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Everything posted by ifoz
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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.
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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.
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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.
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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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I don't think so, Tyron said they might have messed up the way it detects water in pre2.
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From what Tyron said in the Discord when asked, the fish in a given area will slowly repopulate once depleted over the course of 14 ingame days if left alone, so you can't permanently make a lake fish-less. I'm also pretty sure rods just require sticks and rope, last I checked.
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I agree with this one, mainly just for the fact that you still need to have water source blocks to keep your farms hydrated efficiently. Large grain fields would be fine if they didn't require being broken up every few blocks in a grid with a water source. It just looks silly.
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This is actually a Better Ruins thing, any trader quests other than the treasure hunter's ones are modded. Despite working for BR myself, I don't actually remember where that quest takes you. I've also never made cheese, made a beehive kiln, or collected milk (aside from a friend's already domesticated goat). I plan to make a beehive once I start a stable 1.22 world, since the new ceramic tiles might finally be the thing that pushes me over the edge of grinding out four iron hatch doors.
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Iron and steel spears are both coming in 1.22, they've been teased in the dev streams. All the spears also seem to be getting remodels, they look a lot nicer now. Apparently there's been some kind of balancing changes, but I don't know what since 1.22 isn't in pre-releases yet.
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They're actually very slightly different, and their only real use is to be placed like decorative carpets or wall décor. I've seen a good few newer players get tripped up by it though, especially since they are all nearly identical aside from the pattern of their stitches. Really cool mod/suggestion!
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I think the goat flying off the mountain has to be my favourite part of the artwork. Very relatable. That or the bell and Charlemagne! Anyway, here's to another 10 years! Thank you to the whole Anego team for making such an amazing game!
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As others have said, Hytale and VS play very differently and have totally different design philosophies. My problems with Hytale as it currently is mostly stem from the fact that it's angling to be exploration/dungeon focused, but due to the early access state there aren't that many things to explore past a certain point. I would assume one day though that there will be a lot to see and do, and that focus on exploration will come into the spotlight. I kind of bounced off Hytale after a few days, and now I'm just waiting for VS' 1.22 update to start a new world. Hytale didn't really give me any incentive to actually build a base, which for me is a big draw of voxel sandboxes. They have a lot of nice decorative blocks, but no real reason to put them to use, or even to build infrastructure between POI's since teleporters exist. Even if I wanted to build a nice house in Hytale, VS already has more in-depth building mechanics (chiselling, beams, ground/shelf storage) that make me think I'd be better off spending that time building in VS instead. Anyway, different games for different markets! I'll probably come back to Hytale after a while and see what's changed, maybe having more things to see and do. [EDIT]: In regards to the comparison between VS/Hytale and MMO's, it's a bit of a different scene. MMO's usually demand a lot of time and dedication from their playerbase, and so it's hard to juggle multiple MMO games. When releasing a new MMO, you kind of have to hope that some people migrate over temporarily from their main MMO, then the popularity draws in new players who make this their main MMO, before the other players return to their main games. MMO's are a tricky market, and are unlike VS/Hytale in which neither demands excessive amounts of player time, and both can be somewhat 'completed' once you get to the max gear tier. VS can be grindy sure, and is also an endless sandbox, but there comes a point after you beat the story content and get to steel that you can either make your own goals, or take a break and play something else.
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While I agree that storms need some kind of rework to either make them more manageable (don't spawn enemies right on top of the player) or more engaging, this one part isn't actually the case. I've mentioned it in other threads, but personally I think it'd be fun if storms would spawn enemies a decent ways away from the player and then have them try and path toward them. This would allow players who don't want to fight to stay inside in relative safety, while also preventing them from going outside unless they were prepared or wanted to fight. That way storms also engage more with the mechanics of building a shelter and encourage players to at least make a rudimentary base.
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Big supporter of this! It bugs me that the 'curtain' hair addition just turns invisible when wearing hats. It makes my character's hair go from shoulder-length to above neck-length as soon as I put on headwear.
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The warm and cold climate variants actually are player-replicable for the most part, which is neat. They're mostly made of daub and mudbrick, with aged thatch (not obtainable in survival, but normal thatch is) for colder climate roofing. But yeah, I do wish this kind of architecture was easier/possible to create in survival. Especially since in the lore these huts are meant to be thrown together in a couple of weeks, as Elvas said on the stream.
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I'm sure this has been brought up by other people in other places, but I thought it'd be nice to make a proper suggestions thread on it, especially with the upcoming 1.22 trader houses nearing completion in the dev streams. Roofing in this game is kind of weird. You place down different roof pieces, they always have to be at a 45 degree angle, and then they have blocky undersides. Meanwhile the new trader houses (which, let me clarify, I think are absolutely awesome) that players will now be able to find scattered all over the world have smooth chiselled roofing. I think it'll be a bit of a disappointment to new players when they find out it's extremely difficult and time-consuming (sometimes impossible, if the trader house uses creative mode roof beams) to create a similar dwelling. I've already heard of similar new player reactions to the treasure hunter's shack in 1.21, excited to build something similar only to find out they aren't able to. I think it would be really nice if roofing either adapted to whatever block it was placed on top of and inherited that texture, or if roofing was more like large support beams you could stretch across a build to make a frame and then add material to fill in. Either of these would allow for roofing that looks sleek and do away with the bulky undersides, as well as allowing different shapes of roofing beyond the 45 degree angle. EDIT: I think ideally the way dynamic roofing could work would be detecting the shape/thickness of the block below, then using that texture and thickness to give the roof its blocky underside. That way roofing could be precisely aligned to walls of different chiselled thicknesses, and only have the blocky underside when it is actually on top of a block.
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Impassable story bug (Devastation spoilers)
ifoz replied to Discipline Before Dishonor's topic in Discussion
Personally I still think a decent compromise would be if they added a nearby mini-dungeon of sorts, where you could get a special Jonas part that fixes/activates the elevator early. That way you can either do the parkour yourself, or take longer to raid a dangerous structure and be rewarded with the option to skip it. -
I have no idea why I'd want to make up my claim, really. I've flown around in creative noclip a lot testing worldgen, especially back in 1.20. These big spherical caves aren't all that common, but they happen often enough for me to find them in noclip mode. This is a screenshot from 2024, you can tell because the NPCs in the hotbar aren't wearing clothing, which is a bug that's now been patched.
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I've seen this kind of thing before in survival, though none quite as big as this. Still, some absolutely massive near-perfect half-sphere shaped chambers near the mantle. My friends who play Vintage and I call them 'fried egg caves', since they look a bit like an egg yolk when all lit up.
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The top area of the RA actually isn't protected in vanilla, and nothing stops you from taking the doors up there. They're just cosmetic though, and you'd need to be in creative mode to actually open/close them.
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It's used when creating structures, I'm pretty sure that the meta filler block makes the game force spawn air wherever it is placed. Useful when making underground ruins or cellars not filled with blocks upon generating in. It can't actually do anything in survival though, since it only takes effect when the structure it is a part of gets generated in.
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If you go into your Vintagestory folder (in your appdata), then navigate to assets->survival->textures->entity->lore you can find the monster textures. From there you could hue shift them to pink with basically any image editing software.
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Yeah, the gold gear is exclusive to that certain chapter 2 story location. The only "trinket" items (as I have been calling them lol, the random little decorations that can be placed into display cases and ground storage) that can be obtained more than once are the artistic bottle, human skull and deformed skull. Those three are found in both the chapter 1 story location, as well as regular ruins.
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Do we really need a combat overhaul? What are your opinions on it?
ifoz replied to Josiah Gibbonson's topic in Discussion
VS has some weird systems like this that almost act like something you'd expect to see out of a 90's RPG. Not in a good way either, more just feeling like antiquated design. I'm talking about the way armour and shields work - they're an internal dice roll. It's a 3D open-world survival game, and yet hit detection works on a "20% chance head, 50% chest, 30% legs" system. If an enemy hits you in the legs, and you're wearing plate armour without a helmet, there is a 20% chance that hit actually registered on your head and so you'd take full damage. This is the kind of system that works for a 2D RPG where characters are simple sprites, but it feels quite wonky in a full 3D environment. I've talked about it before, but this system feels really out of place in the game in my eyes. It's not telegraphed at all, and it's not explained by the handbook. There also isn't really a reason for the hit detection to work like this, as it is not really fun, and certainly not realistic. It's fine enough as it is right now for just serving its purpose, but I think that making it true hit detection would be much more engaging and make much more sense. It might also help to relieve some of the combat frustrations that players have. -
It wouldn't be that tricky to go into the files yourself and hue shift the monster textures to a silly colour, or replace the sound effects with your own. Granted, that wouldn't really help if the animations are the thing that scare you the most.