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Everything posted by ifoz
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Welcome to VS! Basically, the 'stone age' gamemode (homo sapiens) removes all lore content. That means it removes all ruins, traders, supernatural enemies, story locations, NPCs, and all of the associated items like the majority of furniture and clothing, as well as all of the magitech items. The other modes have all of this content, including the merchant NPCs. In the upcoming 1.20 update (which is slated to release in about 1-2 weeks) there will be four more story locations, two of which featuring NPCs. One of them is a lively village featuring many interactable NPCs, and one of them is the dwelling of a very important character who you will get to meet!
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Are there going to be populated towns and villages in future updates?
ifoz replied to Dirty_Wizard's topic in Discussion
1.20 is slated to release in around 1-3 weeks. -
Your calls have been heard! This is what I call an 'ancient ruin' (made out of entirely rock blocks) This specific one does not hide any treasure to my knowledge, but does look pretty neato. Some of them do hide treasure in stone that you'll need a pick to crack open.
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Picking Up Items Should Put Them In The Selected Hotbar Slot
ifoz replied to -Glue-'s topic in Suggestions
I honestly just want an option to have it so spears go to the leftmost slot. I play with a reversed hotbar layout and using spears is cumbersome because they like to go to the leftmost slots instead of the rightmost. -
The only thing that special linen is used for is being placed on blocks as decoration. There are no crafting recipes - tailor or not - that require fancy linen.
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Basically what this means is that food is going to spoil way 'faster' the more days you have. This is a case of something like a piece of food lasting for 1 year in default settings only lasting 1 month in these time settings. Since crops do not grow in winter (default temperate climate), this means winters would be very unfun, with constant starvation if hunger was left at default values. Winter lasts for around 5 months in the default settings. Extending months to 30 days could potentially mean that all of your food would expire while winter is still in effect, forcing you to starve. I don't know how likely this is, because food spoilage depends on a number of factors, but yeah. If you were playing 30 day months, I'd highly recommend you have a vacation home you visit in the winter located in the South where you can actually grow crops to sustain yourself.
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The metal items all use one texture for all tools that is then placed over the metal segments, so it wouldn't bee too tricky. You could theoretically just hue shift the "base" material in the files to get the right colour!
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Far as I know, nope. Though there were new ones added in 1.20 pre-releases so fingers crossed.
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I think that when Notch first made the game, this was an intended stylistic choice to harken back to RPG games of old. Nowadays though, Microsoft has smoothed out and remade all the textures, and now it just looks like it's pixel art for the sake of being pixel art, but they never got rid of the arcade-look for the general sprites and animations. There's no actual intended style choice there now. Overall I way prefer the look of VS. Modern Minecraft just looks janky and bland in comparison imo.
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The Seraphs (and much of the lore) is heavily rooted in IRL alchemy myth. Seraphs in alchemy are humans granted a higher form (and immortality) by a philosopher's stone - which Jonas is confirmed to have created by various tapestries, symbols and item descriptions. Our Seraphs also seem fond of Jonas. There's a tapestry quote from the player character view that describes what Jonas once said in private - indicating a closer relationship than being strangers to him.
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The Rot was much more of a "consume everything and turn it to dead sludge" plague than anything to do with zombies. Drifters themselves are reanimated through the corrupting force of the Rust, not any kind of zombie virus. Spoiler for a quick rundown of the lore: While robots/AI do exist in the game and in the canon lore, we do not know the entire part they play. We hear whispers of a strange 'Machine God', which in my eyes could be Jonas' great machine itself, having somehow gained sentience or following out some directive.
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Also you can repair clothing with linen/cloth/twine. You just click on the clothing with the linen/cloth/twine and it will repair it. Linen/cloth = +50% Twine = +10% Sewing kit = +75%
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Clothes also degrades with wear. If you get hit by a powerful enemy, your clothes will take a big hit, too. Lesser enemies and other damage sources also deal clothing damage.
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I think if it were added, it'd be better as an optional setting on world creation (Vintage is a big fan of having game-changing features be optional, which is really nice). Buffs currently aren't properly in the game, though devs do plan for a buff/debuff system in the future. Alchemy is also planned, which would go hand-in-hand with such a system. Buffs from jewellery.. I'm a little more on the fence. This game's world doesn't really have magic (there is "magic" tech, but it's rooted in irl medieval alchemy lore), so getting buffs from jewellery probably wouldn't fit the world and lore. Builder class is something I'm kinda against though, just because limiting creativity behind an arbitrary decision isn't the best way to go about it. Especially if I wanted to choose another class for fashion, backstory or gameplay, but then am forced to choose builder just so I personally can enjoy the game's creative aspects more. I do think it would be much better to have as an optional world setting for those who want it. Anyway, this community is pretty good with discussing ideas and offering feedback rather than outright dismissing them.
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This could be interesting to see. Personally though it would grind my gears as a builder to have to place blocks at a snail's pace, so I'd rather not play with this enabled. I don't really view blocking enemies as an issue though. Usually they're too quick or you're in a cave, and if you can manage to block them without getting hit, that takes some skill on it's own. The larger issue with MC mobs that makes blocking them so effective is the fact that the main cast of hostile mobs were never balanced with sprinting in mind at all. The story locations have no ability to place blocks, so I'd say they're 'combat on even turf' whereas in the rest of the world, it's very much up to your own skills, wits, and choices within combat encounters.
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I preface this by saying, welcome to Vintage!! Secondly, in answer to this, while you can indeed do this, enemies have some tricks up their sleeves. Many are fast and agile, some have ranged attacks, and some can climb. The 'story locations' - big 'one of each per world' lore-relevant experiences, are also 'claimed', meaning you cannot break or alter them, so you'll be fighting on the turf of the enemies without the ability to place or break things.
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It does exist before it gets marked on your map actually, I've heard a story from someone who accidentally built their base on top of it, was mining and then hit a "this area is claimed by a higher power" zone. It spawns in upon initial world generation.
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Here's a weird one I've come up with, but I think it's honestly really interesting and makes sense. Boot Theory. Basically the theory of mine that survivor, malefactor and rotwalker boots are a visual timeline of both the groups and the old world itself. Survivors (1st) were those who fled to the underground, then Malefactors (2nd) emerged a little later as a scavenger/community service group, then Rotwalkers (3rd) came last when the world had turned to sludge. This also matches with the Survivor (1st) and Malefactor (2nd) gloves being the same under the patches and wrappings.
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That's very strange, sounds like a bug to me? Unless it's an attempt to patch staving off starvation via poultice.
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I don't know exactly either, I just know that one of the new locations utilises the game's "dimensions" system (first of it's kind) and so I do not know if this needs to be present on world creation to function correctly. I'm sure an ultimate goal of the devs' is to have the new story locations compatible with old saves, though.
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Old saves can still generate new terrain, the blending is arguably better than in MC, but the new big lore locations themselves may or may not be able to generate. You could always make a save on 1.19.8 and hope that they do generate, or even just use 1.19.8 as a "tutorial" to learn the game and then start a longer-term world when 1.20 stable drops.
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Pre-7 worlds are not designed to be long-term and will not generate the new story locations when those are added soon. I would advise against using pre-7 for anything more than a one-off test world. Also welcome to Vintage Story!
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It needs fireclay, you cannot make it with blue clay.
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You fuel it with a temporal gear, and then simply stand on it after you have died to be teleported to the location of your death. One gear per teleport is the cost, you just have to right click it with a temporal gear to fuel it.
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