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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. 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!
  9. This one was a duplicate too!
  10. 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.
  11. So, the website lagged, and I now have a bunch of duplicate posts I can't remember how to delete. Ignore these ones!
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. I don't think so, Tyron said they might have messed up the way it detects water in pre2.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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!
  24. 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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