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Stroam

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Everything posted by Stroam

  1. Thanks copygirl. You are just the best!
  2. I don't but you may be able to get @copygirl to help you if you ask nicely and flatter her endlessly.
  3. As far as I know, that's not possible. MC is written in Java and tries to hold as much in memory as possible to increase the speed of looking things up. Most of the time that extra ram isn't used. VS is written in C# and only loads as much into memory as it's actively using. You can check with Tyron though.
  4. The Chinese had prototype hang gliders in the 6th century. https://en.m.wikipedia.org/wiki/Hang_gliding
  5. Looks like seasons and transportation win this time around. Maybe transportation will also include some way to transport animals, but lets not put the cart before the horse
  6. Currently no. The focus is more on getting VS to work on older computers.
  7. Animal transport isn't a thing yet.
  8. As long as the backup is placed back into the folder structure correctly, the client only needs to restart to see it.
  9. It is not. Adding family members to an account has been looked at but the development higher than the demand and currently there's only enough cash flow for one developer which needs to focus on content.
  10. Yes there is. You can download and install this mod. I haven't updated it in some time but if the monsters haven't changed much then it'll work. If not, it shouldn't take much to fix it. When you want to re-enable monsters, quit your world, disable the mod and next time you reload the world they'll be hostile again.
  11. I linked this thread on the german channel in discord so it should be fairly representative.
  12. Tyron and copygirl use to do so in the past.
  13. You'll fist want to look at the wiki to see how the files are laid out. Then you'll want to check out the survival assets folder of the main game and go to spelt.json under blocktypes and seeds.json under itemtypes. That'll show you how the game does crops.
  14. @Katerlad you're good to go.
  15. @JLadyJ and @Sparkle Kitti. You've both have been granted edit rights.
  16. There are a couple ways they did this in the the ancient past that we could follow. The most likely way I see is the same way that was used on Roman coin. The precious metal would be hammered into a foil. The foil was paced over the coin and heated until it stuck to the coin. While still warm it would be hammered which would finish the metallurgical adhesion and create a layer that was very wear resistant. Over time they found other ways to make layer of precious metal thinner. Cinnabar would be mined, heated up, and condense the vapor to extract the mercury from it. They would then mix it together with precious metal to create an amalgamation. This would have been thick like paint. They would then paint a thin layer over the object. Then they heated that up to evaporate the mercury leaving behind the precious metal in a dull coat that would then be lightly polished.
  17. You know what. That could be another mode like the repeat mode. Maybe only appears if on a potters wheel.
  18. My inspiration come from Howl's moving castle and Stardew Valley. In Howl's moving castle he has a fire spirit that constantly needs to be fed or else it dies. When given enough fuel it is able to control things attached to the furnace. In Stardew Valley to help you out on the farm you can build Junimo huts. They then go out and help harvest. Following those examples would be ability to attract spirits to help you with various aspects of Vintage Story. To find a spirit would require building the appropriate altar in the correct location and placing something appetizing to the spirit on the altar and wait. Eventually a spirit would show up and and eat the offering. At that point using various methods, you could transport the spirit back to your place and put it to work. Of course the spirits need to be feed and kept in comfortable environments. The longer the spirits stay alive, the more efficient they get. A frost spirit requires an altar made of ice, placed in a snowy area, with offerings of cranberries. Can be transported in a ice box and will be comfortable in a cellar. While in the cellar it will keep it colder and snow will deposit on the ground. It can be fed with carrots and cranberries. When hungry the snow will start to melt. If the spirit is starved and warms up to 100 degrees, it will die. A fire spirit requires an altar of basalt, placed next to lava, with offerings of dry grass. Can be transported with a lantern and will be comfortable in a fire pit. When fed any fuel the temperature of the spirit will increases and slowly go down over time. The max temperature of the food given does not determine how hot the spirit will get or how long it will stay at a particular temperature. The fire spirit is always hungry and if not fed will eventually dip down to 100 degrees. If starved and rained on or in contact with water, it will die. A ghost spirit requires an altar of aged wood, placed near bony soil, with offerings of onions. Inhabits a dummy, turning it into a scarecrow or a pumpkin, turning it into a jack o lantern. When a scarecrow placed near crops it will keep hares away. When Jack o lanterns are placed, they will scare away drifters. The scarecrow and jack o lantern will both have their face change when they are hungry and will stop scaring things away. They will simply leave if starved for too long. ( Wolves for some reason don't get scared ) A wind spirit requires an altar of linen placed really high up on a mountain, with offerings of herb bundles. Can be transported in an empty linen sack and likes windmill rotors. It will keep the windmill spinning as long as it's not starved. Wind spirits eat currants. They will die if they are ever taken under a roof either in a linen bag or if a solid block is above the windmill rotor. A tree spirit requires an altar of stone placed around a lot of trees, with an offering of a bucket of water. Will get in the bucket of water and then can be transported to any tree. That tree will generate fallen logs on the ground below it's branches when given fertilizer. It will also generate sticks on the ground over time. The spirit will die if the trunk of the tree is ever removed.
  19. I was just reading a negative review for another game and it complained about the inventory hell. So I wanted to revive this thread as it still has some very good points. That being said I'm going to break down what inventory hell is, identify whats parts are relevant to Vintage Story, and make some suggestions. Some of which may repeat a little of what is written above but my hope is that it adds more to the conversation. What is Inventory Hell? To put it simply, when you spend more time in inventories than playing the game. This often involves rearranging things in an inventory, moving things from one inventory to another, searching through one or more inventories, and reading item information to learn what it does or to compare it against other items. Vintage Story is an awesome game and it continues to improve but it does have most of the features of inventory hell. As of right now I would not say I personally spend more time in inventories than playing the game but I will say I do spend quite a bit of time in inventories while playing Vintage Story. Typically when in my inventories, I am throwing things out of my inventory and moving items around to other inventories. I don't spend a lot of time searching but that's only because I keep my storage areas well organized. I've seen less organized individuals spend much more time going through inventories. Breaking down the first issues, throwing things out of my inventory. This happens due to the limited storage and lots of items in Vintage Story. This aspect of the game frustrates me most at the beginning of the game. That's because at the beginning of the game is when you have the least amount of storage and everything is pretty important and useful. You can see this most often when I'm making my first stone tools. In fact you'll often see me throwing out one of the knife blades because the three rocks I have that take up one space now takes up three. I've already commented about volume based inventories above. Later in the game this will happen with mining, and when exploring and come across a ruin with lots of stuff. Moving items around I would say is one of the most prevalent inventory issues Vintage Story has. Causes include moving things to and from the hotbar, transportation of items from where they are found to where they are stored, or transportation from where they are stored to where they will be used. Another part of this is finding items you've stored. I think the player is their own worst enemy in this regards. Things that help with that is bulk storage and item specific storage like firewood piles. Another thing that would help is work areas. I've posted about this topic in another thread you can search for but essentially if you placed down something like a loom, you could also place a basket and be given the choice to turn it into a yarn basket. At that point it would hold only thread but when you worked the loom it would show you the contents of all nearby yarn baskets so you don't have to constantly run from a station to storage and back. That concludes the revival post. Thanks for reading.
  20. I've watched a few knapping videos and have done some myself. Usually while knapping shards break off and those shards work great for cutting and can be used as for anything small and sharp such as arrow heads, javelin heads, and small blades. The pretty knapped stone tools such as large knives and hatchet heads you see is just someone showing off their skills and weren't commonly used. Anything produced from knapping is pretty brittle and any blunt force trauma had a good chance of breaking it. Things such as axes made for chopping down trees would have used knapping only to get a very rough edge before being ground down and polished. So as far as more realistic knapping goes, I don't see a point. It's a game mechanic that is already pretty abstracted. The mechanic certainly lured me to the game and was fun when I first started out. Of course you do anything enough and you'll get bored of it eventually. If this mechanic were ever to be modified, I'd have an option for a more advanced version that produced higher quality stone tools.
  21. Stone piles or cairns would be awesome!
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