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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. Iirc Tyron has said before that if the servers/game ever shut down, the last update would be removing the login restrictions to play.
  2. This specific book in this specific ruin is currently bugged and has no assigned lore tags.
  3. ifoz

    a few ideas

    By the way, you can repair clothes by just clicking and dropping regular linen onto them. Considering 90% of this game's clothing catalogue is gated behind ruins loot, that's how you obtain a lot of it. (Also yeah, what Facethief said, there is rawhide clothes. Though I wish there was more primitive stuff too. Woven birch bark would be awesome for hats and sandals).
  4. Depends what it drops, the only thing I can see being problematic is metal bits, but in that case you could just make it metal scraps and not have that issue. [EDIT] or require a chisel to get metal bits.
  5. Also allowing it to clear snow from chiselled blocks without having to break the block would be fantastic.
  6. I think it'd be a good feature if clutter items were actually integrated into the resource gathering gameplay loop, via dropped stuff. Basically if you applied glue, clutter items would drop like normal. However if you broke them without applying glue, they would drop some scraps relevant to their type. -Wooden clutter would drop some sticks/firewood -Stone clutter would drop pebbles -Metal clutter would drop metal scraps/bits -Cloth clutter would drop flax fibres -Book clutter would drop parchment or flax fibres -Pottery clutter could drop potsherds, which you could grind down in a quern and mix with regular clay as an alternate method of making fireclay You could maybe even do something fun where rarer machine clutter (ruined locusts, ruined apparatuses, etc) could have a very small chance of dropping Jonas parts when broken. Nothing insane or gamebreaking, but I think this would make clutter have a bit more of a dynamic of "do I glue this for decoration, or do I break this for some resources". It would also make more sense than clutter just turning to dust when broken without being glued.
  7. I think these are wisps from the Primitive Survival mod.
  8. Yeah. Current 1.21 best setup is: Head: Nadiyan fur hat (bought) Shoulders: Prince fur (found in ruins) Coat: Nadiyan fur jacket or reindeer herder coat (bought | found in ruins or tailor crafted) Shirt: Nadiyan fur shirt or pastoral/chateau shirts (bought | tailor crafted) Pants: Nadiyan fur pants or woolen leggings/pants (bought | bought) Boots: Reindeer herder fur shoes (found in ruins or tailor crafted) Gloves: Nadiyan fur mittens or fur gloves (bought | crafted) Mask: Barber surgeon hood (found in ruins) Belt: Any belt that gives +0.3 warmth (Many different methods to obtain different belts, they all do the same thing. Malefactor's starting sash is what I use). Then polar bear armour in each armour slot for an extra +4.5
  9. You also need the tailor trait to make those items, too. However, most of those are just tailored gambeson variants, or some tailor-only clothes. The tailor only gets 11 true exclusive clothes, as others can be found in ruins or bought from traders. You also do not need to be a tailor to obtain the minmaxxed warmest setup (as of 1.21, this is +25.3 degrees iirc)
  10. Due to an oversight, BG sword swings slower than a falx, so it actually has worse DPS. BG stuff was also added before steel existed iirc, so that's why it has now kind of been outclassed.
  11. By the way, classes are less restricted than you probably think! Blackguards only get one type of sword, which is honestly worse than using normal falxes. Any class can buy the Hunter's recurve bow from a survival goods trader, pretty cheap too. Any class can also repair clothes, sewing kits aren't required. They're a little more efficient, but you can also just click and drop regular linen onto your clothes to repair them.
  12. You cannot get any of the RA-specific books from panning. The RA-specific ones are: -Admirer of the Miller -The Spy and the Sparrow -The Patronage of Tibalt Amaro -The Weight of Stone
  13. Anyway more seriously, VS' worldbuilding just wouldn't work for a lot of traditional fantasy elements and creatures. We have a lot of lore about alchemy, prima materia, temporal 'magic', but nothing that would explain having living skeletons, or zombies. It's a world with a very specific kind of magic, rather than "magic can do anything and be used for anything". Just ignore that one of my own VS characters is meant to be a kind of living skeleton......
  14. Bomb-headed shiver.
  15. Crawling would be really nice for some environmental stuff - I've been building a ruin lately that includes a segment where the player is intended to 'crawl' through a sewer pipe, and I had to make it 1.5 blocks tall instead of something like 1 so they could fit.
  16. I don't know how to help really, sorry - just adding in that this item in particular is kind of in a half-implemented state. There's a certain story location where I assume these are supposed to be used for decoration for spoilery reasons, but they aren't actually there. EDIT: I wonder if you could world edit select them and then erase them.
  17. No, this is in Celsius.
  18. You can actually obtain the minmaxxwed warmest outfit in the game without being a tailor. Head: Nadiyan fur hat (bought) [+1.5] Shoulders: Prince fur (found in ruins) [+3] Coat: Nadiyan fur jacket or reindeer herder coat (the first one is bought, the second one is found in ruins or crafted as a tailor) [+4] Shirt: Nadiyan fur shirt or chateau/pastoral shirt (the first one is bought, the second ones are crafted as a tailor) [+2.5] Legs: Nadiyan fur pants or woolen leggings/pants (both are bought) [+3] Feet: Reindeer herder shoes (found in ruins or crafted as a tailor) [+4] Mask: Barber surgeon hood (found in ruins) [+1] Hands: Nadiyan fur mittens or fur gloves (the first one is bought, the second one is crafted) [+1.5] Belt: Any of the belts that give +0.3 warmth (found in ruins, bought, start the game with one depending on class) [+0.3] All in all that's a total of +20.8 degrees. In 1.21 you can also make bear armour for even more warmth, polar bear armour is +1.5 extra per piece. That means that in 1.21 the warmest possible outfit is +25.3 degrees.
  19. It sound like you ran into a certain bug where the villager trades get messed up, I've seen it happen to quite a few people actually. The innkeepers are supposed to sell bread, cheese and alcohol.
  20. Oh no, pre-3 faces are identical to 1.20, that's why I used it as the "before" image.
  21. I really hope the devs see this post before stable, I am not the biggest fan of the new faces either. They look fine, but every single one also now looks either angry/cocky or sad/tired. There's no longer options for any kind of happy/friendly expressions. I think it's the eyebrows and eyes now being angled at least slightly downwards in all of them. Here's an image of my Seraph in both pre3 and rc1, same settings, same expression ("grin"). I don't like how he looks like he's glaring now, and there's no expression like the old, friendly version.
  22. In the vanilla game, there is no way to make decorated pottery outside of making your own custom mod. Traders and ruins will allow you to get certain special decorated storage vessels, but you cannot make your own. However, in the upcoming 1.21 update, you can now colour all of your ceramic items. No custom patterns yet though.
  23. The actual reason is..... Traders are outdated and the new NPCs fight threats. (Or so I hear at least, they do also have attack animations in the files, so). Traders are relics of the dark days of yore, when there weren't such things as "the modern NPC ai". Tales tell of people who needed to neither eat nor sleep! Can you imagine how preposterous that is? The legend goes that they suddenly vanished from the world, in an event that has come to be known as "1.22". (I'm being silly, but yeah traders are outdated and the devs have said they plan to rework them, potentially in the 1.22 update).
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