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Everything posted by Chuckerton
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When you place 2 doors next to each other, they become a double door, and open together. Its like youve created 1 single door system. I think tables and beds should also combine when you place them next to each other. Like if you place 4 tables together, the interior legs dissappear and youll be left with only the legs on the outer corners of the table, thus, making one large table. Same with beds, remove redundant legs so by placing 2 beds together, you just get 1 big bed.
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I kind of resist suggesting things that have as much detail as what is here for this suggestion. Its not necessarily that I disagree with something here (i havent read it all), its just that with such a detailed suggestion, opinions are going to differ between different people, and the overall point of the suggestion is lost. Some people might really like the suggestion, others might not like a part of it and therefore disagree with it as a whole. I think, to keep things simple, we can agree that combat should be changed though. It feels like a chore, and i find myself running away from fights not because im outmatched but just because i cant be bothered. I think that we dont need to do that much work to make combat better, and I dont think, for now at least, much work should be done, the devs have enough on their plate as is. My suggestion would be this, for one. a short dodge would be nice, especially for those of us holding lanterns so i can see in a cave. Stealth would also be nice for hunting, even with a hunter background i feel like the vintarian is a sloppy butcher and i find myself just chasing down wildlife and butchering it with a sword. Being able to kill a wild animal in one hit would be nice. Spear throwing could be better too, and the controls change would be nice to be able to right click to block with a shield. Ill add to it and say, swords should swing, instead of chop, so you can swing for an area infront of you, which should help not miss so much, which is a problem i have alot. Then rework enemy attacks a bit to be more "lunging" rather than get close and do basic attack. Like a wolf will instead do a "pouncing" attack where it jumps forward at you to attack. That way you can dodge or block the attack, instead of current mechanics where they just kind of enter range and try to attack. Its janky and could be more refined and interesting.
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Finally just decided to mine it, and it did go down a few layers! I got a total of 124 bountiful chunks. My initial math was wrong though, 67 bountiful blocks of copper does not make 234 copper ingots. I got that by multiplying 67 x 70 to get the amount of units of copper, but instead of dividing it by 100, which is the amount needed to make an ingot, i divided it by 20 because it takes 20 nuggets to make 1 ingot and I got mixed up. I was so distracted by the beauty of the glorious copper deposit that I had forgotten how to calculate my ores as a smith. With my first calculation i wouldve actually gotten almost 47 ingots, which is still respectable. Not to mention, i wouldve only gotten 70 units per block if each block dropped a crystalized chunk, which none of them did, so its only 35 per, but because i mined basically twice as many blocks as i thought i would, I ended up with a similar amount, enough for 43 ingots. And such the legend of this really big deposit has come to a close.
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Now that we have a mount (hopefully more to follow like horses), i think we should be able to make lances, that deal high damage but are only usable when moving at a certain speed on a mount. At the very least, let us brace our spears for cavalry charging
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Non-insulated house, why? (problem with debug rooms hi)
Chuckerton replied to Chuckerton's topic in Discussion
Alright, ive found the exact block thats causing the problem. Only problem is i dont know why it was a problem. It was a chiseled block, and it said it was an insulating face but i added some more voxels to it and now its good. Now i gotta complete the remodel to figure out how to add a fireplace to a second floor... And re-add all the blocks i broke in the interior looking for the problem -
Im having problems with a new house of mine, its not insulated and I cant figure out why. All exterior blocks are either completely solid, or chiseled but say theyre an insulating face. There are blocks within the building that are not insulating faces, but those are to subdivide the interior into smaller rooms. Every exterior face is either completely solid or a chiseled block that is an insulating face. When i use /debug rooms hi to check, a bunch of the faces are red, but not all of them. Some just arent highlighted at all, does this mean theyre the blocks that arent being detected?
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Its honestly more frustrating than its worth. Usually its better just to throw a rock at them and get them to chase you. You cant bring an animal uphill hardly at all, with enough wrangling eventually but its honestly so annoying that i wouldnt even try it. I think a way it could be improved would be if there was some way to immobilize or knock out a creature. Maybe by feeding it something with some kind of tranquilizing stuff on it, or by making a net, or embracing caveman and knocking it out with a club. Whatever the solution would be, i think it needs to be something to make it not try to move around actively and make it easier to drag around. I think the animal ranching side of the game would be a lot better if we had a better solution for actually catching and transporting larger creatures.
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feature request Herbalism Would Fit This Game Well
Chuckerton replied to BoneCrusherx11's topic in Suggestions
I dont think that semi-random diseases would work (feels unfair and completely unavoidable, though it would be helped by adding a description as to how you caught the disease), nor do i think poor nutrition should cause diseases (early game would be even more brutal) but i think wound infection and more interesting injuries would be good. Kind of like what LadyWYT was saying, broken bones or deep wounds. There needs to be a sense of progression when it comes to dealing with them though. Like stone age would be some medicinal plant for treating infections, poorly, then its honey+medicine plant, then it can be aqua vitae as the final tier of infection treatment. Similar treatment progression could be made for other types of ailments, like for bleeds, flax fibers, then twine as sutures. We dont have to add new ingredients or materials, we already have a lot of items in the game to work with. I think that there should be some rework to combat and enemies and just risk in general. If you play right you can basically always avoid any real injury, meaning experienced players will never interact with this system and new players will have an even harder experience in the game. The only times I ever take damage is in mine cave-ins and I generally do not survive those anyway so injuries would be pointless. Im not really sure what the solution is to the problem i mentioned in my previous paragraph, but I just want to put forward something else, which is why limit ourselves to just medicinal healing herbs? Why not drinks to make you run faster or the trippy kind of mushrooms? If combat and player injuries cant really be reworked, why dont we give ourselves some fun new effects? Edit due to me finding this ---- On the Roadmap (Roadmap - Vintage Story) they do say "comprehensive status effects system" and "herbalism" sooooo.... who knows what theyre cooking with that ¯\_(ツ)_/¯ -
Its beautiful I dont even want to mine it, i just want to gaze upon its beauty when i go get limestone. Its all bountiful, so 70 units of copper per rock. Im not sure if this is the only layer or if it goes down more, i havent looked. Just on the top layer, 67 bountiful blocks of copper ore that I count, for 234 copper ingots i could make out of it. I discovered it looking for limestone chunks to make lime out of for plaster, and then I see copper chunks strewn about absolutely everywhere. Deep deposits might be bigger, i dont really know, but this is just a surface deposit, so the fact that its this large is crazy.
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And considering the new beehive kiln, you can probably make plenty of ingot molds pretty quick in the endgame.
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I guess i got one. I wanted to try catching some chickens, as i never knew there were basket traps before to catch them with. There was a large flock of about 6-8 chickens nearby my home, and decided i would set my traps there as soon as i could get a few basket traps and some grain to bait it with. Anyway, I gather the things to make it but its late and dark, time for bed. I wake up in the morning, heavy thunderstorm. Decide later, or tomorrow would be a better time for those chickens. The strom ends, i go out to look for the herd, cant find em. Nowhere to be seen. Figured they mustve moved off somewhere so i just do other things. Later on im gathering sticks and cleaning my local area of bushes and shrubs with some shears when i open up a little clearing, and in it, i keep finding bones. I inspect the bones "tiny set of bones, charred, probably by a lightning strike" My chickens got struck by lightning. Of all of the places for lightning to hit.
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That ingot thing, if im understanding it right, i can break a hot freshly poured ingot (after it solidifies but is still hot) out of its mold so i can begin smithing with it immediately? If thats the case, huge, i remember thinking i wish I could do that, because surely the ingot would solidify but still be hot enough to smith with at some point after it was poured.
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We have eggs, flour, an oven, milk... well, i dont know if ewe milk can be made into cake but if it works for cheese, maybe. All we need is just sugar (I know nothing about making either of these two desserts but would like to use the oven more because homesteading is fun)
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My best guess is mitosis.
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Honestly kinda wish there was just better weapon variety in general. All swords being falxes might be nice for people who like falxes, but i dont like falxes, and would rather just have a regular basic sword.
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I think they are people like our characters but lost in time. They mostly show up in TEMPORAL (relating to time) storms, and they are drifters (one who is continually moving from place to place, without any fixed home). I think some great calamity happened at a different point in time and it has caused (or is continuing to cause) people to get ripped out of their time and suck between two different points in time, which could explain why they flicker during temporal storms, like they keep falling out of and falling back into our time. Or maybe time itself is more like a machine that is breaking (temporal gears, the big gears in the background during temporal storms). Time itself is falling apart, and temporal storms are times where its REALLY falling apart. The drifters are just a weird consequence of this process. I think Eldrich steampunk is a possibility in this game. bear in mind, i havent gotten far enough into this game to start seeing lore other than what i could gather from a few merchants around, so as i learn my theories might change but to me this seems to be something of a possibility given the names of things happening in vintage story. Im doing what people do when they dont have answers. Guess based on observations.
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Now youre just starting to play vintage story IRL. What a chad. This game inspired me to get back into game development where i made a procedural voxel terrain project over the course of a week and then stopped because i got busy with school again. RIP
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At that size id call them gates instead, but yes, larger entrance options would be nice.
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I get what youre saying, but the difference between this game and final fantasy is that in FF, way less stuff is normal. The only one ive played is 15 so maybe things are different in the others, but this is a game where you enter fights by teleporting to your sword after throwing it, theres a giant mountain turtle, a giant water dragon serpent thing, knight looking enemies but some of them have guns and also they have entire robot tank things, and so much more strange things. Bipedal birds as mounts doesnt really stand out in that game because nothing is normal. Mounts that arent real world mounts are going to stand out and break immersion in vintage story. Also consider maybe not everyone wants a high-fantasy game. I personally would rather vintage story continue making things very realistic because i like to be immersed, and it makes the drifters and rust world stuff stand out way more, its way creepier when its the ONLY fantasy thing in the game. Its completely alien compared to the rest of the real world.
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Dont get me wrong, id love to see fantasy creatures too, but id like to see normal stuff as well and more commonly, that way the fantasy stuff stands out even more. If everything is special, nothing is. Also, i disagree with the idea that this is a super heavy fantasy game with no bearing to real life. This game is absolutely trying to be pretty realistic with fantasy elements. Id almost say low-fantasy as in some magical elements but mostly realistic. If we compare to... other block games, its obvious this game is trying to be realistic. Biomes generate realistically depending on climate, soil has fertility that crops deplete, pests like hares eat crops, seasons change, wind blows and turns windmills, driving shafts and gears with realistic gear ratios. Most things in this game are quite realistic or at least realistic but gamified a little for the sake of, well, gameplay (like the aggression of creatures example you mentioned). So yes, its a fictional world, but with rules that are similar to reality in many aspects. Its not that i dont think elk cant be ridden, i just dont think they should be better than horses, or being ridden should not be their main job. Basically all of this ^ except i dont want elk to be the main mount, unless the region you live in is very cold and they are the ONLY mount available.
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Im on team horse. Horses are the expected travel/carry/pack mount because they have been that for basically ever. We have made horseshoes, wagons, saddles and bags, etc, to make our horses more useful. Im not really sure what you mean by horses are over done, theyre just the default. Lets say we have a small domesticated animal thats good at killing mice and rats and is soft and purrs i dont think "wow housecats are really over done" i just think thats what that animal is and what it does. When i hear animals people ride, horse is literally #1 on the list. That being said, it was said before in this discussion, its probably just that they already had elk in the game so that was the first creature they decided to write the code for rather than add horses then code in animal riding. I would imagine when fully implemented horses are going to be easier to tame and more common than elk. And i agree with this, i think elk riding is cool. That being said, i think in a game that is usually very realistic and has lots of attention to detail, having elk be the first choice for riding animals is weird. I think that elk being the main mount would fit in better if the game was less realistic, or maybe if the elk were magical in some visually represented way, or if the entire map were colder/tundra where horses could not really survive for long. Conventional rules apply for 70-85% of this game, so i expect things to mostly line up with reality, unless its otherwise obvious like the temporal stuff. That, or elk should be changed to be more dragging mounts that you can ride rather than the mobile base thing the devs described. As mentioned in OP, elk IRL usually drag sleds but we ride on top of horses and place things in bags that are on the horses. If elk had a different job for the player compared to horses id have no issues with them.
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In some cases, I would rather the game prioritize fun and quality of life over realism. Having a campfire burn for longer than it realistically could when you aren't cooking things with it isn't going to break my immersion anymore than temporal storms, night vision masks, or translocators do. I mean if we have that stuff in the game, is long burning campfire fuel really that much of a stretch?
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Where/how did yall learn to make games?
Chuckerton replied to Chuckerton's topic in General Offtopic
uhhhhhhhhh, i hate that. it sucks because i KNOW thats the solution but cannot handle it being not perfect. Graphics and models, fine, its ok if theyre ugly or placeholder, that doesnt need to be perfect, but the code must work well and be clean. Ive made many projects, id make very nice, clean mechanic(s) in the game and then i think "oop, this code is ugly, time to do it all over again" and then I end up not finishing it. Not to mention im constantly working on my workflow (im still a pretty amateur developer, mostly self-taught) and making cleaner more readable code, so then the stuff i wrote at the beginning of the project looks primitive in comparison to the stuff i wrote right now, so then i have to rework it. I am only an amateur programmer. -
Where/how did yall learn to make games?
Chuckerton replied to Chuckerton's topic in General Offtopic
I'm more thinking of the programming side of game development. I can come up with good ideas but once I start working on it... well. I start off strong, but I start running into roadblocks, and then the project gets larger and more complicated than what I can really deal with. I'm sure I can make a good game if I just knew how to code a bit better but it's always just as I think I'm learning and progressing well, I hit a roadblock, take a hiatus, and then it feels like I'm looking at moon runes again.