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heptagonrus

Very Important Vintarian
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Everything posted by heptagonrus

  1. So 1.15.1 is out, the stable release. The things are either not addressed or addressed just slightly. Many of the new non-rare trees are still not much farmable. Greenspire cypress after "buff" still gives around 0.9999 seed per tree, so my initial 5 seeds after around 10 iterations are still 5 seeds (were 8 at some point). So I just wasted all this time and tool durability. The tree is not rare and has no purpose except being decorative. Why such harsh limitations are still applied to it? Bald cypress - seems a bit worse, stopped my attempts to propagate. Larch - around 1.1 seeds per tree. Probably slowly farmable, but feels not enough for trading or decorations. I have already payed by travelling north, surviving cold and searching for them, why asking more for this non-rare tree? Redwood seems fine. Walnut seems fine. Ebony and purpleheart - I don't even want to touch that again. Acceptable for solo but not for MP, too many people cutting all down. And the mechanics is just not fun imho, I can't do much with them, considering the current logistics limitations. Crops - an unpleasant russian roulette, I don't enjoy farming any more, always afraid to lose them, always having zero clue if they would survive, zero clues about how temperature behaves etc. Oh, and with the new undisclosed moisture mechanics (it is more important now but no idea what it even means), old farm field designs are bad now, need to make new ones where water and various blocks take more space than the actual farmland and crops, requiring more space and more claims. Also added section about the new wind mechanics, pushing players. Also don't see much reason for this to be in game, except a horror element for "lovecraftian survival", which is fair enough, just I don't like horror games. And btw the claim system is still in the same not user-friendly initial state, basically I can't edit the claims, if changed my build slightly. Can only add new cuboids (5x5x5 min), can't see my other claims at the same time, can't merge them, so my current claim with multiple cuboids is now not very manageable. Or delete claim and claim anew. Again, instead of just a small claim adjustment when adjusted build a bit, have to spend some time on this. So in summary I found myself spending too much time on all the mundane tasks of dangerous farming, risky tree farming, food preparation etc instead of building things and improving public server infrastructure. For now I got too frustrated and stopped playing, just don't feel like returning to the game.
  2. Bug report: v2.0.11 , rc2/rc3 - despite block placement preview is disabled, mod still preview-place rush matting, linen etc.
  3. Really liked the "how to avoid this" vs "this is really fun" point. And lot of other interesting stuff I also disabled waiving foliage long ago, after few tries to play with enabled. It is beautiful, but makes kinda problematic shearing leaves and such. Even with it disabled it is often kinda hard to understand where exactly I need to aim to shear a specific leaf block, because the textures are randomly shifted. This adds beauty ofc, but ... In real live the chaos of natural structures is kinda compensated by our 3D vision and very unique shapes of branches and leaves. With 2d rotated textures filling cubes and us looking at it in 2d it is less easy to sense. Interesting, just now @Drakker wrote something very similar to this discussion in Discord about crops and MP:
  4. Ohh, thank you guys and devs for reading this and discussing! Because of sudden personal matters I haven't read most of the answers yet, hope to get some time today ... Also I have recalled another thing about 3D item objects being too small: surface ore bits, new seeds, ... Updating the original post with it.
  5. Oh, really like the "Growable here" approach, both summarizes and hides all the complexity from the player and still gives stuff to calculate and plan. But it might revert all the complexity developers wanted to add with crops dieing, seasons etc. Btw, a similar thing may be good for food. In addition to "fresh/spoil" tooltip, it could have "will keep satiated for 8-10 days", where 8 is when doing lot of physical activity and 10 when just walking steadily. Maybe I should make it a separate suggestion. I hate crocks for travel So tiny. I would prefer to take cooking pot, since it has 6 portions and doesn't rot too soon. Crocks are imho more for harsh winters. Yeah, weight system would allow to pick flowers and similar light stuff just along the main travel, nice.
  6. So 1.15 update is huge and super cool. Lot of new beautiful features to enjoy. But after playing for few weeks, few new features, or older features keep annoying me, making my gaming less enjoyable. Just want to describe them here, maybe to get some insight from other players or devs. Some sections are of lesser quality - I recalled them later and was a bit tired already from the writing. Will update the post and put additional comment if I recall anything more in futire. Rare trees Summary: impossible to propagate, encourages extermination of forests. So we got several cool new rare trees: bald cypress, greenspire cypress, ebony, purple heart, larch, walnut. (I have not found purple, larch, walnut and too lazy to experiment in creative with them. Maybe they have the same "issue", maybe not.) Ebony and purpleheart are described in changelog as "rare and hard to propagate". But all these trees seem to share the same problem. They give approximately 0.2-0.5 seeds for fully sheared tree. Even "non-rare" like both cypresses. The tiny greenspire gives a seed per like 5-6 trees (and they are quite rare). So no way to cut and replant for others. No way to propagate artificially at my base. All I can do is to travel few times and exterminate the forest to get the logs and few saplings. Or scavenge vast distances for greenshire cypress and exterminate it everywhere. I really don't like exterminating stuff, even flowers and berry bushes. I did hope that "hard to propagate" means some hard mechanics, some additional actions necessary, e..g. to have a special south forward base = tree farm. Or (like a person on Discord or ingame chat said) resin-like mechanics, encouraging keeping forests intact and visiting them to get more seeds. Or mushroom-like. Dead crops / climate info absence Summary: makes me enjoy farming much less, having no instrument to control the danger to my crops So now planted crops die if accumulated heat/cold damage is greater than 48 hours. Before 1.15 they just gave reduced harvest. The problem is that if crop died before maturing, it returns no yield and sometimes returns no seeds. This is very punishing especially when you have only few seeds to start. This is tightly connected to another "issue", which now becomes more important: We don't have any mechanics in game to forecast approximate temperatures in future. Moreover, temperatures may have random swings to cold or heat, thus killing crops even if we have accumulated statistics. For a new player, who have just found some seeds, there is no way to predict what would temperature be in the next few days.Sure, now at noon it is 20C and at midnight it is 0C. Does it mean that tomorrow there will be no -5 at night? Nope Or maybe it is today when the anomaly happened and whole next week it will be 10C noon, -10C midnight. So planting crops becomes risky and unpredictable, without any way to control it. Especially on servers, where time goes by, and if real life not allows me to login one evening, I will definitely get at least reduced yields. Maybe some calendar can be added, showing average temperatures per day with possible deviations? Food updates make travelling hard Summary: absence of foods dedicated for traveling makes traveling less enjoyable Before 1.15 we had a decent traveling food - bread. It had decent satiety, good fresh time, can be made in decent quantities by manual management of multiple firepits. And when eaten freed the inventory, so we can carry more stuff on the way home. Now charred bread is kinda useless - satiety is nearly the same as grain, so not worth wasted time to prepare. Ordinary bread has less fresh time and requires multiple ovens and lot of firewood. Pies are decent, but also not much of a fresh time iirc. Also probably don't stack much. Whole pumpkin stews were removed, so meals are not that worth for travel. Also require to carry pots/crocks/bowls, taking precious inventory. So it kinda hard to forecast how much food should I carry into the journey, how long will it stay fresh, etc. Instead of exploring I have to do food management. Inventory size stays the same while number of items grows Summary: despite having more items in game and more items char has to carry, inventory size does not grow from release to release 6 of 10 hotbar slots are usually taken by weapons and tools, only 4 are free. There is no way to quickly swap hotbar slots, e.g. buy some prepared belts, so I ether have to use only 4 slots when doing some work, or constantly manually swap the 6 slots into inventory and back. Same with inventory. We have more and more stuff to explore, to carry with use when exploting (food), and carry home, but still the same inventory size. Maybe increase capacity of mid and end game carryable containers with every big release? Hotbar quick swap would also be cool. E.g. I can pre-fill my forestry tool belt, my warriot tool belt, my builder or miner belts, farming belt. And quick swap them when needed? Chat Summary: with lot of people actively playing, chat may be distracting, without a way to opt-out Game becomes more popular, 1.15 attracts people to servers General chat contains both chat and in-game events notifications - temporal storms. When people actively play together, they talk a lot, and this is good. But this makes chat window to constantly appear on the screen, distracting me from my gameplay if I want to just focus on game for now. And if I disable chat auto-opening, I will miss temporal storm warnings. Sure, I can ask people to create a group. But it is not a very easy task, with all the commands. And most people are not comfortable with asking others to stop talking in general chat And it will turn problems of less talkative people into problems for more talkative So imho some improvement is required. I guess I would like to have an option to make chat window appear only when a global notification comes, e,g. of temporal storm, Or when somebody really asks everyone on the server of something. Multiplayer game becomes too disruptive on real life Summary: playing VS multiplayer controls my real life too much So in single player mode we can just press Esc and game will be paused indfinitely. Or can exit the game at any moment and resume when convenient. In multiplayer this is impossible ofc. Which is expected. But with the mechanics becoming more complicated and punishing, game starts to disrupt real life. With all the food spoilage, crops dieing - I have to login often just to make sure I harvested the crops before the season, used the food, not just letting it rot, etc. While it might be fun and even good for the game, sometimes it actually makes me think of stopping playing. Game kinda controls when I should play. Sometimes I would prefer not to plant crops or manage meals because don't know when I login again. And after not playing for few days it does not feel good to come back to the game to dead crops and rotted storage and spending time on all that instead of just finishing a build. Also I can't just afk for a bit, because a temporal storm may come and kill me or if I am safe ruin the game for everybody else who wanted to sleep through And if I am exploring far lands, I can't just logoff for the day - food will rot. I have to keep playing. Or make a temporary cellar which mitigates the issue slightly. Some dropped 3D items are too small Summary: new 3D item models are beautiful but tiny when dropped, stressful to eyes and players are missing the beauty The surface copper bits are one of the first achievements of a player and one of the first detailed shiny 3D item objects they see. They are beautiful, but when dropped - they are too tiny to enjoy their beauty. Same with the new tree seeds - they are so cool with their simple but detailed enough 3D model, but we NEVER see it in 3D - in inventory it is 2D, on the ground it is kinda just a small dark dot. And searching for them puts a lot of strain on my eyes. Sure, I can just run around and pick them up. But it would really be cool if finally getting some seed from a tree was a very distinguishable moment, you clearly saw a decent sized beautiful seed dropping from leaves and falling onto the ground. Many games exaggerate the size of dropped items or highlight them with outline or spark effects, to make them more visible for players. Btw, a similar thing with e.g stone tools/weapons. E.g. spears are quite big and enjoyable when thrown and stuck, but when dropped from inventory or put on tool rack - they are small. Good thing we can enjoy their models when carrying them in active hand. Wind pushing player Summary: wind pushing player has no use, supports only some graphical settings and is frustrating This is mostly a repetition of other player's messages, but I agree with them after experiencing it. The new wind mechanic, pushing player around is extremely annoying and not fully implemented. Multiple people said they disable "waiving foliage" either because of FPS drop or because it makes the game too stressful to eyes and harder to hit plant things with tools. E.e. when shearing trees the leaves are shifted from the hitbox, so it is not always easy to hit the correct block to shear. Waiving foliage makes it worse. And in general, even though it makes the game prettier, I prefer to disable it to reduce visual noise on the screen. As others said, with it disabled I have nearly no clue when wind starts to blow and push me around. Basically what I feel as if my controls are bugged or the game has some lag. Imho when the wind is able to push the character, it should be quite a storm clearly visible by lot of debris flying around and heavy sound. And the visual/hearing clues should come first, before the actual pushing is happening. Because if not - why not just randomly shift player position from time to time, making him/her fall into ravines or miss targets etc. This mechanics kinda has no use, feels like it was added just to annoy people and mess with their controls. Which is fine since the game is "lovecraftian survival", i.e. a bit of horror, but definitely not my type of games.
  7. Thanks for the great mod! Found you a new bug Character reacts to keys G, WASD, Space when typing in chat. First I thought it is vanilla's bug, but then it was discovered I somehow failed to disable mods before testing, even though put "No" to "Mods" section This is definitely VSHUD 2.0.52 https://github.com/anegostudios/VintageStory-Issues/issues/1032
  8. Может стены из неправильного материала, не из земли/камня/керамики? Как-то 5x5 маловато будет.
  9. MIddle mouse button is very useful for creative. You can place a palette of blocks near your build and switch building blocks eeasier and with visual aid. Why not make the same for survival, would be a nice QoL imrpovement? If player looks at a block A and presses the middle mouse button, game checks if player has this block A as an item in inventory, and if found - exchanges locations of the block-item A and the currently selected item in hotbar. Additionally, if no block is currently lokked at, the game attempts to move the currently selected item from hotbar to inventory. This will help to clear hotbar from unnecessary items faster, without opening the inventory and shift-clicking.
  10. Knives are very intensively used in game for many tasks: butchering, leatherworking, grass harvesting, ... So players craft them constantly. Adding scrap knife as a possible craft from scrap weapon kits would make metal scrap useful even for end-game players, since most of the scrap weapons are inferior in comparison to middle- and end-game weapons. Scrap knives will still be a decent improvised weapon. Maybe two knives per scrap weapon kit. Or! As an additional highly probable drop when crafting any scrap weapon
  11. Currently if I have an iron or steel knife, I butcher corpses with the same speed as with a stone knife. Butchering is one of the most frequent uses for knives, so it would be nice to have a faster butchering speed for better knives.
  12. Please improve water placing mechanics to allow easier flooding of deep areas. Would allow players to make nice artificial lakes, flood exhausted mines, etc. Currently is it possible kinda layer by layer, but is quite tedious.
  13. From Discord, by Blowtorch#5373: "Minor graphic change I guess but: Make the ladders you make from sticks look more like the new stick door. It'd definitely make them look more ramshackle. And if it's easier maybe have a ladder from planks that produces more with the current texture and have the stick one only produce the current three." My addition: Or make the ladders from boards give you speed boost. Would be great for temporal translocator booths on servers (usually a booth on surface and the translocator quite deep below). Similar to like paths currently do.
  14. Let traders sell chicks/piglets/lambs. This would allow people a backup option to get some animals, e.g. when they have no animals around, or want to move the base. Since trader already sell wold pups, the mechanics is already there, so it might be a cheap addition The suggestion list contains "picking up animals", which is another great way to get this, and additionally to manage animals inside the den easier, but nothing about trading. Addition from Kat#5809: Maybe even a specific livestock trader that comes with the homestead update-- sells tools (like buckets, clippers), animal babies, maybe even populated skeps? Buys animal products?
  15. An amazing suggestion by Talespinner#5744 from Discord: "Make seashells a possible drop from panning sand? (IRL I have seen stretches of beach that are almost entirely crushed shell.)" Personally I love this. Very good for both early lime and for collecting.
  16. 1. A writing board. Basically a bigger, more expensive version of a sign, for making notes without need to have a pigment in hand. Will be useful for keeping a list of tasks in game, for more visible announcements/rules at bases, public bases, spawns ... Uses a decent amount of pigment when crafted. 2. A paper note (or a written book). Basically a sign as an item. A piece of paper or papyrus you can add text and put it into a chest or give another player. Maybe shows who is the author, so can be used for contracts / cheques. Will be useful for in-game economy, sending messages to people after completing jobs for them etc. Maybe even for geo-caching -like games.
  17. Playing on TOPTS, 1.14.10. Wild sheep keep spawning right near my sheep den or right inside of it. Quite confusing, like "Nooooo, they escaped my den! Oh wait!". Or suddenly 2 wild rams appear inside of the den. (when I was away ofc). So some marking system might benefit people, who breed animals with the goal to progress to 10th generation. Maybe pigments can be used, or leather collars with markings. For early game two pigments - black and white - would suffice for initial marking of "generation to keep" and "generation to butcher". Maybe some primitive paintings, based on the cave-paintings, can be added, like on the sides of animals. Idk about chickens though. They are the most annoying type But have no place for any distinguishable drawings or markings
  18. Introduction / Введение This article was posted in #russian channel of the VS Discord, and since it is so cool, I decided to copy it here, with author's approval. Author is OleLeafen#2495. The article is in Russian, hopefully it is ok to sit here until language-specific boards are added. Эта статья была опубликована в канале #русский в дискорде Vintage Story, и так мне понравилась, что скопировал сюда с разрешения автора. Автор: OleLeafen#2495. Официальный язык форумов - английский, но думаю эта статья пока может полежать здесь, пока не введут отдельные разделы для языков. Сделаем Дорблю! Или о проблематике понимания условий созревания сыра и построения продовольственных хранилищ. Каждого начинающего латифундиста, что успел уже позаниматься животноводством, посещают мысли об возможности восполнить провисающий молочный баланс организма. Произодство сыра не простое дело, что требует от наших хозяйств, в первую очередь, развитого животноводства, для получения молока и, возможно, воска , а также минимальное земледелие, для получения волокон, на ткань, и овощей на засол. Непременно требуеться такой ресурс, как соль, что сказано выше, на маринование овощей и, само собой, на соление самого сыра. Так как довольно точной информацией, про этапы переработки молока, обладает как манускрипт Винтажа, так и простые игроки, то сегодня мы не будем акцентировать на этом внимание, а сосредоточимся на таком ньюансе, как созревании сыра вообще, и созревании отдельных видов. На данный момент нам известно только два вида сыра: голубой сыр(аля Дорблю) и сыр Чеддер. Добиться созревания этих продуктов, за вики Винтажа, можно размещая простой посоленый сыр и посоленый сыр в воске(для дольшего хранения), в погребе(подвале) на полках. Цитата с вики: This[cheese] can be picket up and placed as is in a shelf, or crafted with one piece of wax in the crafting grid to receive waxed cheese, which will keep fresh longer. И дабы заинтриговать дорогого читателя кое что скажу: в предложении выше кроются все проблемы сыроводства - там есть существенная ложь. Погреб. Для начала предлагаю разобраться с, так необходимым для нас, хранением ночных перекусов - погребом. Ведь множество игроков испытывают проблемы с понимаем, и постройкой хорошего сего строения. Что есть погреб, как он работает и его идеальная форма, всё это мы тут вкратце обсудим. Итак, закон Винтажной вселенной дает минимальное определение погреба как закрытое помещение, с любых материалов, что по внутренним габаритам не должно превышать размеров в 7 блоков, как в длину-ширину, так и в высоту. Расширим же , приведенное выше определение, дополнительными сведениями, которые, возможно, помогут создать идеальный погреб. Если упростить момент с размерами то получаем, что максимально размерный погреб это куб, с радиусом в 3 блока от центра. Далее, по вашему желанию меняем размеры, только в сторону уменьшения , вплоть до "помещения" в 1 блок. Мы всё так же получим погреб. Важно, безнаказано уменьшать погреб, до минимальных размеров, мы можем только если этот погреб целиком состоит из блоков. Если в погреб есть вход через люк или дверь, нужно быть осторожным, необдуманое уменьшение габаритов помещения может как ухудшить свойства подвала, так и вовсе "разрушить" его. Что касаеться люков и дверей, при их наличии погреб всё ещё считаеться закрытым помещением, что дает нам удобный способ проникновения к спрятаным вкусностям, не "разрушая" сам погреб. Но, с выиграшем в удобстве, мы можем потерять в свойствах подвала. Идеальный погреб это ещё и сокрытое от солнца помещение, что при неправильном расположении люко-дверей мы можем и не получить. Для идеального погреба материалы лучше использовать следующие: керамика, почва, камень. Поговорим о главном в погребах - об модификаторах порчи еды, или коэффициентах порчи еды. Солнечный свет наш враг! На поверхности именно он значительно увеличивает коэффициент порчи еды. Замечали что в вашем подвале одни сосуды имеют больший коэффициент, а другие меньший? Так вот, причиной тому есть солнечный свет. К красному словцу, искуственное освещение на подобие факелов, лам и т.д. на модификатор порчи не влияет. Значит для успешного погреба надо избавиться от света. Зачастую это можно сделать опустившись под землю, или использовать свойства плит(полублоков) , либо придумать что то свое. Как понять что свет убран? На глаз друзья мои, на глаз, если темно то света нет, логично да? Главное не забыть убрать источник освещения с рук Серафима. Глаз конечно не подведёт, но лучше перестраховаться и поставить какой либо мод, что измеряет уровни освещения. Лично я использую VSHUD. Напоминаю, информация об освещении нам также пригодиться для созревания сыра. Свет убрали, теперь нам нужно построить глухую, плотную(без входов, выходов и других отверстий!) комнату с размерами и материалами указанными выше. Если вы всё сделали правильно, то на любом хранилище(сундук, сосуд) минимальный коэффициент порчи еды будет равен 0.26х. Эта цифра будет идеальным вариантом в большинстве случаях. Стоит отметить , что в более холодном климате с низкими температурами коэффициент может быть ниже, и это есть конечно же хорошо. Теперь нужно как то в этот погреб пробираться. Вход делаем со стороны где убран свет солнечный свет, желательно потолок, где можно установить деревяный люк и опустить от него лестницу, или стену, где ставим максимум одну дверь. Дополнительные двери и люки могут увеличить модификатор порчи еды. Что же, если всё верно то коэффициент останется неизменным. На этом с погребом закончим. Пример идеального погреба: 1. Область лишенная солнечного света из за свойств плит. (В ряде случаев подходит для созревания голубого сыра) 2. Область самого погреба. Вид на темный вход в погреб. Сыр: Чеддер и голубой Мы наконец подошли к главной, движущей темы данной статьи - созревание разных видов сыра. Итак, начнем с Чеддера. В "настольной книге" любого интересующего Винтажиста сказано: Когда сырой сыр созреет в обычном погребе, он превратиться в Чеддер. Или в оригинале: When raw cheese is aged in a normal cellar, it will turn into cheddar cheese. Хорошо, следуя указаниям поместим сыр в нашем созданном погребе на полку, и наведясь на нее получим информацию про время годности и время до созревания сыра. Сыр может быть как просто посолен, так и намащен воском. Дождавшись указаный срок, мы получим созревший сыр Чеддер. Заметьте, что уровень освещения в погребе не влияет на созревания Чеддера. Получения Чеддера не составило нам особого труда, потому нам следует продолжить и узнать как произвести сыр Дорблю(голубой сыр). Читаем: Чтобы сделать голубой сыр, нужно поставить сырой соленый сыр в погреб(на полку, конечно) с уровнем освещения ниже 2. Дополнительно, погреб должен иметь как минимум одно незаблокированое отверствиие, при этом следите за тем, чтобы сыр недостигло слишком много света. ... Обязательно используйте длинный коридор с несколькими углами или светоизолированый погреб. Или в оригинале: To make blue cheese, the raw salted cheese needs to be kept in a cellar with sun light level below 2. Additionally, the cellar needs to have at least one unblocked hole, while still ensuring that not too much light reaches the cheese. ... Using a long corridor with some corners or otherwise light-proofing the cellar is necessary. Что же, с первыми строчками всё ясно: "погреб", "освещение ниже 2". Всё это мы уже имеем - это наш идеальный погреб. В нем уровень освещения близок к нулю. Но вот следующие слова повергают в некоторое недоумение: - "...погреб должен иметь как минимум одно незаблокированое отверствиие... ". Что такое "незаблокированое отверствие", как это понимать? На мое скромное мнение, ответ на это есть в словах далее: - "...при этом следите за тем, чтобы сыр недостигло слишком много света.". Я выделил ключевые слова, из коих следует что "отверствие" должно выходить наружу, где есть солнечный свет. Хорошо, значит нам нужно убрать любой блок с нашего погреба, чтобы из него мог пробиться свет, и таким образом мы получим нужное помещение. Но ведь это не так, мы же знаем , что погреб это "закрытое и сокрытое от солнца помещение", а когда мы сделаем как в указаниях, то наш погреб превратиться в освещенную и открытую комнату, что конечно же нам не нужно. Мы конечно можем поставить на место убраного блока люк, но это не даст нужного результата. Во-первых в погреб проникнет свет, что, как мы знаем, ухудшит модификатор порчи, а во-вторых вместо желанного Дорблю, в таком погребе созреет лишь Чеддер. Итак главная проблема: как сделать отверствие в погребе, и при этом не испортить сам погреб? Ответ - никак. Ведь из нашего определения следует, что погреб это глухое, закрытое помещение без отверствий, максимум вход прикрытый люком или дверью. Потому дорогие друзья, создать условия для созревания голубого сыра, как указано в мануале, невозможно. Из этого следует, что голубой сыр впринципе недоступный, на даный момент, вид сыра. Но подождите, ведь то тут , то там удачливые латифундисты твердять, что "вот у меня Дорблю созревает без проблем". Как такое возможно? Они что, продали душу Тайрону? Давайте разбираться. Как мы поняли с разборов выше, теоретически созревание Дорблю невозможно, но у людей это всё же получаеться. Как это возможно? Я провел иследование, и дабы не мучить читателей готов дать вам ответ. И ответ этот будет вот какой - погреб не нужен, для созревания сыра. Протестировав в разных мирах я определил, что сыр вообще, может начать созревать в любых условия при модификаторе порчи еды меньше-равно 0,5х. Тоесть если на поверхности у нас будет коеффициент порчи 0,5х и меньше, то установив полку и положив туда сыр, он прекрасно себе созреет в сыр Чеддер. Помним, Чеддеру всёравно на уровень освещения, а вот Дорблю требует уровень освещения меньше-равно 2. Из этого следует, что игроки живущие в холодном климате могут производить сыр без участия погреба. Хм, раз для созревания сыра погреб не нужен, то проблема с "незаблокированым отверствием в погребе" пропадает, ведь он(погреб) нам и вовсе не требуеться. Хорошо, значит ищем, или делаем открытое помещение с отсутвием солнечного света, ставим полку и размещаем там сырой соленый сыр. Запоминаем, для Дорблю погреб категорически запрещен! Это может быть даже не помещение, а просто темная пещера, с коеффициентом порчи 0,5х и меньше. Главное темное место, где без источника света в руках ничего не видно. Чеддер же менее требовательный, и созревает как в погребе, так и без, как на свету, так и в темноте. Проделав действия выше, и дождавшись срока созревания, мы наконец получаем многострадальный голубой сыр, или Дорблю. Поздравляю! Теперь вы должны вполне понимать, что за ложь звучала в начале нашего гайда. Нас, чтецов манула Винтажного , возможно непреднамерено, слегка обманули - погреб не обязателен, для созревания сыра. Почему я говорю, что "не обязателен"? Потому как многие из вас ,скорее всего, сделав всё правильно, столкнулись с проблемой, особенно с производством Дорблю - срок годности на полке меньше, чем время до созревания. В чем проблема? А она в одной не очень заметной детали, поданой нам информации в Вики. Нам говорят, что сыр созревает от 14 до 20 дней, и это зависит от климата в котором вы живете. Это очень важно! Запомните, что созревание сыра очень климатозависимое. Это значит, что сыр в холодном климате созревает быстрее и легче, и воспользовавшись информацией данной тут мной , вы без проблем получите желанные виды сыров. В умеренном климате вы уже встретите проблемы, описаные выше. Как обойти несоответвие срока годности и времени созревания, можно придумать легко. Тут нам понадобиться погреб, в который мы поместим сырой сыр на полку, созревать примерно до 90%. Запомним, какой именно вид сыра созреет, определяеться в момент созревания, а не в процессе. Как только сыр созреет на указаный выше процент в погребе, мы перемещаем его(сыр) в подготовленое ранее темное место, так как скорее всего вы хотите сделать голубой сыр. Чеддер же запросто созревает в обычном погребе. Проделав такой нехитрый трюк, срок годности на полке, станет больше времени до созревания. Что же касаеться теплого и жаркого климатов, то тут с производством Дорблю непреодолимые трудности. С информации выше мы знаем, что голубой сыр делаеться только вне погреба. Соответсвенно, если климат слишком теплый то без погреба мы даже Чеддер сделать не можем. А желанный плесневелый сыр и вовсе невозможно получить. Или я просто не знаю подходящих способов. На этом главная тема статьи, гайда или как угодно, исчерпана. Bon Apetit! Интересующийся и внимательный Серафим спросит: -" Подождите, так как же всё таки другие люди, могли получать голубой сыр, не зная при этом информации , что мы тут прочитали?". Невежество, удачливое невежество! Вот тебе, интересующийся читатель, мой ответ. Я не зря начал тему рассказа c погребов. Как я и отметил ранее, множество игроков не понимают как создать, или понять что они создали, погреб. Потому нередко заходя в их "погреб", он оказываеться простым, не закрытым помещением с неподходящими материалами, которое , возможно, лишено прямого попадания солнечного света, и за счет этого имеет уменьшеный модификатор порчи еды. Люди думают, что сделали погреб, но это не так! Почему, вы можете понять с раздела о погребах. Вообщем, такие "погреба" , как мы теперь знаем, есть отличным и подходящим местом для выращивания Дорблю, именно потому, что погребом такое помещение не являеться. Люди строящие такие продовольственые хранилища , и выращивающие в них голубой сыр, скрорее всего живут в умеренном или холодном климате, чем, в основном, и обьясняеться их успех в этом деле. И на этом действительно всё. Спасибо всем кто смог столько прочитать, и не уснуть) Надеюсь, что новоприобретенные знания помогут вам понять Винтаж немного лучше и сделают ваши действия в игре чуточку осмысленее Буду рад вопросам и дополнениям, с вашей стороны, об упущеном мной. Удачи
  19. I have returned to the game after 2+ years break. Despite the game became slightly too hardcore for me, with the food decay, temporal instability and winter, the game is even more amazing, enjoying it a lot. I would even say that this "too hardcore" is not true, just feels this way for a newbie. After practicing all the mechanics, it might be quite comfortable. But it was unpleasant to see few core UI features to be still unfinished and unpolished. Unfortunately they slightly annoy me every time I use them, but I would like to use them a lot, because I love their functionality. The game is currently in a great state, basically it is finished, just needs the new content to keep coming with time, so imho the core features should be polished. Map waypoint color UI. I love to finally see waypoints implemented in GUI, I still remember the initial pilot implementation with commands, current UI is a great progress. I love waypoints, I love marking every single point of interest with different colors and beautiful icons. Resins, mushrooms, ores, animals, ..... But it takes too long to add one, because I have to type the color each time and save the waypoint with a mouse click. I suggest: Put some color palette in form of colored rectangles line or grid, in addition to the text field. Since there are too many colors, make this color palette a "recent colors" one, but quite big, around 20 colors. Populate it by default with some basic colors, but each time player adds a waypoint of a custom color, typing it in text, add the new color to the palette. Maybe also rearrange colors in the palette with the frequency of usage. Same thing might be done for waypoint icons, a flat row or two of icons, not a drop down list. A standard hotkey should exist for "pressing" the Save button, to quickly close the window without using mouse. E.g. Ctrl-Enter. More complicated idea: a "template" waypoint functionality. When you look at some object, e.g. surface copper stones, or trader structure block, or clay, or ruins cobblestone, ... - you can press a hotkey and an "add waypoint" interface appears. If you are creating the waypoint this way the first time, the waypoint addition process is the same - you type the name, select color, icon, save. But if you have already created a waypoint for this type of block, it is already pre-filled with name, color, icon. E.g. when you look at the surface copper rocks, your waypoint will be named "copper", have orange color and dot icon. All you need is to press Ctrl-Enter. So you spend less than a second on creating the waypoint. Sign text saving. Love signs and the coloring mechanics! I still remember the sad ancient times we had no signs But it is uncomfortable to have to move my mouse to press Save when I create the text of a sign. It feels natural to use only keyboard in this process, and finish the sign creation or editing with an intuitive hotkey like Ctrl-Enter. I.e. since the moment you aimed at the sign and pressed Sneak-RightClick, you should use only the keyboard to type the text in a text editor. Without the need to aim the mouse at the small Save button, which is located somewhere at the edge of the screen, and clicking it. Take the modern messengers for example, desktop versions - they all allow you to type text without much mouse activity. "Take all" loot hotkey When looting corpses or even chests, it would be comfortable to have a "Take all" button and a hotkey, which Shift-clicks on every filled grid cell of the container. E.g. Ctrl-Enter could be such hotkey. Modes selection wheel Currently modes of many tools are selected by mouse and in a line. This feels uncomfortable and not intuitive. Take e,g, hammer: the modes which shift voxels to a specific side would be more intuitive if located in a 2D cross pattern, not in 1D line. And it would be faster to select modes with less actions, e.g. by a standard action wheel. I.e.: you hold F a wheel of choices appears around the center of the screen, instead of a line of choices. you select the mode by moving your mouse towards the specific section of the wheel and releasing F when the mode is highlighted. Map "center on me" hotkey Often when I look at the map and move it, it is a bit hard to return it to the location where my character stands. Some hotkey for centering the woldmap on the player would be nice. E.g. Space or double-click.
  20. Together we live outside, shivering and jumping. Joyfully we think: "Why others are so incompetent that they stumble on Diamagnetism; we're Drunk with power and that shivers our spine." Today
  21. Meh, I am too late Anyway, my personal preferences atm are Transport Because in the end-game the number of possibilities and blocks increases, and game adds more new things, and it is now harder to explore land and get goodies home. Need to carry food (several kinds to not become HP-weak), tools, poulticies, bucket, torches, ladders. Need to carrry back ores, rare dungeon blocks, loot, berries/flowers, rich soil, animal drops, ... Or if I want to get enough rocks to have enough of cobble blocks of each color, it will take me lot of time and routine running to get them all from their biomes. Better labelling (item frames, better visible signs) Storage grows and it is not easy to make it comfortable to use. Placing signs separate from chests takes extra space. And low-contrast signs put stress on my eyes, altho they are awesome with all the text editing abilities and general fit into the game theme.
  22. Signs, labels and item frames for chests and direction posts on roads. For comfortable storage structurizing and for showing off the builds and interacting with other players via road signs, ... Should allow several ways to clearly mark and categorize chests, and mark places and directions near roads, mines, buildings, etc. Signs should have several modes, at least one more mode than now - more contrast, e.g. white letters on darker background. E.g cook sign in a pit and use chalk to write. Support of bigger fonts for shorter words, for signs on buildings. More decorative signs, e.g. arrows (no need if chisel goes survival). More sign interactions with blocks, e.g on posts, under some railing, attached perpendicalarly to a side of a buiding. Item fames to mark chest contents visually. Optionally flags/banners could be nice. Optionally mixing item frame and sign functionality - use item icons on signs, mixing with text. Optionally emoticons. :DDDDDDDDDDDDDD
  23. Together we live outside, shivering and jumping. Joyfully we think: 'Why others are so incompetent that they stumble on Diamagnetism?' We're Drunk with
  24. Together we live outside, shivering and jumping. Joyfully we think: 'Why others are so incompetent that they stumble on
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