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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. Do you by chance happen to be a fan of Kurazarrh? The lamp post outside your forge and the tannery building remind me of some of the things that he has built in his Vintage Story series'.
  2. I think it's kind of strange how you can find ruined tools and pristine tools in ruins, but there is never a type that is in-between 'completely broken' and 'never used'. I think that it could be cool if you could find "corroded" tools and lanterns, that would function like their normal counterparts, except with less durability, mining speed and damage. They would be tier 2 (copper), but would be worse than regular copper tools. I think that this could add to the immersion of scavenging through ruins a little. Does anyone else like this idea, or is it just me?
  3. True, true. Chickens aren't really the optimal animal, and I do like your ideas for rebalancing them. Still, they're fun to keep. Getting to check the henboxes each morning is cool, so I'm a fan.
  4. Hey, those drifters aren't exactly squeaky clean themselves! Really, it's all just in self-defence! This brings about a funny mental image of drifters living a peaceful life with locusts and other rot beasts in the depths until a single Seraph draws near and they all suddenly get really angry. Maybe they just really hate the colour blue? Makes sense why they never go out during the day!
  5. I think this suggestion raises an interesting point, but I just thought I'd offer a little advice here on the subject of chickens being annoying to feed. I personally never have my chickens going hungry, since I have a large flax farm. I farm flax purely for the fibres, and the grain is just a byproduct. Flax grain is pretty awful for cooking, so I always just feed it to my animals. By doing this, you can keep your chickens fed while still getting something useful from crops!
  6. You never said anything indicating this, I was just expressing my concern that if NPCs were added, their AI would need to account for things like nice living conditions so that players wouldn't imprison them. Something like Terraria's NPC happiness mechanic could work. NPCs coming and going, or '"leaving at any time" like you said sounds like a good idea to me, I think that could definitely work to solve such an issue. I love building towns and making stories about them, but I can see how there isn't all that much of an in-game motivation to do so. I know that villager grinders weren't what you were trying to suggest, but I've just been in the Minecraft community before I started playing VS, and thought I'd voice my thoughts on how I didn't want to see villager slave camps start appearing in this community too.
  7. I started playing Minecraft on my PSVita a while ago because I picked it up for pretty cheap, and I discovered that in older versions of Minecraft, villagers were even worse than they are now. Constantly getting themselves killed, I tell you! Granted, the way you "deal" with villagers now is hauling them away in boats because they are powerless to move when in a boat, and then shoving them into little boxes. I think it's because they have basically no AI or interactions with the player other than "walk around and make sounds" and "open trading GUI". Also I think having villagers be accessible at your base kind of retracts from the game's atmosphere and overall vibes. Like, in this post-calamity world, you SHOULD have to trek for a while before finding even a single other humanoid. I'm just so glad that there is no pre-built village structure. Sure, there could be one in the future, but it would probably be like the Archives where you can't break their stuff and would also be located very far from spawn. Maybe some extremely, extremely rare little outposts of a few huts, and of course traders, but that should probably be about it. I hate in Minecraft when you spawn in, find a village in three minutes, and then just have food and shelter immediately accessible. It completely ruins the point of a survival game to just have these things handed to you on a platter. I'd even say that it ruins the point of a sandbox building game. Having a whole town of pre-built houses does wonders to kill any need to build or improve. Why build more when there's already quite a few nice little homes right here, all ready for the taking?
  8. As nice as hiring NPCs would be, I worry that it could create a "Minecraft effect". People making borderline slavery camps where NPCs would be forced to work because it's so much more efficient than actually letting them live like regular people. This is a huge problem in Minecraft, where two commonly-constructed structures are a "trading hall" (where NPCs are confined in small boxes/cells forever) and a "villager breeder" (which, as the name suggests, is where NPCs are stationed to, well, produce more NPCs). There's also "iron farms" which abuse NPC mechanics in relation to enemies to spawn robots that instantly get melted into iron ingots, but I don't think that one is really relevant here, thank goodness. Also having nearly everything automatable by NPCs would make you essentially either a slave master or local lord, and I don't really think that either of these things meshes well with the game's whole philosophy of "hard work pays off". This could be a cool idea for a mod, but I would actually really dislike it if it was in the base game, at least in the way that Minecraft handles it.
  9. This is a super cool idea! I haven't ever tried this, though I do love coming up with backstories for my characters and then playing according to how they as a character would act. This can influence both my gameplay and my building style, as I build what I think they as a character would value or construct themselves, or what I think should be added to their world. The town I'm currently building, for example, only has two buildings that are canonically built by my character, despite everything being made by me. It's for the roleplay factor that my character "hasn't" built these buildings, even though I have.
  10. Could you reach out to the mod's original creator, or the modder who ported the kobold player model? Just some ideas, since I don't know how it'll get ported unless an inspired modder sees this forum post, which could always happen. You might just get lucky!
  11. I'm no expert programmer, so sadly I can't help with this problem, but I do know of one other player model mod that I just thought I would suggest because it's pretty cool. There's a kobold player model mod out there, and someone ported it to 1.19.
  12. Completely forgot to suggest this! About an hour of underground ruin hunting in my experience can get you all the gears you need for a tin bronze pickaxe and maybe another tool if you get lucky. You'd need to find a Survival Goods trader, though. Then you could just swap the pick for a map, and off you go to the Archives!
  13. ifoz

    Wood carving

    I agree with Thorfinn here. I hope that once they eventually remove the 3x3 crafting grid that this does not mean stacking cobblestone tediously by hand or debarking logs by placing them and holding right click. There is a point where realism must be sacrificed for game design. There's a tipping point when too much realism stops being fun and becomes an awful, grindy slog.
  14. This kind of stuff has been done before in Minecraft, so I guarantee it is just a matter of time before someone decides to do this for Vintage Story! It would require the development of tools for porting images or geological data/maps of some kind into the game, then making it a custom map available for download, though.
  15. ifoz

    Wood carving

    Accidentally debarking logs in my builds because I right clicked while holding an axe doesn't exactly sound like fun. This was a feature in Minecraft and personally it was really annoying. I think a dedicated workstation or chopping block could work better for this, though having to manually debark many logs for a large build is another issue. Maybe it could be less grindy if there was some kind of mechanical part to automate it in the late game?
  16. As cool as your suggestion is, using bombs seems much cheaper and more efficient. A couple of bombs can net you stacks and stacks of iron in a short timeframe.
  17. On our server, I'm playing Malefactor, and I have a friend who is playing Blackguard. In my character's lore, he's a little anxious around him due to concerns that he would be recognised, though so far the Blackguard hasn't noticed! It's an uneasy alliance!
  18. Perhaps the shortsword could have slightly further reach than the Falx to make up for it's shortcomings, since it takes the same amount of iron to make a regular iron Falx. The Falx seems designed so that you thrust the tip into the enemy, puncturing them, and then rip it back towards you like a sawblade, cutting through metal and thick hide. The downside of this is that you would need to be pretty close to your enemies to do this. The shortsword could be thrusted, allowing for further reach, but not that cutting power that the Falx has. On the subject of another Falx type, I have been thinking about a potential "Nightmare Falx" which would be the arm of a nightmare or other higher-tier drifter repurposed as a makeshift weapon. The blade would be a rare drop from arm-bladed drifters, and would make any drifters killed with it have a higher chance of dropping loot. It wouldn't be very durable though. After all, it is just a rusty old blade attached to a stick.
  19. The weapons fused to their limbs is actually so much more fitting! I'd say the drifters are "undead" but they are a refreshing take on undead enemies. Maybe these fallen knight enemies could be overrun with rusted pipes sprouting from their bodies, matching with the visual themes of what the Rust does when it takes over stuff like areas of the Archives. I imagine they'd be a little more lucid than a regular drifter, though the only thing that they would be able to think of or recall would be their duty to protect the ruin that they are inside. They wouldn't recognise you as one of them, though if you were actually playing as a Blackguard, maybe the Blackguard ones would hesitate for a moment when seeing you before becoming aggressive, giving you a chance where you can get a hit or two in. This could be taken further if you were playing Malefactor, as maybe they would aggro on sight instantly, perceiving you as a raider or thief.
  20. It's kind of odd that the iron shortsword head can be smithed by any class, though a Blackguard is needed to simply affix it to a stick. I think it could be nice if there was a plain "Iron Shortsword" that could be crafted by any class, but would have the exact same stats as a regular iron Falx. Probably made from the shortsword head and a stick, without the need for charcoal. Just so that players who made the shortsword head thinking that it would be a good weapon aren't disappointed to learn that you need to be a Blackguard to do anything with it. It's a cooler feature than just relegating the smithing recipe to Blackguards only!
  21. One day I'd love to see an enemy type that's a Blackguard or knight of the Forlorn Hope turned into a drifter. Imagine poking your head into a ruined Blackguard barracks, and coming face to face with a lanky drifter in a set of rotten and busted up Blackguard gear, wielding a broken shortsword and chipped shield. I think that it could add so much atmosphere to certain ruin types if you could find the reanimated corpses of the previous inhabitants within. You enter a ruin and a suit of armour slumped against a wall slowly pushes itself up, making an echo-y (because of the helmet) version of that classic drifter growl. This could also offer another way to get broken Blackguard and Forlorn hope armour, though you would have to fight tooth and nail for it.. The Rot wasn't just a plague, it was a curse. If the only way to break it is to put the afflicted down, you'd better gear up!
  22. I agree, I think that the fur coat should definitely be warmer, though I would like to see the robe eek out an extra 0.5 degrees over other coat/mantle/robe/jacket items. (The ones that go over your shirt). It's made with both cloth and a raw hide, so I think it should probably be around 0.5 warmer than the average jacket. I agree to this too. I just think that maybe the woolen shirt should be +2.5 instead of the base +2 degrees, as something like the tattered crimson tunic still has a warmth of +2 degrees, and it's both torn up and short sleeve. By the way, do you have any thoughts on the Malefactor heavy cloak? It's only +0.5 degrees despite every other shoulder item being at least +1 degrees, at least to my knowledge. This is also despite it having a scarf that comes with it. Is this for balance reasons since the Malefactor starts the game with the most clothing compared to other classes?
  23. Throw beenades instead of rocks and beenade snowballs in winter. When encountering a Seraph, pull a rusty gear from my flesh and throw it at them with expert accuracy and ease, spinning like a shuriken mid-air. Use a temporal gear that I am magically carrying on myself to set my respawn point to right next to their respawn point. Whenever they kill me, I just reappear. Keep a little iron oxide in my pockets at all times. Spread the rust like pixie dust, skipping around and groaning with glee.
  24. Welcome to the forums! There is indeed a way to make blocks smaller! You need to make a chisel and a hammer, then hold the hammer in one hand and the chisel in the other. You can then chip blocks down to any size and shape you'd like!
  25. Even still, this doesn't change the fact that they don't seem to have a mattress or pillow! It looks like it's just a blanket on a solid wooden frame.
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