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Everything posted by ifoz
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We already have tool racks, but what if we had weapon racks? A special rack designed to only hold one weapon to be used as a display piece. You could hang your favourite falx above a mantle, or proudly display your ruined battle axe. I just thought this was a cool idea, and always wanted something like this to hang my weapon collection up on my walls.
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I keep finding really awful buried treasures and I can't tell if this is intentional, a bug or just bad luck. I have found three chests that only contained a lore book and vintage beef. (This has to be a predetermined treasure chest. Normally I assume chests generate using item randomiser stacks so they are semi-random, but since the beef is not in any randomized stacks and the book is always going to be pulled from the book randomiser, it is always the same). I have found three chests that only contained a heavily collapsed chest and nothing else. (The chest is the loot. Inside the normal chest is another identical chest item). To fix this, I personally would change it so that you cannot only get a chest as loot, and the beef/book chest is either more randomized or contains more loot. I also thought that it could be interesting if you could get the usually un-obtainable starting class clothes from chests, but that was just an idea. From my experience, I think that buried treasure could benefit from a re-balance and more randomized loot tables. What does everyone else think?
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I would like to share my appreciation for this game here too. This game really is what I always wanted Minecraft to be. I spent so long looking at modpacks but nothing could ever give me this level of cohesion or feeling of soul in a game until one day YouTube randomly recommended me a video of this game and I luckily decided to watch it. I would say that without a doubt that this is one of my favourite games, if not my favourite game out there. The really interesting lore and world, the sheer freedom of creativity that chiselling and clutter offers, the cool fashion, the realistic gameplay, the fact that progression is genuinely difficult but also really rewarding, and how easy this game is to play with friends. (Glaring disapprovingly at Minecraft on this one especially). Myself and my friends have been playing together in a server, and we are all having an absolute blast! I love building structures and designing my character in games, making up my own lore for the world I'm playing in, and this game is amazing for it's ability to do that. This is literally the perfect sandbox, and I would like to thank the developers for making this amazing game.
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Unable to pan dirty gravel and cracked varient found in ruins
ifoz replied to jumpityjumpjump's topic in Questions
The reason you can't is because these gravel types are special blocks that are only found in ruins. Maybe one day they will get this ability, but right now they aren't comparable to the normal gravel variants. They're mostly just for decoration. -
This is indeed possible. Click a stack so you are moving it around, and then right click on an empty slot.
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Next update, new encounters will find their way to your worlds and homes 😏
ifoz replied to Vallen's topic in Discussion
Guys you gotta let us pat that dog. -
The items for the repaired Rotten King set and Forgotten Noble set are already in the game. (King and Deep Noble sets respectively are their repaired titles). You can get them in creative mode and see them in the handbook. As someone who is playing Tailor and has been collecting these sets, I would really like to see some way to repair them back to their former glory with a sewing kit and maybe some gold nuggets in the crafting grid. It does not seem like a difficult addition since the items all exist in the game already, they're just un-obtainable in survival. (I have not suggested the items that only come Rotten or Forgotten because they don't have repaired versions already in the game and would need new versions made for them). What does everyone else think of this idea?
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I have experience in this, I frequently play on Windows with a friend who plays on Mac, and it works fine for us!
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I was thinking today about how generated structures can influence a sandbox game's progression, and how VS does it really well. I think that the ruins showcase really good structure design and purpose. Early game, ruins can give you some handy tools and items, but nothing game-breaking. Just little things to reward you for your curiosity. Late game, ruins offer tons of unique clothing and decorative items, incentivising exploration without jeopardizing the early game with overpowered rewards. If you like fashion, lore or building, you will still actively be seeking out ruins tens of hours into your world, and yet they never sacrifice the early game progression despite offering these 'late game rewards'. I just think this is a really good way of doing things, and with the tons of different ruin types, exploring does not get old quickly. Sure, it can, but it's really fun for a good long time. I also love to rebuild ruins. There's just something inherently fun about it, having to imagine what they looked like in their prime. Playing something like Minecraft where structures can give you the best gear only minutes into your world, or have a place for you to stay instantly available as soon as you spawn in just does not compare in my eyes to how this game handles it's structures. I really hope this game doesn't add anything like that, I think it would really take away from the early game's grit and the journey to getting your first tools and building your first base. There's something really special about the way things are now. Basically I'm just saying really good job Vintage Story team, I really like how the structures are handled in this game, I've been doing a lot of exploring lately and have been having a blast.
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I have always just dealt with wolves by just running away. If you're good enough at movement, you can just out-manoeuvre them. They are slower than you when going up or down slopes, and especially when swimming. There's also the classic 'pillar up' strategy for when you're in a pinch. Or you could just save and quit and then rejoin to reset their aggro for a few seconds, giving you enough time to make a quick escape. When in combat, make a few basic reed poultices. They will 100% save your life. As basic as they are, they are still wonderful for quickly healing wounds. Also, the age-old advice still stands, try to avoid forests until you have some armour or a shield.
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I always love doing this, it's so fun to restore ruins! Sometimes you get the outline of a house already laid out for you, and sometimes you have to be a bit more creative and imagine what the rubble in front of you used to look like. In my first ever singleplayer world I took shelter on the first night in a ruined tower, and eventually turned it into a little fortress town. Always a good time!
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There are quite a few 'useless' metals and alloys in the game that strangely allow you to make chain and/or scales and/or lamellae. I think it would be really cool for immersion purposes if you could make these into armour and tools, even if the they were completely terrible because such metals are not really meant to be used for such purposes. Imagine seeing someone using brass scale armour, or an electrum falx. Quite useless and fragile, sure, but I think having the choice available could be really fun. Even if the items were just recolours of other weapons and armour. Perhaps you could use such weapons and armour as ceremonial pieces, to only be used for show and style. Just an idea I had that I thought could be cool, what does everyone else think?
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I don't exactly know where to post this, but when you repair and break clutter bookshelves you do not get the item. Checking the handbook shows this to also be the case. You do not get the item from breaking the bookshelves. Due to the recent patch, I believe this to be a bug. Again, I don't know where to post this, so I am sorry if this is the wrong thread.
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I would say that the story is indeed rather quite vintage.
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Have you ever seen a trader absolutely strapped with cool clothes and wished that you too could look that good? I propose the idea that clothing traders could sell wearable versions of some common trader outfits. The blue shirt, the red shirt, the leather cap, the fez, etc. Included are some candid photographs from my extensive research into the fashion of the nomadic old guys in this game. (The third one is Horace, who had the most gear on him I have ever seen a trader carry - not included are the three separate knives he had strapped to his back and legs).
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Yeah, I think this is it. I think the king set and deep noble set are not in the randomisers despite fully being implemented into the files. The more destroyed versions, the rotten king set and the forgotten noble set are however obtainable in survival. Perhaps in the future these will be able to be restored, but I think for now they are unobtainable in survival.
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Yeah, just go into creative and search for the king set. It shows up there.
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I also have always thought it strange that the woolen set is not warmer than other clothes. Hopefully one day it gets something like a +0.5 or +1 degree buff.
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This is actually a really cool idea, I love it when this game incentivises exploring ruins!
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Thanks for the feedback! I definitely agree, I know nothing of modding or else I'd maybe try making this into a mod myself, but a mod suggestions topic would be really cool for more general suggestions such as this.
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The mining speed revert and reindeer herder fur set warmth buff are amazing, this bugfix is going to be awesome!
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My bad, I'll change the post to accommodate this. Thank you for letting me know!
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We have sheep, we have shears, we have woollen clothing, but these three things are not interlinked! I propose the idea of being able to shear sheep for their wool, and then being able to use it for special wool clothes. EDIT: I have been told that bighorn sheep are not able to produce much wool. Perhaps wool could be sold by clothing traders instead. The already existing woollen clothes could be craftable, but the tailor class would also be able to make some special woollen clothes that are 0.5 degrees warmer than the fur set. (Since the fur set is craftable by everyone and still excels the warmth of most tailor clothes.) Sheep would be shearable after the third generation to incentivise breeding and domestication, as well as reasoning why these new woollen clothes would be better than the fur set as this would make them considerably harder to get. There's also the chance to add some more mostly cosmetic woollen clothing too with this whole new material to work with, though here I am just proposing woollen coats and such as if I were to propose that you could simply "add more clothes" I would prefer to provide designs as it is too broad and vague of a statement. --------------------------------------- To accommodate for the fact that bighorn sheep do not produce much wool, perhaps the Tailor could instead create restored versions of all those "tattered" and "dirty" types of clothes. I think this would be a fun way to further incentivise exploration, and give the Tailor some cool options for warm winter clothes. (I do not mean 'tattered' in terms of condition, rather in name. Clothes like the tattered crimson tunic that are permanently and visibly tattered no matter the condition stat.) What does everyone else think of this? I just thought it was a cool idea.
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I'd still prefer if the mining animation was made faster or the sounds were made slower (especially considering that many people did not like the slower mining idea and that I'm pretty sure it de-syncs Tailor anyway because of the innate -10% mining speed) but aside from that this is a really cool update! I love the hides and barrels, and have already had much luck finding clutter in chests, so I think that this update is looking great as always!
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It could be cool if perhaps each type had a colour of seed bag that corresponded to the crop, I think that could maybe help to fix this problem.