AngryRob
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Everything posted by AngryRob
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Useful stuff Useful Stuff (Unofficial) - Vintage Story Mod DB
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This is a great idea, and i love the effort that went into it. I liked tinkers construct, and would love to see similar details with VS crafting.
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If recall correctly some of them did. It's been over a decade since someone stole my barns and noble hp lovecraft omnibus, so it will be a while before i get back with the name of the story. I have various works of his lying around the house, probably in the basement library. That aside, i would like to see some passive benefits to skeps and bees, like if the crops flower then the skeps get a benefit, and the crops get a benefit as well. Planting flowers would be nice too, as some mods add flowers in that are used in bandage recipes and i appreciate those.
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You build a trench around your crops, and when they fall in you have free meat and small hides.
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Weaver's Weed 0.4.17 - New source for Reeds and Fibers
AngryRob replied to Jobediah Timberman's topic in Mod Releases
This is one of those mods that needs to be implemented in the game. Of all the resources that i desperately search for, fibers and resin are my constraints. -
It would mean a lot of things. Lye reminded me of soap, which reminded me of fight club, which means we could start turning animal fat into soap or Dynamite. Dynamite would be great for excavations. I love this not just for the cooking, but because of the furniture.
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Started reading the king in yellow, and man that would be one hell of a terrifying story: where the temporal distortions were done not on accident, but as a last-ditch effort to stop the king in yellow, but it half worked. So we can have this berserk style eclipse setup where you go to Carcosa to fight Hastur. Once defeated then you go back in time to bring villagers into the future to rebuild the world.
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Perhaps a single player option where you learn class recipes via crafting challenges or books? Or gain recognition from doing things for merchants? I mean it fits well with multiplayer, but it falls flat for single player.
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For extra lulz i there should be a chance that a drifter's thrown stone should break an equipped lantern if you are hit.
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A balanced and (somewhat) realistic way of adding firearms to the game
AngryRob replied to MR_rondini's topic in Suggestions
I think they would be fun, and the threat of missfire would make the early ones interesting. Now, i will let you into a secret that will balance muskets in caves: Firing a gun inside a building/cave, without hearing protection, will cause vertigo. Now, give them the ability to also act like bells in caves and we have a recipe for a crazy time. So a weapon, that does high damage, but makes you dizzy, makes you deaf for a little bit, and summons all the horrors of the dark would be fun. -
I did not think to look under that tab, i was in the graphics one. Thanks
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How do you turn on the good first person mode? I have been away at other games for a bit and came back and now i do not know how to turn on immersive first person mode.
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I thought that game was dead?
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Interest in gregtech or industrial craft style mod?
AngryRob replied to Crackz's topic in [Legacy] Mods & Mod Development
Yes, IC2 was my favorite mod, and a lot of the things it added to minecraft are already features here. -
Too many people are requesting temporal suppressors. This should be a feature, either that or a time stability device. They are. I would like to see some more ruin lore too, and more things with the ruins.
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Does rainfall provide enough moisture to farmland?
AngryRob replied to noname hero's topic in Questions
you want a watering pot. do not depend on rain, do not put the watering pot next to the fence because rabbits will use it to climb in. You want a watering pot unless you are doing irrigation. -
Should there be an 'iconic' enemy like Minecraft's Creeper?
AngryRob replied to Native Copper Bits's topic in Discussion
Since time and gears are an important aspect of the game; we should have a clockwork monster. Something that is both sad and terrifying to encounter, and destructive in it's own way. I would call it the decay. the decay would not attack out right, but would speed up rot around it, cause crops to die, make soil less fertile, and might cause animals to die if it touches them. weapons that hit the decay break faster, but it can be destroyed by placing metal parts on it. Something like that would make you stop what you are doing in a temporal storm, and resolve the issue of it being present. Something akin to the groke from moomin valley. -
This game seems to discourage traveling, even in Exploration mode
AngryRob replied to BearWrestler's topic in Discussion
Check the satiation. I believe it gets reset each time. So if you are well fed, then it's a serious set back. If you have a massive store room of food, and tons of crops, then it's not an issue, but if you are barely surviving then it becomes one. -
This mod looks awesome. Any chance for a dive suit? i have been harping for those for a long time. Dear lord, if you add dive suites then next would be big daddies in rapture ruins....
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Weaver's Weed 0.4.17 - New source for Reeds and Fibers
AngryRob replied to Jobediah Timberman's topic in Mod Releases
Crap, that means a return to the dark ages of massive flax farms. -
Ah crap, it's got a wash plant, so that will make the sluice obsolete in the future. Does it have a recycler as well for melting down copper arrowheads and spear tips?
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Well, lets ask ourselves a question here: what is the main loop? is it exploring? crafting? or combat? I like the survival aspects, and come to the game when i want a hardcore survival challenge. It has that. Combat is rudimentary at the moment. Exploring is pretty nice but also limited. Crafting, crafting is on point and if you play this game you can't go back to minecraft. A lot of the must have mods in minecraft are core game functions here. I think more machinery would go a long way, and having a tech level correspond with the severity of temporal storms. So if you build an awesome crazy steamworks, you will have a crazy fight every temporal storm. but also have temporal storms generate special resources for you, and better loot on drifters, to make such events worth while and fun to be in. At the same time, the game demands exploring. you need to explore to find animals, you need to explore to find metals, so also have mysteries and things to find while exploring. instead of fetch quests, traders who you have a good relationship with will tell you stories, and explain lore books that you found. These stories unlock rituals which during certain events can summon special monsters or give the location of a special ruin. Similar to throwing an eye of ender in the sky to get the direction of a fort, only this time you fill an aqueduct with molten copper to summon a giant metal hand that points to where Atlantis sank.
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I am starting to realize that i don't always complete my thoughts online.... Not sure if getting old or drain bamage. But yeah, you generate stories, they go in your mental inventory, and you craft skill points when you sit down in a chair or lay down in a bed. For extra fun, you can trade stories with a trader, and for added artistic license this sounds like a duet where the player character sings a song, then the trader sings a different song. people near by can also get both stories, if they are close enough to hear.
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Instead of skills via numbers, what if skills were crafted from a resource? Have two inventories, the physical inventory, and the MENTAL inventory. You generate stories as you: travel, farm, mine, fight, and craft. Not all experiences generate the same story. Failing at the anvil may generate a story of frustration, getting hurt bad generates a tale of terror, seeing a ruin is a story of sadness. Then, to craft skill points and feats, you sit down and it opens a special crafting menu.