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Posts posted by Stroam
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4 hours ago, Bill Gage said:
Yeah, I have hit the "saw wall". Didn't know about the find nuggets and dig down feature so I have had to grind and grind and finally stopped playing. I don't understand why a clay pot or urn can't move water.
You can still cook stew and porridge with two meat, two veggies, or two grains. I do agree that transporting water should be before the saw wall.
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There is a wilderness survival mode for those who prefer a more hardcore experience.
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You can make a server private so that it doesn't show up in the list and require a whitelist that only allows them to access it. Of course the hosting computer has to always be running. For hosting options I can't help you but there are a bunch of good servers out there already. You can find more information for setting up your own server here. https://wiki.vintagestory.at/index.php?title=Setting_up_a_Multiplayer_Server
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I suggest playing around with the settings. You may want to start up a multiplayer server, exit, start a single player server with the configuration you want, exit, and then copy the settings from the single player game over to the multiplayer server. Then start up the server and generate some new chunks. Might be the easiest way to get the settings you want.
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There's always more to do than can be done. These polls come out when Tyron is being pulled in more directions than he can possibly pull off in a reasonable amount of time and so wants community feed back on what the most immediate concerns are.
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I like the idea of making mining more dangerous and more interesting. However, in this case, I feel you would need to break from reality to make it not CPU intensive and simple enough for people to pick up fairly quickly without looking it up. So use the concept as inspiration to come with a more simplified problem and ask yourself, is the 100th time annoying?
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The chisel is becoming too complex of a tool and actually needs to be split into multiple tools in my opinion.
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Lore is trickled into the game. It's a design decision. But modders can add their own expansions and twists. If a feature gets popular enough, it could find it's way into the base game.
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There is a mod for this but I agree, it would be a quality of life improvement for the average user in the base game.
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I feel the issue is generic storage. When you have a warehouse of chests that look the same, it is difficult to find what you are looking for. Also, the larger the internal storage, the worse the problem gets.
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That's why they are added in mods.
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Honestly, expansion in this area is waiting for a talented modder to pave the way.
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Finding balance with this sort of mechanic is tricky.
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I usually configure it so one log produces 32 firewood.
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Right click when held
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Ja. Zufällig erzeugte Gegenstände, die in zufällig erzeugten Strukturen unter der Erde platziert werden.
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Lesen Sie die Tagebucheinträge, die Sie in den Ruinen finden, und Sie werden herausfinden, warum viele Ruinen / Haltezellen so gestaltet sind, wie sie sind.
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I've updated this suggestion with a more clear distinction between a story highlighting the benefit and the actual proposal. I've also added naming to the suggestion because its such a natural fit.
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No. That mechanic is still pending, hence why they are not available outside of creative mode.
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Open the creative mode menu and search for hen. Not available outside of creative mode yet.
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Just want to point out that dynamic trees will not work for an entire forest without a performance hit. Also there's a reason you can't regrow the large trees. Their suppose to be rare and are a nod to the devastating effects of unsustainable logging. You can't always regrow what you cut down. However, trees having more stages would be nice if time consuming to add.
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Hi! I've got a radical idea. What if your multiplayer expectations are wrong? Hear me out. I am not saying what you and many others see as problems are not valid and that the solutions being presented have no merit. Just that you're trying to start a fire underwater and that you are not the only one trying to do that.
We all understand that everything in VS is tied to one clock. This works great in single player as the clock only advances when the player is there and no matter how long the absences are, the player can pick up right where they left off. We all know that in multiplayer the clock keeps ticking while there are players on it and yet instead of acknowledging that and working with it, many players play in such a way that mechanic works against them. They try to have a single player experience in a multiplayer server. They want their stuff separate from everyone else's stuff, and for their stuff to remain as they left it until they come back. Is that a reasonable expectation?
Well reason actually has very little to do with it. Vintage Story isn't real life. The fact of the matter is that's how many players want Vintage Story multiplayer to be like. So my suggestion is instead of trying to make existing mechanics more complex, adding a new multiplayer server option called parallel worlds. Basically how this works is everyone spawns parallel worlds. This would be like using the same seed in Minecraft. Each parallel world would be owned by the person who created it. The person who created it can add other owners. Time progresses in the world as long as there's at least one owner in it. These worlds can also be set to visit-able by an owner. If at least one owner is in the world, others can visit that world. However if the last owner logs off, all current visitors will be thrusted out of that world into a world they own.
Problems this fixes
- Griefing - You're world can only be visited according to each players settings. (private, select individuals, or public)
- Time passing issues - Things will be left exactly as the last owner online left them.
- Real-estate - Players building where you want to or ruining your scenery.
- Resource depletion - Don't have to worry about starting area becoming devoid of resources.
- Progression of things like monsters spawning and temporal storm frequency.
- Mistaking peoples places for ruins.
This also still allows players to help each other out and show off what they have built.
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I've noticed a lot of suggestions. Which is great! However, I'm concerned about the quality. So here's three simple guidelines to help improve the quality of your suggestions in no particular order.
- Everyone's time is valuable.
- Learn a bit how code works.
- Consider the player.
Down below I go into more into depth. Remember these are guidelines to improve the quality of your suggestions and are not hard rules to be followed.
Everyone's time is valuable
- Make your suggestions worth reading. Every time someone makes a suggestion not worth reading, it makes everyone less likely to read your suggestion.
- Use the forum search to see if it's been suggested before.
- Start out very concise and to the point. It's like a sales pitch. You want to capture the readers attention early so they will keep reading into the details.
- Don't post wishlist's that comprise of many suggestions all in one thread if they're unrelated or they take focus away from the main idea you are trying to present.
- Make it easy to read. This can be done through mostly proper spelling and grammar.
Learn a bit how code works
- There are no bad suggestions, however, try not to be the one suggesting to build a bridge over water with marshmallows.
- Watch people code not to learn what they are doing, but why they are doing it. For instance, if you want something to happen in a game, there needs to a trigger. Can be time based, an item used, etc.
- Anything graphical takes a lot of work and tweaking, like walking smoothly up stairs instead of ramps.
- Try the wiki tutorial on modding. The game is suppose to be easy to change so that everyone can make tweaks like adding recipes and different looking blocks.
Consider the players
- Consider the 1000th time. Some things like placing a block still feels feels good the 1000th time, while other things get old quickly.
- Complexity and realism doesn't add fun. Realism can inspire complexity, and complexity can add variability but it's easy to put in too much.
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Just more ways to store specific items.
in Suggestions
Posted
I totally agree with this. I think general storage makes things more difficult to find. If for example if everything in your house was stored in cardboard boxes, even if you put those cardboard boxes in different places and are careful on what you put where. You'll eventually forget what cardboard boxes hold what. If on the other hand you had a shoe rack, closet, mail file, tool box, etc, you'll know where to look and where not to look to find things.
Some related threads asking, proposing, or discussing various storage solutions.
https://www.vintagestory.at/forums/topic/131-containers-bags-and-reeds/
https://www.vintagestory.at/forums/topic/1308-stone-storage/
https://www.vintagestory.at/forums/topic/523-inventory-overhaul/?tab=comments#comment-5727
https://www.vintagestory.at/forums/topic/1677-stackable-molds/
https://www.vintagestory.at/forums/topic/731-crafting-stations-replacing-the-crafting-grid/?tab=comments#comment-4176
https://www.vintagestory.at/forums/topic/275-improving-replacing-the-gui/?tab=comments#comment-1149
https://www.vintagestory.at/forums/topic/369-belts-quickly-replaceable-wearable-containers/?tab=comments#comment-1753