Jump to content

ifoz

Very supportive Vintarian
  • Posts

    753
  • Joined

  • Last visited

  • Days Won

    24

ifoz last won the day on April 15

ifoz had the most liked content!

5 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

ifoz's Achievements

Steel Worker

Steel Worker (8/9)

1.2k

Reputation

13

Community Answers

  1. None yet as far as I am aware. RedRam confirmed on the Discord that they plan to have it used with lumber, though that's not something coming in 1.22 (and likely not in the 1.22._ patch that plans to add other shelved 1.22 content either).
  2. Just thought of another overlooked item, though this is mostly because it's a new addition and I don't think all that many people have caught on to its existence yet. Previously, in 1.21, to get a +3 warmth shoulder slot item (best in the slot), you had to hunt ruins for ages until RNG finally gave you the prince fur, which didn't even look that nice with the majority of outfits. But now, we've been graced with the fur wrap. Crafted with three medium pelts, it's a +3 shoulder slot item. That's like wearing another fur coat on top of your fur coat! Couple that with one of the new racoon/fox hats, and you shouldn't be freezing easy in temperate winters early-midgame. In total, the regular fur set (counting these new items) is up to a max temperature of +16 degrees. (That's rawhide mantle, rawhide trousers, fur coat, fur wrap, fur boots, fur gloves, and a racoon hat). You can get it even higher by crafting the arctic hunter set once you get cinnabar (or one of the equivalents if you're a tailor), but +16 is still a lot of warmth for clothes made from regular hides and pelts. [EDIT]: Just throwing another bit of advice/overlooked item in: the fur-lined vest also exists now. It's just as warm as a fur coat, but takes many less pelts and a few pieces of leather. If you've got leather set up by winter, a very cheap and stylish option.
  3. There are, if you mean the rare chance to find a larger camp with two or three traders. Instead of camps, they've now been turned into small towns/outposts, with a group of buildings fenced in by a palisade wall. There's three variants of them - I'm pretty sure that two of the three contain three traders, and the other one contains two traders.
  4. Scrap shovels don't exist (the only non-weapon scrap item is the axe), but the worst one you can pull is in my eyes the mace. Which is a shame, since it looks pretty cool. The mace is basically the scrap club, but with higher durability and lower damage. Considering the scrap club is already pretty bad as it is, that's not a great sign for the mace.
  5. I love this feature of decor layers, it's so sad it's bugged in 1.22! Right now if you try and place something on top of a decor layer (eg; lantern on top of a table with rush matting) the decor layer will just become invisible. They also cause sleek doors to freak out now, their lighting does not seem to like being placed on decor for some reason. I think scrap weapons are a useful overlooked item. They're kind of like discount copper, especially the axe. Better than flint earlygame, and good tools to tide you over until you enter the copper age proper.
  6. Traders are inconsistent in terms of the beds - some use the regular bed types (hay and linen) that the player can sleep on, while some use clutter bed types (short aged bed variants) that cannot be interacted with due to not being actual beds. I think Saraty might have once said that traders are planned to get their own bed type at some point in the future, so I wonder if things might change then.
  7. Nothing is done to trigger them, as far as I can tell. Buried treasures spawn all over the place, and in creative mode I have seen some in noclip mode that aren't even in the map radius of a treasure hunter (so would have to be found by random chance). Sadly, nothing (in multiplayer). In singleplayer from my experience the game won't give you a map to a treasure you've already been given a map to, but in multplayer you absolutely can get scammed by being given a map that another player has already dug up.
  8. The maps you buy from the treasure hunter lead to these, yeah. The dialogue with him where you trade the pickaxe for the map leads to the first story location, which is an entire experience as opposed to a little pocket of loot.
  9. I think the tree is meant to represent rebirth and the new world, while the 'clock' in the new logo is supposed to be an important story piece. The machinery could also represent the old world, or the actions of a certain lore-important hermit. It reminds me a bit of the Mother 3 logo, with the duality between nature and technology.
  10. So surely given the look of the tree on the new logo, we are getting trees like the Eco Machina mod?
  11. I like both of them, though I do think the new logo is a bit too saturated given the game's generally more muted colour palette. As @MattyK said, I think bringing the earthier tones of the original logo into the new logo would be a nice choice. I also wonder if the new logo is a little too blocky-looking or cartoonish, but I'd also have to see it ingame to really decide if that was the case. [EDIT]: Now that I've seen people edit it into the game, I do think it looks a little too cartoonish personally. It's a very cool style, but it makes VS look like a fantasy adventure block game, when the gameplay doesn't really reflect that. The leaves are my main problem, I think if the leaves were made less blocky I would like it a lot more overall. I think leaning away from advertising the game as just another voxel sandbox might be a better choice, as VS already stands out on its own in the genre, and voxels aren't particularly novel branding for a game anymore. Something I enjoyed about the original logo was that it really conveyed the more 'natural' side of VS, and painted it as a more down-to-earth experience. I do like how the clock(?) in the tree of the original is now the dials of a certain important story piece in the new logo, that's a really fun detail. I also think having the 'Vintage Story' text underneath the logo instead of to the sides looks a little nicer as well. [EDIT]: I also just had a thought about how the new logo features what looks like the metal box that is connected to translocators - I remember Elvas saying in a stream that the art team wanted to remodel translocators, and so the new logo might become inconsistent with them if they were to be updated. If the updated translocators still incorporate the design of that box though, it'd make sense. In the poll, I voted for the old logo primarily just because I preferred the more muted colour scheme it has that matches the rest of the menu. [EDIT 2]: I just realised the mention that if chosen, the new artstyle would be worked more into the game to match the logo. I don't know if this would be the right decision, as a more cartoony artstyle for things like UI wouldn't fit with the rest of the game in my eyes. VS has always been a more muted, down-to-earth game, and having the UI use bright colours and bold lines wouldn't mesh well with the rest of the game's aesthetic, I think. I'm all for the logo and UI being more consistent with Duar's artstyle, but the new logo looks a bit too saturated for Duar's usual style to me. All that said, I do like the new logo as a standalone piece, but just not as much as the original when put against the backdrop of the rest of the game's artstyle and gameplay. I think the best choice would be a 'best of both worlds' scenario, where the good things about both logos get combined into a new, third one. [EDIT 3]: This post sure has a lot of edits! Thinking more about it, I do think that redesigning the logo is the right idea. Really though, I think if the new logo wins, it will probably look more in place with the game once other UI elements are changed to match it. If there was that level of stylistic consistency, I don't think there would really be a problem. It's just because the old menu doesn't mesh with the new logo very well. [EDIT 4]: I made this quick mock-up that removes a lot of the visual clutter and makes the leaves less blocky, as well as changing the colours of the little dials to the rusty red of the pipes to make them draw the eye less. Feel free to let me know what you think! It's by no means perfect or any better than the original/new logo, but I just wanted to experiment with it a little. I also colour picker-ed the colours from the original into this one. There's a lot of little artefacts, but again this is just me messing around with it.
  12. Honestly, I think a good way to expand early progression would be with scrap tools. We have scrap weapons, but it could be interesting if scrap was its own miniature "age". Not one required for progression, but just something players could do as an alternative to early stone/copper, especially if their local copper spawns weren't kind to them. Scrap doesn't just have to be the specific metal scraps item either - it could be expanded to a few different items in ruins. Potsherds and glass shards for making knives and arrowheads, some form of scrap lamellar armour, and maybe some other things as well. Potentially also tie it into clutter - breaking ceramic clutter without glue would give potsherds, while breaking glass clutter without glue would give glass shards. Ruin hunting is a fun activity, and the player cobbling together crude tools from the remnants of the past is very fitting with VS' themes.
  13. Honestly, a really slow stone-age pickaxe would be nice peace of mind for early caving. I like to rush caves very early on to try my luck, but if you forget to pack enough blocks, you're in a bit of a tricky situation. You can either hope there are enough loose stones and boulders around the cave to make enough drystone fences to pillar out, or starve to death since there is no way to claw your way up onto a 2-tall ledge. It's a fringe use sure, but it'd still be useful in the kinds of situations where a player is semi-softlocked due to being trapped by blocks of rock.
  14. I'm just going to say the VS roofing mod, as well as the mods that make palisades and roof beams craftable in survival mode. The roofing system in survival is so restrictive, and something like the VS roofing mod being integrated into vanilla would really go a long way for letting players do all sorts of things with their roofing. Especially now that the trader outposts all show off special roof techniques made with chiselling and the creative-only roof beams that can't be replicated by survival players.
  15. Survival goods traders can sell the recurve bow, meaning it isn't truly locked behind the Hunter class unless you are playing with traders not enabled. (You can sometimes get it for as cheap as 8 gears, which seems like a bit of a bargain price. Even if you were playing as a Hunter, it might be less time/resource consuming to just buy recurve bows).
×
×
  • 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.