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Moltrey

Vintarian
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Everything posted by Moltrey

  1. Ding, ding ding!! We have a winner, thank you Dorf. It is from the first episode, first scene. Wallace is lamenting "these bank holidays...", notices there is no cheese in the house, decides to "go where there's cheese" and of course, builds a rocket because "everybody knows the moon is made of cheese". Classic, the whole series.
  2. Bzzzzt!! Sorry LadyWYT, but that is incorrect, thank you for playing!
  3. "Everybody knows the moon is made of cheese..." First one to get the reference earns a
  4. She means are you running the last stable release or one of the Release Candidates since then?
  5. It's cool that you care about it so much Krougal; I am not real fond of the straight lines either, but once I am in the game I tend not to think about it at all. I AM super itchy to get this stable release though.
  6. While I am sure it's a hot button for some, I am firmly in Maelstrom's camp- it is quite far down on the list for me. As the wicked witch of the west said, "All in good time dearie, all in good time..." (with apologies to Margaret Hamilton)
  7. Whoof, some of these are big difference makers Tyron- thanks!
  8. Hmm... where to start? It is obvious from just the small sample size of this thread that there are folks with very different ideas about what should or should not be added/improved/eliminated/tweaked in Vintage Story. While I think that is normal and to be expected, it does bring up a subject that in my experience (I'm 61) has a lot of baggage and hard feelings attached to it over the years. Namely, how much control and steering from the developer vs. input/feedback from the player base? Where lies the place that balances things, or is that just a pipedream? Seeing that Vintage Story is still in early access, I will use another game as an example, one that went to v1.0 not all that long ago, 7 Days to Die (7DTD). Without getting into a very long rehash, the initial Alpha came out in 2012/3 if memory serves and I first purchased it back then. The game has changed quite a bit since then, but recent additions of biome-specific environmental hazards that must be overcome to avoid a constant drain on your health (among other stuff) have produced a firestorm of criticism. The recent live town hall was contentious and it wasn't difficult to see the brothers Huenink struggle to accept and respond. I can't speak to the newest changes other than to say it runs great now for me on PC. The thing is, Richard and Joel have always had very strong opinions about the type and style of zed game they want to achieve and while I can appreciate that and their passion and bluntness at times, I wouldn't want 7DTD to fail in the end. It seems obvious that games like 7DTD and VS are run by folks who keep a close eye on sales and player forums and all the various things that help determine which way the development "weather vane" is pointing. Being private concerns, we as players and fans can only guess or see what they allow us to, so it has always made me wonder: Is game design always a "damned if you do, damned if you don't" endeavor? I have to imagine each designer or core group has its own feelings where this is concerned. Modding is certainly a popular and prominent option (particularly if included from the start) that allows a player base the freedom to modify the base game to their liking. Having said that, I also imagine there is a point where the developer realizes they took it too far and end up backpedaling on a feature. Getting back to Vintage Story: it's early days. Tyron likely has his laundry list of wanted features based on his concept documents and we are just scratching the surface here in August of 2025. I have my own feelings about things in VS, but I am taking the long view. That doesn't mean I am not impatient for the latest stable release. I hope to keep getting surprised by future releases and while I am sure there are aspects of the game I don't care much for, I think it will all work out in the end. Just some food for thought.
  9. I was curious, how many folks make use of the option to delay monster appearance. Personally, I tend to choose 3 days (but not always). I like that as a newb; it gives me a bit of time to duck into caves here and there along the way and perhaps discover a ruin with a bit of loot. I have found it just enough time where I don't feel it is OP; your very limited time and inventory sees to that. Not to mention a full itinerary those first three days. What say you?
  10. Man, I hope so. I am itching to get back to playing in this latest stable release. I generally play VS at least 4 to 5 days a week, so I've been dealing with withdrawal symptoms.
  11. One area I have found Terra Preta is next to a ruined stone hut that has a stone fenced "garden" area. I discovered it quite by accident while clearing away surface low fertility soil- underneath was a sizeable amount of TP. The garden was about 8x16 and I probably found 20 or so blocks of TP. Caveat, this was with the Better Ruins mod enabled, so, I have to believe it was part of that and not vanilla.
  12. Ba dum, dum, tish! Thank you folks, he's here all week!
  13. All this conjecture makes my head ache. I think I will just wait for whatever this small group decides to do and then make a judgement call on playing it or not.
  14. Moltrey

    As a Whole

    I still astounds me that where Vintage Story is concerned, I have barely begun to scratch the game experience surface. Having said that, I also tend to start and restart games, usually on different maps because I am learning as I go and sometimes get to a spot where I realize 'huh, well THAT was a bad idea!' or I just feel I need to hone my first 2 months skills more. Yeah, I'm weird. A good example was one game, after I got my pottery ducks-in-a-row and was happily cooking away, I ran headlong into Tyron's cooking trap. If you get over-ambitious and make too many meals, you just end up wasting the food as it spoils before you can eat it all (Doh!) - Lesson learned box checked and bonus realization that there is much more to this game than one realizes.
  15. Moltrey

    As a Whole

    Yeah, I try hard to understand gamers who seem (to me at least) to be in a big hurry and other outlandish (IMO) stuff like "speed runs". I guess they are just bored with normal play? Dunno, this stuff is anathema to me. I suffer from being a founding member of the "played but rarely completed" gamer niche. For myself, games are much more about the journey rather than the destination, although that is nice too. I am just not driven to complete everything. I tend to be the same way with books; if something about a particular book gets in the way of enjoyment I am likely to set it down for a while. I know in VS I am addicted to the drip of random cool finds, regardless of type. It keeps me invested in the game. Then again, at 61 I am jaded concerning certain things and am stubborn about others. I imagine I would look odd to some outside observers too, so it's all good.
  16. Moltrey

    As a Whole

    I find the map tends to dictate a good bit of your pace early on, unless you wander a lot. I am not a fan of ending up unprepared at sundown though. Just sort of letting the game come to me is a happy medium, but then I am pretty laid back about most stuff. Very much waiting for the RC of .21.
  17. Ghost Pirate stew, eh? YOU EAT IT!! Ah, poor Shag and Scoob. I think old Shag would be saying "Zoinks!" a lot while playing Vintage Story. I find the adversaries annoying as they tend to always show up when you are furiously trying to complete a task. DOH!
  18. I have to agree with Dark Thoughts. Reading through the pre-1.21 notes was a bit overwhelming, so many fixes and changes. Welcome of course, but until we get to a release candidate and some hours behind the mouse I find it very hard to project more than some basic stuff others have covered like fishing. Good times for sure!
  19. Sounds good so far, I am waiting for at least the RC version to muck around myself. The bears and wolves were more annoying wrt their "auto-attacks", so if that is solved, fine. It can always be tweaked later if too much. As an aside, wolves should be afraid if you have an active torch and it would be nice to pull a Weathertop Aragorn with one as needed IMO. Animals really don't like fire (yes, it's not Earth- got it). I am OK with the healing only working when standing still. If the wound code gets more sophisticated in the future, perhaps a simple cloth bandage or rag could be applied on extremities while walking, but that's an awful lot of contingencies. With the new bear and wolf code, maybe it will pan out OK. Just had a thought; maybe in the future wolves and bears would retain a "hunger ticker" that would affect their aggressiveness as it waxed and waned between snacks. Might be interesting and keep us all on our toes! Excited for all the new stuff!
  20. If you haven't already RubyxD, go back to the Graphics tab and mouse-over all the settings and re-evaluate what you have set. Perhaps setting the Preset to a lower quality and then bit by bit inching settings up. I know it's a PITA, but troubleshooting always is on these things. Otherwise, do like me and deal with it until the game and GPU drivers meet in a happy place!
  21. It took me a few tries at different stuff to get a noticeable improvement. Setting the Optimize RAM off outside the game was the biggest for me, I see it didn't help you. I do still have the occasional big stutter (~ 1/2 second), but it is no where near as common. I would say keep trying different settings and see if any make a difference. I have a really current PC built in Feb '25, so my example may not fit well. What resolution are you running VS at on your 4K monitor? Not sure what else to try off hand. Good luck!
  22. I am not sure what parts of Google passwords you all refer to here, but my Google Password Manager keeps two accounts with associated (and different) passwords for Vintage Story. They are under vintagestory.at in the GPM list; one is 'account.vintagestory.at', the second is 'www.vintagestory.at'.
  23. Particularly with Better Ruins installed, I love this aspect of the game. It's such a huge world and you just don't know what you might find! That balanced against both your limited inventory and daylight are IMO a near-perfect combination to keep us playing (I see what you did there Tyron!).
  24. So I have noticed while playing VS (88hrs) that I experience a lot of wildlife chuffs/snorts/grunts - whatever name for it you wish to use, but here is my issue. The vast majority of the time I can whip around and scan the area, yet there are no deer or moose anywhere. Granted, they might be hunkered down on the ground, but that would be rather odd, most deer are alert and upright ready to bolt when they snort at you. Anyway, am I the only one who thinks the snorting is not quite right? Either the sound is carrying too far or it's happening when no deer is around in my limited experience. I know VS sounds are not always great- you can eat, move and the crunching sound stays behind you where you initiated the "eat" action. Spooky and disorienting. I wonder if the same is happening with the deer/moose snorting. Thoughts?
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