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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. @Maelstrom I found another of those laundry ruins today, can confirm that my diagram was accurate. Here's some screenshots of both how to obtain the chest without worry of locusts, and of the kinds of loot you can expect to see! Hopefully you can see where I have dug out to get to the chest, though it is a little dark! Here's my haul of goodies from said chest, looks like I got rather lucky this time!
  2. I'm pretty sure the 'Lens' refers to the "Ruined Lenses" clutter items that you can find. It looks like a machine with a series of, well, lenses. Like something you may see at an optometrist's, except much larger. Though, these "Lenses" and THE "Lens" may be completely separate things, so this theory isn't disproven!
  3. I've seen them generate backwards, so that the entrance is in a walled-off part of the cave. They make big ol' blobs in cave walls.
  4. Look, Linemen, you say you're doing it all for the community, and yet here is the entire community siding with Tyron. Openly admitting to verbal abuse and psychological manipulation of innocent victims.. this is no way to spread word of a cause, no matter the intention. If you ever try to regroup and return, please try to spread word of cyber safety in a respectful manner. Submit suggestions and bug reports if you care about the community. Compile a report of security issues instead of openly abusing said issues to try and draw attention to them. While I do not approve of your methods, I write this post in hope that you may one day change your ways for the better. While you do advocate for cyber security, you are not going about it in the right manner.
  5. Honestly I think there's a ton of potential in the backpack system for both aesthetic bags, and bags that are more than direct stat upgrades. The miner bags in the game begin to realise this, but they're the only type of "resource-specific bag" so far. It would be super interesting to see the addition of ideas like the ones you provided, as I think it would be more interesting if there was incentive to have different bag types, not just always have full backpacks all of the time. Still, bag variants would be really nice too. Probably only for the hunter backpacks and normal backpacks, since you can't see the others on your character.
  6. Backpacks are one of the essential items of VS. Every player either has them, or wants to have them. And yet, for something that we all want/need, and for something that is always visible on our characters, there is only one style available. I think it would be really cool if there were a few cosmetic styles of backpack, maybe with one special tailor-exclusive type too. Thinking about it, class-specific backpack styles could be cool. Malefactor's with a blue sash draped over it, a more utilitarian Blackguard one, etc. One sold by clothing traders for a ton of gears but that has a style that mimics that of the trader backpacks. I just think it would be nice to have a few additional styles for the backpack. This way you could match the look of your backpacks to the character that you are playing.
  7. ifoz

    About titanium

    Titanium currently only has a use in powdering the ore and using it for high-tier refractory bricks.
  8. I think you guys should also know that (on the topic of hidden treasure) the Blackguard ruin that looks like a barracks with the two sets of four-high bunk beds has some hidden loot too. Under the bottom bunk on the left side is a pair of Blackguard shoes, a parallel transfer vessel, a jug and a metal scrap. The large crypt ruin has a hidden treasure room if you dig through the ceiling to follow it's waterfall. The coffins also hide chests but that is easier to figure out. The "large locust shelter" (as I call it) with the two floors has a hidden vault behind the metal barrels on the top floor. Just dig around in the walls in the top floor room, you'll find it. It will always have some bountiful gold and silver chunks in a display case, a ruined claymore, an ornate silver spear, two gold treasure chests (one aged, one not aged) and an oxblood storage vessel.
  9. Maaaaaaaaaybe...
  10. Thanks! I have limited experience with the old ruins, though my first ever world did have them. I was just anxious to go caving as I was a new player back then. By the time I was confident enough to go caving, the new ruins had just come out. I recognise most surface ruins, and am pretty sure I have been to them all, but I am almost certain that I have seen every type of underground ruin and know where their hidden treasure stashes are. Stuff like the large crypt ruin's waterfall hiding a treasure room, or the big locust shelter having a room of loot if you dig through a certain wall.
  11. I'm pretty sure! I like hunting for clutter and clothing, so I may have spent a little too much time ruin hunting. I'm almost certain that I've seen every single ruin that the vanilla game as to offer.
  12. This to me looks like the laundry ruin. Mine across to the right of the wall facing you in the screenshot, and then dig out the lower block of cobble three blocks to the right of the door. This should let you access the only chest inside without worry of locusts! This is one of my favourite ruins to find, since I love hunting for clothing. That chest always has some good clothes and clutter in it! I do not accept responsibility for locust horde infestation if the chest was one block to the left of the marked block.
  13. ifoz

    What are These Things?

    I suppose the smaller ones could be, but the ones that are slightly larger and found with suits and coats seems to suggest that they may have somehow been worn by adults too. I was thinking, what if this is just the metal part of some sort of rebreather or plague doctor-esq mask and the straps or cloth has just rotted away over time? It could explain why they're so small despite being some found around things adults would wear like full-sized coats and suits. The really tiny one on the drying rack though.. That would have to belong to a child.
  14. ifoz

    Why bother

    If OP uploaded their save file I would believe that they may not be trolling, though with the current lack of response I am lead to believe that they were either trolling or being dishonest about their experience with the game, perhaps to make it sound like a rare bug instead of being their fault. (Maybe they wasted their first day and would rather blame it on the game than themselves). OP, if you are reading this, you should upload your save so we can check it out. I'd be less inclined to doubt the validity of your statements. I do not intend to sound mean-spirited, but the situation that you described sounds highly implausible. There's no shame if you did waste your first day and ended up in a bad position. It's a tough game, we've all been put through the wringer by unlucky circumstances at some point, regardless of skill.
  15. I thought it could be fun to make a thread where people could post cool ruins that they have found! Bonus points if the generation is a little abnormal or strange. Starting this because of this lovely cliffside ruin that I found:
  16. Does anyone know what these things are or why they show up in so much clutter? The "ruined mask" item seems to show us what their name is, though they look far too small to be worn as masks by humans. What do you guys think these things are, and what were they used for?
  17. Same! I've also been watching Solstin, I love his stuff! I have plans to eventually build a boiler room of my own because of him.. Meteor obelisk sounds cool! In my hot springs near my base there was actually a meteor that generated underneath one of the pools.
  18. 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'.
  19. 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?
  20. 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.
  21. 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!
  22. 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!
  23. 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.
  24. 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?
  25. 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.
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