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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. You can actually rotate the carved logs with a wrench to cycle through all their variants last I checked. This seems to be a bug, but it does allow you to get the top carved log segment, as well as debarked aged acacia logs. That bug aside there isn't another way to get them in survival, yeah.
  2. I'm really excited for all the new clothing! There was a bit teased on the devlog, but in one of Elvas' streams he accidentally showed off that the word "cloth" has 177 new search results in the creative inventory compared to 1.22 pre-3. I assume this is all (or nearly all) new clothing that hasn't been given proper names yet, using "clothing" as part of the file name.
  3. I started back in 1.18, and as LadyWYT has said the progression was honestly much the same, just a lot less things to do in the endgame aside from setting your own goals. The lore was something that didn't hook me from the onset, as I didn't actually know there really was any proper lore until a good while into my first playthrough! It clicked for me when I found my first underground ruin (much more basic back then, but luckily it was one of the larger ones) and read its tapestry as the cave music faded in. I think that might actually have been the defining moment that set most of my playthroughs on the path of much ruin-hunting. The lore nowadays is a big reason as to why I love VS, that and the sheer creative freedom the building system allows with chiselling and beams. What made me try out the game was actually a random Youtube video on the farming mechanics. Not the farming mechanics themselves really, though they were cool, but the mention of cellars (a block game actually using player building as part of progression!) was very interesting to me. At the same time, I was somewhat disenchanted with modern Minecraft, and had always been on the lookout for a similar game, though more indie and less corporate mismanagement. Anyway, VS looked to be just that game, and I got it later that day. I still mess around in Minecraft every now and then, but for me at least VS has taken that primary block game throne.
  4. You could always use a chisel to combine a wood and stone block, which would allow you to have a block that is functionally identical to a wood and stone slab occupying the same block space. You hold a chisel in your main hand, hammer in your offhand, then right click a block to make it into a chiselled block. Pressing F will open the chisel menu, where you can click and drop whatever other block/s whose textures you want into the large "+" icon. Then you can use the chisel to place voxels of different block textures inside the same block.
  5. It is like Minecraft where new chunks will contain new content (if that content has to do with things generated in the world), but since the update is currently in the pre-release stage I'd advise against it unless you back up your world first. It's not a stable update yet, and so there's always the possibility that things could go wrong.
  6. You actually can stack multiple rusty gears on top of each other in the cabinets now! I don't think it works for temporal gears yet though.
  7. I've been wondering this too, but we are after all still in the pre-release phase, so it's not at all ruled out yet. For the wardrobes, cabinets have been added, which allow you to store clothes like the ones depicted in the middle and right wardrobes. No word yet on if hanging clothes in cabinets will come in 1.22 though.
  8. I think the fact they're mostly living in bunkers is to do with how their structures are now area/climate-specific. The bunkers spawn everywhere, the huts spawn in forests, stilt huts spawn in lakes, desert huts spawn in the far south and thatched huts in the far north. There's also four special structures I won't spoil, since they are rare and very cool. I hope they add some variance between bunkers and huts though, allowing huts to spawn outside of forests. It makes huts very rare since traders usually don't like to spawn in forests in my experience due to the trees blocking them.
  9. Last we got to see was maybe a few weeks ago, Elvas had a decent prototype up and running in a devstream. He mentioned that he still wanted to add decor layers, add in the loot, and make more tile variations so it could be more random. It seems like we might only be getting a few types of dungeon in this update, with other themes coming in the future.
  10. I really like all of these ideas! Especially the tree tap, since with the additional mechanical power parts coming in 1.22, resin is becoming more and more necessary to have in larger quantities. Iirc to make a small waterwheel needs over half a stack, I shudder to imagine how much resin a "large" waterwheel would require. Oh also by the way, mead already exists and can be brewed with honey! I do like the idea of casking and aging your drinks though.
  11. If it's the orange lore book found inside the display case of a certain ruin, it's bugged. Lore books normally have attached lore tags that tell them which stories they can contain, and these usually get applied when the book is generated inside a container. However since the display case doesn't count as a normal container (like a chest), the book inside gets no lore tags and so can't be read.
  12. As far as the Github tracks it, I've put in 28 separate reports for 1.22 issues this month. The upside is that it means things that would otherwise slip through the cracks and bug me can get caught and fixed, the slight downside is that I do kind of spoil myself on new mechanics for testing purposes. When the procedural dungeons are added to the pre's though, I intend not to test them. Those I would much rather get to experience blind (well, blind-ish considering I've seen their prototypes in the devstreams) in survival haha
  13. Usually I like to explore new things in survival, but for VS I usually play the pre's just to get a bunch of bug reports in. I'll often find smallish issues that would only really annoy me in particular (stuff like missing pixels on clothing, other art related things) and if I don't report them early they might go to stable unnoticed.
  14. Canonically the world also got scrambled around a bit geographically, so locations from the old world are no longer where they once were. Still, it could make sense to have roads connect things closer by on occasion, especially underground. I think it could add a bit of variety to caving if every now and then you'd find a section of man-made tunnel connecting a few ruins together.
  15. The thing with the Rust world is that while it's leaking into our own, we never actually go there. The effects we see (giant gears, red lighting, wobbly screen) are symptoms of its effects on our own world rather than what it is actually like to be in the Rust world proper. I've always liked this kind of idea, yeah. Have the monsters actually emerge from rifts instead of just spawning in around them. This especially goes for temporal storms. It'd be a way to connect the rift mechanics with the storm mechanics, instead of having the two be entirely separate, disconnected spawning systems like they currently are. I don't really know what you mean by this. If you mean structures from the time of the old world, that's pretty much every ruin currently in the game. There have been some trader ruins teased, but we don't know if they'll make it into 1.22 or not. Or if you mean structures directly linked to rifts/the Rust world, there's a certain story structure I won't spoil that is quite Rusty!
  16. This one was a duplicate too!
  17. It's good to hear I'm not the only one! I ended up just carrying 1x plant fibre, 1x stick and 1x tree sap while adventuring just so those items could stack to a slot in my inventory and not go into my hotbar, which was a waste of three inventory slots. It didn't help that chopping a single tree netted you about ~40 sticks, meaning they'd quickly hit that stack limit of 99 and start another stack. VS does it pretty well, though I can't really pinpoint exactly one reason why. Ground storage definitely helps though, if I break a cracked vessel and get ore nuggets I don't want to use, I can just pile them on the ground without feeling bad I'm permanently throwing away resources. Same for breaking tool vessels and getting flint tools.
  18. So, the website lagged, and I now have a bunch of duplicate posts I can't remember how to delete. Ignore these ones!
  19. I'd love if there was some way to make basic shelters like this in the game, right now I guess you can put some thatch blocks above some rough-hewn fences, but that just looks like a weird canopy. Sadly trader couch surfing has been nerfed, since most traders now have an aged short bed - the unusable clutter type. This also means they sleep on a mouldy mattress. Some do still have normal or hay beds, but I don't know if the game actually allows you to use them anymore. I'd have to check, but I do know chests are now off-limits.
  20. I've been wondering about this lately seeing the new trader huts, what kind of first house do you think the average Seraph would make? I've been trying to come up with a few ideas, and these three are my best shots so far at trying to make a starter house that looks quick enough to set up, but not so primitive it looks straight out of the neolithic. (Maybe the third one does a little, but come on, it's got wattle gates that are hinged with string. String! That's advanced!) There's also the option of hiding out in ruins, which I think a Seraph would reasonably have to do to avoid Rust creatures the first few nights, until they got their first proper house together.
  21. Alright, put 'em up! More seriously, I feel like the logo suits Vintage Story when compared to other modern logos. While the detailed hand-drawn logo might not be the best design decision from a recognisability and simplicity standpoint, I think that's kind of what makes it stand out. It's like the direct opposite of modern logo design, well-fitting for how VS is a pretty down-to-earth project the devs genuinely care about.
  22. You can already write in books if you hold an ink and quill in your offhand, then the book in your main hand. It's a bit buggy at the moment though, as going to a new line will break whatever word you were writing. Stone tablets and slates would be fun though.
  23. I've been thinking the same way, and I wonder what will inevitably happen to the Seraphs at the eventual end of the story. I'm guessing that the prima materia will probably have to be gotten rid of or have to be sealed away somehow, so that the world could return to its neutral state. I also assume that the game will have to continue to allow players to survive (and respawn) after the story, since it is a sandbox game with a focus on building. I wonder if canonically the Seraphs will turn back into altered humans, kind of like how Tobias is. Somewhere halfway between a Seraph and a human. Still unable to die by conventional means, but now technically mortal and stripped of their timeshifting powers.
  24. I think the real value of iron comes from the ingots - the ore itself is meant to be somewhat plentiful so that lategame it can overtake copper as your 'do everything' metal. Especially with how much iron you now require lategame - the beehive kiln takes a lot of iron to make doors for, and the 1.22 large windmill needs quite a bit too. The devs have also said they want to add metal mechanical power parts that prevent burning under severe friction, and that will probably be another iron sink.
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