. Not all of them, but at least two thirds of them. Building was the part of the game that made them happy. I can't imagine those types not turning off temporal storms. Maybe that's changed with the generational changes since I am .. old.. but it doesn't feel that way to me. I don't see any lore issue because any lore is about how they react to humans. We are beings that have been altered by temporal technology. I always get a mental image of us being covered in that nasty temporal goo that we see in the RA. We even glow with temporal radiation after we die and come back to life (haha that is how I'm going to interpret it at least). I don't think it's a big leap in the lore for a temporal monster to react differently to a regular human vs a sereph. They should almost be drawn to us like moths to a flame since we are imbued with temporal energy (or even worse the goo). That just goes back to the planning aspect you mentioned. You have to plan around the event. Don't be anywhere near your base when the storm hits. I'm really not advocating for this idea, but it isn't that crazy either. Physics would have to exist for all blocks though for it to work. I would love to know the statistics, but there is just no way to know. Not even the devs have a way to know. I bet plenty of people just go through it as intended and die over and over. Even though I hate dying over and over there is really no punishment for dying over and over in the base game. It's just an annoyance unless you are far from home then it becomes a bit more of a challenge since you might loose your gear.
  24. How many of that decent portion turn off temporal storms? I'd bet it's the vast majority. Most of the massive base builders I’ve ever watched on youtube turn off the storms because it interrupts their base building time. I'm not advocating for a horde base defense for the temporal storms, but your response to the idea is exactly how a lot of players feel about the temporal storms now. Also if this was a mechanical you just wouldn't do your temporal storm in your normal base. As CastIronFabric has mentioned games like 7DTD has this mechanic and most players have a home base that looks pretty if they care about that stuff and then a fighting base that gets damaged. I'm not sure where the lore issue is, but yes they can code mobs to do this. The mobs already do this to an extend. If a bear can't get to you, it runs away. If you charge a Bowtorn, they run away unless you get too close and they hit you with their Trex arms. Maybe they aren't ready yet to do this everywhere yet, but since they are going to work on complex animal behaviors in the furture it doesn't seem out of line they could add complex temporal storm behaviors. So was I, but that doesn't stop changes from happening. I don't believe we have seen the last temporal storm change by a long shot. I strongly believe they will nerf the small hiding hole exploit at some point. When they do that, I hope they add some way to survive for most players. I'm the reverse I guess. I have fences to deal with the shivers. The bowtorns always find a gap in my defense to shot me while I'm dealing with the darn shivers. @The Lerf Thanks for throwing out some ideas. Usually, its just a bunch of us complaining in these threads.
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