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Nisaba

Very supportive Vintarian
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Everything posted by Nisaba

  1. They should look like Dave
  2. Releasing on Steam as early access would buy the devs nothing but pain at this point, the reviews would eventually be filled with entitled whiners, complaining about the rate of development. And it would just increase the surface area / number of locations the devs would have to watch for feedback. There is this thing called "context switching" that slows down both machines and humans. Steam would just be adding more of that for no reason.
  3. Ongoing issue that has not be addressed yet: Heat state of ingots and blooms don't seem to be synchronized across players in mp. My buddy will be using the billows, and it doesn't animate for me and I hear nothing, the temperature of the item in the forge will be 1000 for him, glowing, and still showing dull red 700 for me. This makes collaborating on processing iron blooms and such rely on external communication instead of a smooth flow based on whats visible in game. My other buddy reports this release seems to have a regression for the milking an animal crash/milk delete. That is, he'll milk a Valais goat, the game crashes, and when he logs back in he has no milk but the goat shows that its been milk.
  4. Yeah, if the wild bushes stay like its whatever, but if I'm gonna go through what it much higher effort now to make a vineyard, I'd expect winter to do it's thing for domestic bushes, that it does in real life. It is the great synchronizer. After winter, all bushes in a domestic berry farm should be in sync, or at least mostly.
  5. The randomization of growth state so you can never find a crop of berries all ready to pick at the same time is one of the dumbest decisions ever made in game dev. Is neither realism nor fun.
  6. Watched the video. That was definitely a case of FAFO. Brown bears working as intended. Leave the grizzly alone unless you really know what you're doing. And a permadeath run isn't the place to found out. Poor choices were made.
  7. No, its about 1 out of every five traders outposts or so that's bugged. You can just go into creative and spawn the appropriate one to fix it. Each outpost has a pile of merch that identifies what kind it's supposed to be.
  8. Its the berry bush fash forward code. Reported on the Github several times now. https://github.com/anegostudios/VintageStory-Issues/issues/8660
  9. We've found 5 trader outposts with no traders on my private server. World was created in rc2. There were definitely no leftover files from previous versions, as I nuked the directory before installing the new package I made.
  10. Alright, I've reached winter, and finally have an experience informed opinion. I can officially say berries have been nerfed to complete oblivion. I hadn't played much since 1.18 cuz of real life issues, so when I heard 1.22 was coming soon, I decided to get back into it. Played a 1.21.6 solo world until second summer before 1.22 rc2 dropped and I started up a server of it for my friends and I to play. Used the same world seed and settings, 12 day months. I barely survived winter in the 1.21 game, and that I survived at all was thanks to the berry pies I had made, about 20. On this 1.22 game, even knowing where the nearby biomes /landforms are already, even with a partner with me in my base splitting the tasks and doubling the exploration, I'm going into winter with zero berry products. None. From twenty pies to zero pies, most other factors being equal 1.21 vs 1.22. I think the whole "every single bush growth state being randomized" is genuinely a "bruh moment" as the kids say. Wild bushes tend to show up in clusters, the growth state of the bushes each cluster should be synchronized. Since they seem to be ripe far far less often they were in 1.21, maybe the clusters should be bigger or the drop rate on ripe should be buffed? It's also much more difficult to spot the bushes and more importantly once you're at familiar with what they look like, its still difficult to differentiate ripe bushes. Since maybe 15-20 percent of the bushes are ripe at the start, you have to either hunt or fish a lot more just to survive, which slows progress on everything else. The game has gone from "if you work hard you can stabilize your food supply" to "you will be frantic about your next meal constantly, forever"
  11. Meet real life sir. Very stupid I suppose. https://www.chrisbowers.co.uk/wp-content/uploads/2024/02/blueberries-in-pots.jpg
  12. Maybe a special "gardening shovel" that requires bronze or better, and the domesticated bush goes in a backpack slot, like a captured critter or populated skep, so it retains its metadata,
  13. I get the changes as far as preventing players from becoming the server baron of bushes in mulitplayer scenarios, but really, I think we should be able to pick up domesticated bushes and move them, in case we want to rearrange our estate. Not being able to is stupid. If I want to move my berry garden six blocks to make way for a road, I have to get cuttings and destroy them all and hope all the cuttings take? Asinine.
  14. I hate to be gross, but the real world alternative to minerals for our ancestors wanting to soak hides in an alkalizing agent was aging their own collected urine. Maybe the game could make it so you could make salt water, drink it, then have to pee. You could then age that pee in a barrel and use it for leather-making.
  15. I'm pretty confused here... which IP are you trying to protect? Because the whole point of the Domain Name System is to turn domains into IPs. I'm gonna presume you have the following situation: Server A: Hosts nginx currently, and your domain name points to this Server B: Hosts the Vintage story server You are trying to have clients connect to Server A and Server A just forwards that traffic to Server B I personally don't think nginx is the right tool for this job, but apparently it can handle it. You seem to be missing some required directives though. This will likely fail if Server B is behind NAT. stream { upstream vintage_backend { server <Server_B_IP>:42420; # Replace with Server B's IP or hostname } server { listen 42420; # TCP listener on Server A proxy_pass vintage_backend; proxy_protocol on; proxy_responses 0; proxy_bind $remote_addr transparent; } server { listen 42420 udp reuseport; # UDP listener on Server A (reuseport helps with high traffic) proxy_pass vintage_backend; proxy_protocol on; proxy_responses 0; proxy_bind $remote_addr transparent; } }
  16. I wouldn't mind a new overland boss battle that gets you the very best mount In all seriousness though, where I'm from, Oregon, we have a subspecies of elk called Roosevelt's Wapiti (Cervus canadensis roosevelti) that can definitely grow big enough to carry a man. The unrealistic part would be capturing one, at least if the AI had a better sense of how to pathfind the terrain. The game would have to maybe add making blowguns from bamboo stalks and poison darts from bad mushrooms so you could knock one out, and then maybe a way to rope prone creatures and drag them somewhere.
  17. Isn't the way it is currently all fertilizers except potash are temporary? I'm not sure I'd be a fan of eliminating the permanent aspect of sylvite. In this scenario, I'd imagine the altered value provided by sylvite would be considered the "normal" maximum value for that tile for fallowing purposes. I suppose the simplest option would be to add a few new soil variants so sylvited fallowed dirt tiles either retain their enhancement when placed and tilled again or also drop a potash when dug up. And yeah, fertilize in fall/winter to you don't have to till again sounds like an ideal meta.
  18. I highly recommend trying DangerDave's Dragon Blood. And if you're serious about brewing, the Speidel 30L fermenting vessel absolutely is the most convenient and ergonomic of everything I've tried in the 5-7 gallon range. If I had known about them when I started, I'd own nothing else. Builtin handles, no danger of broken glass, and you can easily wash it out in the bathtub, love love love it. Best of luck in your winemaking journey.
  19. I think farmtiles should revert to normal soil tiles if they've fallowed for a while. Like once they've reached their default maximum nutrition storage, after another few weeks or months, they revert back to a regular soil tile. So like after winter you have to till your fields again. This would solve the "I want to move my farm" issues, and give players a reason to keep making hoes. Only real question would be how to handle soil that's had potash applied.
  20. I have experienced this exact issue and it's quite annoying.
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