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Everything posted by Stroam
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The difficulty is that land generation in VS is based on noise, rather than geology models. This means the terrain produced is more unpredictable and doesn't have the patterns you find in nature that lead to natural and predictable terrain which would allow for easy river mapping.
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To all future people who check this thread. Please go ask on the discord in the #wiki channel and request access.
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You both have been added.
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Ideas for more immersive crafting (with the insane scribblings of a madman)
Stroam replied to mew_'s topic in Suggestions
These are quite detailed. Wish more suggestions were like this. -
In leu of a demo we just have that old version and a fantastic refund policy.
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Read it. It isn't a new suggestion. Kinda of have this already for some things. For instance learn how the code for fences works.
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You said this is in windows 11? I'll have to see if that's something that interest Tyron. Right now we are rather swamped with bug fixes so it may be awhile before we can get someone from the team to help but please create a support ticket so we don't forget about this.
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Waiting for similar reports to come in before looking into the issue.
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1.17.0 pre1 crash when clicking leather in handbook
Stroam replied to 321BoltsOfLightning's topic in Bugs (archived)
Thanks- 1 reply
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Thanks for letting us know
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I didn't answer that as succinctly as I should have. Steam technology is really cool. Just like copper is a gate to more advanced tools, steam will only get added as a gate to the most advance endgame content and as a replacement for windmills. When I hear people advocate for steam technology it is usually for automation purposes and automation isn't a focus for Vintage Story as much as it is a solution used by Vintage Story for grindy tasks for which a mechanical means of processing makes sense.
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Lets just say this has been a subject brought up in the past and so is unlikely to change much.
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Beautiful! Ruins are lore specific things so are restricted to what fits within that context.
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Kiln It is something that gets brought up and kicked around from time to time. Probably, eventually Modular Armour System Ha! I wish. Firepit Rebalance A cooking refactor would be cool but not likely any time soon as that was the focus not too long ago. Rift Blocking Device When it comes to lore related stuff, it is added slowly and cautiously. You'll probably see this as a mod at some point. Temporal Storms are currently useless This is fair and something that is thought about a lot. Drifter Accuracy It is a new feature. Will probably be rebalanced at some point. Tool Handles Tinkers construct was one of my favorite mods for minecraft. I don't think this will be a thing as there's an effort to implement calculation vs player gain rough calculation done and something like this wouldn't pass unless part of a larger overhaul. Hoe Usage You aren't wrong but similar to the previous answer, it's low impact and we have to be very intentional with our expensive developer time. You can look at the titles among the VS team to see how precious that resource really is.
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*Better Mob ai with the ability to threaten players hiding in their homes, in water, or on hills. No one seems to realizes how difficult AI is and how expensive an AI developer is. *More difficult progression with more crafting/building/labor minigames. In due time *Skill locks on crafting recipes. I enjoy this type of gameplay but it'd have to be a mod as I don't think it'll fit into the base game. *Heavily region locked goods, Forcing trade between player factions. This has been considered. Many complaints were raised. *Realistic tree felling, watch out for where that tree falls. While cool, very little gain for a massive effort. *Harsher natural storms with tornadoes, flooding, wind damage. A polarizing idea that is difficult to add. *Fire. Is. Scary. Make wild fires a genuine concern. Fire was more scary but was scaled back after many complaints of accidentally/malicious burning of structures *Character Progression through earnable, and lose-able attributes and skills. (Skill/attribute rusting) This might be a thing in the far future but currently isn't even a consideration. *Realistic ecology, overhunting could cause a collapse of the food chain. Look up ultima online. They did this. It did not go over well. Not saying VS would have the same problems, but it is very high effort for low player reward. *Dynamic ecology, plants grow and die on their own, are eaten or trampled by animals/players. introduction of foreign and aggressive species of plants/animals causing changes in the balance of the local ecosystem. High effort for low player reward. *More animal variety. Eventually and slowly over time. *More Drifter variety. Same as previous answer *Extremely rare plants/materials for late game players to contest over, perhaps a good way to induce civil wars/wars between player factions. You'll find there is a niche of VS players interested in pvp but it isn't a VS focus. *A better combat system with directional attacks/blocking, feints, shield/hilt/head bashing, kicks, quick sidesteps/back-steps, lunges, and rolling. Same as previous answer *A detailed injury/ailment system with in depth healing system. Bleeding, poisoning, venom, disease, fungal/bacterial/viral infections, fractures, broken bones, lacerations, burns. No instant treatments, injuries must be tended then must heal. Similar to previous answer *Water physics. There are entire teams dedicated to things like this in other games. You won't find VS having that sort of resources. *Thirst. How to make this a fun mechanic and not just a shallow copy of hunger has long plagued this suggestion *Layered clothing/armor. Not sure how to answer this one *Mounts, Wheelbarrows, Carts, Wagons, Boats, Ships, Hot air Balloons. Some might eventually get added. *Steam power. More mechanical tools, printing presses, auto-looms. Not the focus of VS That's all I care to comment
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It's being worked on. It won't be happening soon as the financial constraints of an indie studio won't allow for a full time focus on the task but it will happen eventually.
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If you know of any AI specialist out there that don't cost 140,000 USD per year let us know.
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While a very popular suggestion, won't ever be in the base game.
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Please post pictures illustrating what you are talking about because right now it isn't clear enough what you are talking about.
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AI is difficult. People make entire careers just focusing on it. If we had a budget for such a specialist that would be amazing.
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Maybe in another few years of development but the reason why keeping track of generations was added was for mods to build out this idea.
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This is why we have modding. For niche cases such as this. So many minor tweaks are asked for and we already have a very generous custom world settings. No matter how many setting we add someone will always want another.
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Ever since we saw the game could be loaded onto the steam deck, this is something I'll be keeping in mind.
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All confirmed