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EnbyKaiju

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Everything posted by EnbyKaiju

  1. I love the feeling of being able to remove a mod because the game now adds the thing the mod was there to do. Also, welcome to the forum!!
  2. From experience musk oxen are one of the most difficult kinds of goat (yes they are classified as goats in the code) to milk. My recommendation (if this is still v1.21) is to put each lactating ox in a very small pen and just hold down right-click until you get the milk out. Unlike sheep all kinds of goats refresh the agitated cycle very quickly, so you should be able to just pen them in a small space, hold right-click, and you'll eventually get a bucket of milk. Just remember to let go when it happens or you'll drink the bucket, haha. If that doesn't work after a few minutes of trying I'd suggest waiting for a future generation (2-3 should be enough) and give it another go. If that still isn't working it's likely the mod.
  3. I did have a look for these in the handbook, keen to see how they look. And they have textures but no crafting recipe (and aren't in creative menu either). So many little things to fix, but I believe in the devs to have it good on the night (or in a hotfix soon after)
  4. Hey yeah! I was wondering if these would show up in this build since they were in the creative list. And I love that walking through the bushes slows you down, those things are spikey! Mostly crash fixes & tweaks. But y'all are really nailing it with these updates. Thanks for all your hard work.
  5. My rusty gears are on sooner rather than later. We saw a ramp-up of RC updates over the last couple of weeks, hammering out more and more bugs, which then have suddenly stopped. So my thinking, based on how the devs have handled these before, is that either they are about to drop the stable update (say within the next few days), and spend the next couple of weeks patching little bugs, or they finally have everything they want in and are spending some extra time on balances. Which would maybe give us one more RC update before the final one. That's just me making a guess based on previous update cycles. I would say we're within a week or two of a full update. Either way, I hope the devs know we want the best for the game and the best for them, so I hope they aren't crunching or pushing themselves too hard. We VS folks are in it for the long game
  6. In the interview they talked a bunch about how they really want to re-do the textile side of things. I'm really hoping we end up with a spinning wheel and a loom. With various complexities resulting in either more materials or a higher quality result. Once that's in it's all about different ways to get the raw materials.
  7. Cultivating mulberry treas & silk worms for late-game textile crafting sounds like an amazing idea, tbh. You'd want to make it something that requires a lot more time & processing than other textiles like flax & wool There's not a lot of East-Asian representation in BT so far, so that feels like it could make an incredible inclusion for making high-tier fabric (Chinese & Japanese era appropriate clothing perhaps?? My seraph craves a fancy kimono for celebrations)
  8. The berry design changes (not just the mechanics) have really nailed home just how much of a specialized skillset the "gatherer" role was in pre-history. Knowing how to spot the bushes, and which ones are best, was something that took generations of learning to do right. The VS team has done a great job replicating that I feel. Some bushes are a lot easier to spot (like cranberry & strawberry), but they still don't jump out at you like in the old designs. I'm a big fan It's just going to take some time to train my brain into spotting the berries in the wild.
  9. Bowtorns have been entertainingly bugged since the beginning, in spite of it being occasionally terrifying I almost consider it charming. I remember when they were first introduced and it didn't seem like there was a spawn cap on them, so you'd leave the house to find 100+ bowtorn just waiting outside your house like that arrow scene from Hero (2002) This feels like we're right on the edge of a stable release and I'm almost shaking with excitement. This game has got its hooks in me all the way to the soul.
  10. Status effect: You have the bends Have brought up the idea of diving suits or bells in the past with friends, especially as I like playing on big ocean worlds and a lot of ruins end up on the sea floor. Would be a fun addition, especially with a few water-related challenges to encounter.
  11. Can confirm 24, which I believe is better than it used to be (I vaguely remember the original instance where you could only maybe fit 6 in at a time, though that may have been a pre-release build) And considering you only lose up to about 3-4 bricks per bloomery when they finish the loss rate isn't too bad. I still think you should be able to make higher-tier bloomeries with refractory bricks that have a lower chance of losing any bricks at all, but in the end being able to make 3 bloomeries out of every 4 you cook means as long as one is always cooking flint you'll never run out.
  12. This looks so cute! I love the idea of VS inspired real world accessories Part of me wants to find someone to print out a temporal gear and put in some LED lights to make it glow at night.
  13. This is really starting to feel like one of the final release candidates, especially with this update only coming a couple of days after the last one. From checking over here & the subreddit lately it's amazing how fast these bugs were picked up & squashed. It's mostly minor stuff and any of the tweaks are pretty small. Though with the dynamic dungeons still not quite there I think it's still a better bet to hold off a little longer for those long term worlds. I can't think of too many other impactful bugs left that I've seen reported, so hopefully Tyron & the team can focus on balance & any last minute fun stuff before the full release. Great work, VS devs! We hecking love you!
  14. That's a really beautiful house, even if it doesn't keep you warm. It can be your summer house, haha
  15. Stunning work, love all the chiselled designs. Very inspiring
  16. EnbyKaiju

    Stable 1.22

    Yeah, a lot of the final balances & fixes are why I'm holding off on starting up my long-term world. Just seems there's a few too many little issues still in the way of a not-frustrating playthrough so I'm holding off. Given the kind of bugs that are left, and the frequency of the updates, I'm going to make a guess that we'll have a stable release in the next 2-3 weeks. Which would put it on my initial estimation. That being said, this game has more mechanical changes than most previous updates, so I could be off depending on how much re-balancing they feel needs to be done.
  17. This is something I love about Vintage Story. No matter how long you play it for you're always learning new stuff! But yeah, by the time I'm up to steel production I'll have marked out a few decent coal mines just for that. It's a heck of a lot of work, but the final product is so worth it. (looks lovingly at my paired gold & silver falxes)
  18. Vintage Story is very much about the passing of seasons, and the changes to the world those seasons bring. We also all bring our own perceptions and preferences to how we play the game, and how those seasons affect us. So my question for you lovely folks is, what are your favourite activities to do (or hold off on doing until) when each season comes along? I'll start with mine: Spring: Flower & seedling collecting! It's the perfect time to start the your fields in game but also a wonderful time to add more nature energy to your area. Summer: Exploring! Wild forage is available en mass, there's not a lot to do at the farms, and those long daylight hours are perfect for extended trips. Autumn: Cooking! I love turning all those harvests into stores for the winter. Filling shelves with pies, loading up the crocks, and bringing in the end of year honey to maybe start up a barrel of mead. Winter: Little chores! The quiet of the winter is a time I hold off on doing most of my fiddly little chores like organising my storage, sifting soil, and processing iron. A few hours doing the mundane tasks followed by a brisk walk through the snow makes me appreciate the quiet. How about you?
  19. They should be fine in pots, they won't be competing for ground space like they do when they are bunched up in the ground and you can give each plant more attention if it needs it. Strawberry plants are surprisingly resilient, it's why they survive in nature so well. Wild strawberries are an utter delight, and I'm so glad they got added to VS. I found a few spreading patches in one of my test worlds and they are just so hecking pretty. Can finally make a strawberry pie as a tribute to Celeste (I love that game)
  20. I'm curious to see how the berry rework is going to play out in long-month play-throughs. I love a solid 30-day month in game, it gives each season a real sense of purpose and makes preparations a lot more necessary. The rework on crops, especially berries, is going to make the need for preserving fruit for long-term satiation bonuses a lot more necessary. Can't wait to see how it all works out, but 2-3 solid harvests a year feels both realistic and a fun challenge. It'll be like being back working on the blueberry farm again! (never go into strawberry picking, folks, it ruins your back. Blueberries are so much better)
  21. It's something I love about VS is there's no "correct" class to play as. It's all very personal to your play style and vibe, and there's no looking down on folks who play commoner. I'm a very "be gay, do crimes" kinda creature, so Malefactor is my vibe. But I love hearing stories about how others approach the game, the stories they build within it, and how their choices face up to what the game throws at you. I should go read those stories in the funny thread, I could do with some giggles.
  22. With all the changes to foraging & wild crops in the new version I'm really glad I default to Malefactor, haha. I'll take the drop in melee damage (years of Zomboid have taught me the value of not getting hit by the enemy), for those tasty foraging bonuses. The Blackguard & Tailor are going to be super-necessary in multiplayer worlds, especially with the tougher enemies and so many new clothes to make, but solo feels like the realm of the outcast
  23. I've done a lot of ice-ball earth runs so can say that starting up in the colder polar/tundra regions make for a heck of a playthrough. You need to be a lot more aware of your resources, and it can help a lot with training up your ranged combat abilities, you just need to make sure you've got some plans for the long dark winter months. If you want more of a challenge, 100% recommend the cold-zone. What you can do is maybe work on creating a lush indoor garden space that gives you that feeling of being in a tropical area. I did that on my frozen long-term world and it's a real delight tracking down every possible flower, mushroom & tree sapling to make something beautiful amid the ice.
  24. I just jumped into creative and started stacking bowls & empty oil lamps on shelves. My inner interior decorator is jumping with joy, haha It's going to be so nice making a full-one pottery workshop with shelves for works in progress, and ones to take later, and not just have them neatly stacked up & feeling a lot less static. 10/10 inclusion that demonstrates how small changes can add up to a lot.
  25. I always thought this was me messing up my bloom hammering! I'm so glad I wasn't just losing my grip and it was a bug, lol I literally saw someone make this suggestion on the subreddit yesterday and Tyron said they'd make it happen. The VS devs work fast. I know this was getting discussed here a fair bit the other day; whether it was a bug or an intended feature of farmland. Glad to see that cleared up so folks can stop worrying about their crops. Pretty much everything here feels like bugsmashing & tweaks. Feels like we're nearing the finish line!
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