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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. ifoz

    Adaptive Roofing

    The warm and cold climate variants actually are player-replicable for the most part, which is neat. They're mostly made of daub and mudbrick, with aged thatch (not obtainable in survival, but normal thatch is) for colder climate roofing. But yeah, I do wish this kind of architecture was easier/possible to create in survival. Especially since in the lore these huts are meant to be thrown together in a couple of weeks, as Elvas said on the stream.
  2. I'm sure this has been brought up by other people in other places, but I thought it'd be nice to make a proper suggestions thread on it, especially with the upcoming 1.22 trader houses nearing completion in the dev streams. Roofing in this game is kind of weird. You place down different roof pieces, they always have to be at a 45 degree angle, and then they have blocky undersides. Meanwhile the new trader houses (which, let me clarify, I think are absolutely awesome) that players will now be able to find scattered all over the world have smooth chiselled roofing. I think it'll be a bit of a disappointment to new players when they find out it's extremely difficult and time-consuming (sometimes impossible, if the trader house uses creative mode roof beams) to create a similar dwelling. I've already heard of similar new player reactions to the treasure hunter's shack in 1.21, excited to build something similar only to find out they aren't able to. I think it would be really nice if roofing either adapted to whatever block it was placed on top of and inherited that texture, or if roofing was more like large support beams you could stretch across a build to make a frame and then add material to fill in. Either of these would allow for roofing that looks sleek and do away with the bulky undersides, as well as allowing different shapes of roofing beyond the 45 degree angle. EDIT: I think ideally the way dynamic roofing could work would be detecting the shape/thickness of the block below, then using that texture and thickness to give the roof its blocky underside. That way roofing could be precisely aligned to walls of different chiselled thicknesses, and only have the blocky underside when it is actually on top of a block.
  3. Personally I still think a decent compromise would be if they added a nearby mini-dungeon of sorts, where you could get a special Jonas part that fixes/activates the elevator early. That way you can either do the parkour yourself, or take longer to raid a dangerous structure and be rewarded with the option to skip it.
  4. I have no idea why I'd want to make up my claim, really. I've flown around in creative noclip a lot testing worldgen, especially back in 1.20. These big spherical caves aren't all that common, but they happen often enough for me to find them in noclip mode. This is a screenshot from 2024, you can tell because the NPCs in the hotbar aren't wearing clothing, which is a bug that's now been patched.
  5. I've seen this kind of thing before in survival, though none quite as big as this. Still, some absolutely massive near-perfect half-sphere shaped chambers near the mantle. My friends who play Vintage and I call them 'fried egg caves', since they look a bit like an egg yolk when all lit up.
  6. ifoz

    Rusted Doors

    The top area of the RA actually isn't protected in vanilla, and nothing stops you from taking the doors up there. They're just cosmetic though, and you'd need to be in creative mode to actually open/close them.
  7. It's used when creating structures, I'm pretty sure that the meta filler block makes the game force spawn air wherever it is placed. Useful when making underground ruins or cellars not filled with blocks upon generating in. It can't actually do anything in survival though, since it only takes effect when the structure it is a part of gets generated in.
  8. If you go into your Vintagestory folder (in your appdata), then navigate to assets->survival->textures->entity->lore you can find the monster textures. From there you could hue shift them to pink with basically any image editing software.
  9. ifoz

    Relics

    Yeah, the gold gear is exclusive to that certain chapter 2 story location. The only "trinket" items (as I have been calling them lol, the random little decorations that can be placed into display cases and ground storage) that can be obtained more than once are the artistic bottle, human skull and deformed skull. Those three are found in both the chapter 1 story location, as well as regular ruins.
  10. VS has some weird systems like this that almost act like something you'd expect to see out of a 90's RPG. Not in a good way either, more just feeling like antiquated design. I'm talking about the way armour and shields work - they're an internal dice roll. It's a 3D open-world survival game, and yet hit detection works on a "20% chance head, 50% chest, 30% legs" system. If an enemy hits you in the legs, and you're wearing plate armour without a helmet, there is a 20% chance that hit actually registered on your head and so you'd take full damage. This is the kind of system that works for a 2D RPG where characters are simple sprites, but it feels quite wonky in a full 3D environment. I've talked about it before, but this system feels really out of place in the game in my eyes. It's not telegraphed at all, and it's not explained by the handbook. There also isn't really a reason for the hit detection to work like this, as it is not really fun, and certainly not realistic. It's fine enough as it is right now for just serving its purpose, but I think that making it true hit detection would be much more engaging and make much more sense. It might also help to relieve some of the combat frustrations that players have.
  11. It wouldn't be that tricky to go into the files yourself and hue shift the monster textures to a silly colour, or replace the sound effects with your own. Granted, that wouldn't really help if the animations are the thing that scare you the most.
  12. I feel like a decent way to shake up the current meta would be making the damage types into a real mechanic. Currently certain weapons list damage types (blunt and piercing for example), despite the fact these actually don't mean anything and don't affect anything. Having weapons such as maces designed for taking down mechanical foes (slam the metal plates around, disrupt the inner workings) while being worse than falxes at dealing with Rust monsters (they're thick-skinned and contain metal, so they absorb the blow better) would be a step in the right direction in my eyes. Making players choose what weapons to take along for what enemies they expect to encounter. That, and changing the way armour hit detection works. Currently it's a Morrowind style percentage chance. Even if it looks like a drifter hit you in the ankles, the game could roll the chance for that hit to apply to your head. This feels weird and completely untelegraphed (not to mention the fact this isn't mentioned anywhere in the handbook as far as I remember). Making it a system of actual hitboxes (legs, chest, head) could help with a decent amount of armour/combat jank I think. If you aren't wearing a helmet and a drifter swipes at your plate armoured legs, that should not count as a head hit.
  13. The main problem for Jonas parts being the main incentive of storms is that ruins/story locations are just far better ways to obtain them. You can probably get almost all the parts you'd need to make at least one of the Jonas devices by completing all of the current story locations in the game, I know a certain location from chapter 2 likes having them as frequent loot. Underground ruins also offer many other rewards than just Jonas parts, so they're more worthwhile to be spending your time on as opposed to storms. Jonastech being largely novelty items is another problem, but to a lesser extent since the terminus teleporter is still a handy item to have. I definitely hope Jonastech gets expanded at some point, as well as what I like to call "Seraphtech". The tuning spear and rift ward are more midgame focused than the other Jonas items, both have no reason to have been invented in the old world, and both require far less Jonas parts than the other Jonastech items to craft. This idea of somewhat unreliable cobbled-together midgame Jonas devices implied to be invented by the player Seraph could also be a fun thing to see expanded in my eyes. (I always enjoy the idea of a midgame night vision alternative that is easier to create, but has a random chance to fizzle out and leave you without a light source. Very useful when caving, until the lights go out while you're in combat!)
  14. You should be okay. Worst comes to worst set your respawn outside the archives and just keep fighting it until you win. The only real piece of advice I can offer is making sure to jump when it does the ground slam attack. That way you aren't thrown into the air.
  15. Was surprised to see I was the original poster of this thread. Anyway I've changed my main character voice since then, I usually go for harmonica medium.
  16. ifoz

    Rotten tapestry?

    The way it 'clears' is that the mold overlay on the ruin's wall is a layer below the tapestry's model, and looking at it up close or from certain directions clips the mold in front of the tapestry. It's a bug, though rotten tapestries are meant to stay rotten. The ones that 'clear' when you look at them actually aren't rotten tapestries, they are normal tapestries that just have a mold layer behind them that clips through at certain angles. This also happens with wallpaper and tapestries if I remember right. Basically rotten tapestries are randomly substituted for regular tapestries when they generate in. Sometimes even only one segment of a tapestry can be rotten, and the others will be fine to pick up. They're useless, and break apart when you try to pick them up. Basically a "better luck next time you find this ruin" mechanic. In the case of the Holy tapestry here, the game would have generated this ruin with the Holy tapestry, but then run the odds to make part or whole of it rotten. It's just bad luck. Hopefully next time you find this ruin you have better luck with the tapestry RNG.
  17. I kid you not, when I first visited the place I was so confused as to why they had what seemed to be an indoor fish farm / aquarium set up in town. Only later did I realise it was not meant to contain fish.
  18. I'd like that too. Considering we already have the damage overlay system with armour, I imagine that the base for a dirt/blood overlay system is already there. It'd also give that bath/laundry building in Nadiya a use other than spawning a bunch of fish upon generation.
  19. Instead of having trader interest tied to entire sets, I'd love if it was a piece-by-piece basis like how Kingdom Come: Deliverance does it. The Malefactor tunic for example looks quite nice, same for the trousers. Their stained shirt and mask however would likely drag down the trader appeal. While I haven't played KCD1 yet, I picked up the sequel recently and have been really enjoying it. The way clothes work there is that each piece has a 'charisma' stat, and the more expensive or flashy that piece is, the higher the charisma. Higher charisma means people will generally be more receptive to what you have to say, and merchants will likely give you lower prices. It works the same in reverse, if you dress like a beggar, nobody is going to take you seriously. Maybe to simplify this for VS, only certain raggedy clothes could have negative charisma impact. Most would do nothing for you, and then flashier ones would increase your charisma. Dependant on the trader, this might increase the prices too, since you look wealthy and they think you would have a few extra gears to spend! The ideal for talking to traders would be an outfit in good condition and fancy enough to suggest you are well-off, but not so fancy that they think you're pompous or rich and easy to take advantage of for some bonus cash. -------- As some examples for clothes that would negatively impact charisma, I'd say: The entire rotwalker set, malefactor shirt, malefactor mask, sheep skull mask, cat mask, tattered peasant gown, peasant shirt, the entire rotten king set aside from the crown, blackguard shirt, barber surgeon apron (it has bloodstains!), Nadiyan barber gloves (same reason), tattered linen shirt, tattered crimson tunic. Some that could positively impact charisma without looking overly fancy: Lackey hat and shirt, squire boots and hood, the entire forlorn hope set, jailor tunic, pants, hat and boots, the entire merchant set, crimson ornate linen tunic, malefactor tunic, tailor jacket, the nomad set, spice merchant's coat, the minstrel set. And some clothes that would be so fine that traders would try and take advantage of your wealth: The entire noble set, gem-encrusted fur hat, gold waist chain, fancy royal collar and belt, golden coronet, crown, miaguan, rotten king crown, byzantine crown, the entire prince set.
  20. The only time I've ever been close to freezing outside of the winter months was one of the first days of May in a wilderness survival world, during the rain (wilderness mode makes it easier for you to freeze). I think that kind of stands for itself in showing how unimpactful clothing is in survival situations where good/warm/dry clothing should really be a concern. It could also be fun if clothing became more impactful to see more primitive clothing, and more options against the rain. Making a raincoat from dried grass, or waxing your clothes to help waterproof them. Also maybe having clothing that is high condition impact prices with traders? As long as all your clothes (and you are at least wearing a shirt/pants/shoes) are above 70%, traders could offer you a slight discount for looking presentable. Maybe that could even be one of tailor's perks in an emergent sense, with clothing being easier to maintain, they could have more of a focus on trading and selling clothes for a profit. (That's another problem with tailor - an example of how bad the prices are against them, a tailor player could spend some 9 linen worth of flax to make a pair of nomad pants, and the max price they could sell them for is a whopping 3 gears).
  21. Tailor's lack of identity is definitely in part to do with the fact they are a living crafting station. If tailor's craftables were instead gated behind a special bench that you had to make, none of the actual gameplay would change at all, and that's a problem since those craftables define the entire class. It also doesn't help tailor that any class can repair clothing using linen sheets (let me be clear, I am not saying this is bad. It makes total sense and being unable to repair clothes would be a pretty bad game design decision imo). There is also a set of clothing (Nadiyan fur) obtainable lategame by any class that rivals (and sometimes surpasses) tailor's reindeer herder clothes in terms of warmth, aside from the shoes specifically. This means tailor's place in the wider progression is quite midgame at the moment. Reindeer herder clothes before you get Nadiyan fur, and tailored gambeson before you get steel chain. They're somewhat useful in that phase of the game, but then fall out of use once players are more advanced than that. The final nail in tailor's coffin is that they can only craft a handful of truly exclusive clothes (most of the clothing in this game can only be found in ruins), and clothing not really being that important for survival anyway. With the way clothing currently works, you are usually incentivised to just wear the warmest possible clothing you have at all times, never change it, never wash it, never dry it, and then just repair it or find/trade/craft more next winter. Even if it was the dead of winter, a dirt box or a campfire can warm you up without the need for any clothing at all. Rain protection got added recently, but even that doesn't matter due to the aforementioned dirt box or campfire to warm up strategy. ----- If it was up to me, clothing that gets wet (via rain or water) should be given a 'soaked' debuff. This would make you gradually colder, and unable to warm up at campfires or inside insulated rooms. You'd have to remove the clothing and set it to dry (in the sun or by a fire) and then switch to a backup outfit. There would also be a temperature threshold that if the outside temperature dropped below, you would not be able to stay 100% warm near a fire or insulated room if you had absolutely no clothing on. Kind of just spitballing here, but I feel like this would go a long way to making clothing a much more impactful element of the survival experience.
  22. Storms actually are a decently big part of the general worldbuilding, even if not mentioned much in text. Removing storms entirely would warrant a pretty massive re-write of a lot of content within the game, namely humanity would likely be much more widespread and not confined to the very rare village or outpost, and would also likely be more technologically advanced than we see ingame. However, at the same time, the storms we see ingame aren't lore accurate. There is dialogue describing them as a raid-like event, though in actual gameplay enemies can spawn wherever they want. It's not a case of lore lazily justifying a bad game mechanic - it's a case of the lore painting a picture of a rather interesting game mechanic, and then that mechanic's actual implementation being much worse and less interesting than the lore tells us it is. I don't like the current implementation of storms, I think they lean much too far into the category of "mechanic that exists primarily to punish players for playing the game". It's something I'd expect out of RLcraft or the like, not Vintage Story. I do think though that if the storms were actually implemented as the lore states they are, they would be a much more interesting experience and overall integrate into both the game's sandbox aspects and worldbuilding a lot better. EDIT: If anyone reading this wants to know my personal take on how they could be better implemented, I talked about it in the other recent storm thread. Pretty much it boils down to making the monsters spawn far away from the player, but automatically aggro and attempt to path towards them. That way players can now make a properly defensive base and protect it, players can still choose to go out and fight the monsters directly, and players who dislike combat are now much safer without the threat of bad RNG forcing a monster to spawn right on top of them. This way it isn't a true tower defence scenario, mobs cannot grief your painstakingly chiselled cottage (as a chisel addict I can imagine the pain!), you aren't forced to cheese storms or put up unsightly dirt watchtowers, and storms are better ingrained into the general sandbox gameplay and basebuilding experience. Ideally this would encourage players to make a proper base in the first place, gradually expand their territory and maybe even experiment with things like moats and traps. At least, hopefully.
  23. It's so awesome to see this drawing done, it looks great! I love how the background scene remains quite faithful to the game's own decoration options despite being in a more realistic style.
  24. Funnily enough, it actually doesn't really fit the narrative, in a way. The existence of storms does definitely fit don't get me wrong, but their current implementation doesn't really line up with their established lore. Canonically, they're raid-like events where any survivors would be encouraged to defend themselves with palisades, moats, traps, bows, spears, etc. This shows a lot with the upcoming 1.22 trader huts that have been teased, almost every single one we've seen has a palisade wall and a small moat, with some others up on stilts in the air to get away from the monsters on the ground. Currently monsters just spawn wherever they want in storms, totally circumventing the established "storms are almost like tower defence" lore. What good is a moat when enemies can just pop into existence inside of it? That said I wouldn't want VS to become a tower defence type game. I don't think having mobs break most blocks or be able to grief your structures would be good at all considering how detailed builds can get here. I do think though that if monsters could only spawn far away from you but would instantly aggro upon spawning, that could help incentivise these defensive strategies without making having a giant castle the meta. EDIT: Also, having more traps! Being able to actually craft our own palisades and spike traps could create some really interesting gameplay where a player who doesn't like combat could still reap some storm rewards by trapping mobs and then harvesting them once the storm is over.
  25. Just a somewhat unrelated piece of advice in regards to warm clothing, if you have any flax, you can make it into linen sheets and then click/drop those sheets onto your clothes to repair them by 50% per sheet. This works as any class, not just tailor!
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