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EnbyKaiju

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Everything posted by EnbyKaiju

  1. So there's no specific way to set daytime/nighttime length, but there are a few commands you can use in vanilla to make things more comfortable for you. Press t and type /time hoursperday [number] will change the total number of hours in a day. So instead of 24 it can be anything really. You'll still get shifting day/night cycle depending on your time of year but it will give you more to play with. It'll make those beds come a lot more in useful. And then there's /time speed [number] (default 60), which sets how fast those hours pass. So the default length of a full day is like 45 minutes I think. So if you take that down to /time speed 46 I believe you get an hour IRL per in-game day. Again, won't change the day/cycle itself but it will give you more time to get stuff done. Then you can sleep through the night. I have historically done a lot of 1 hour IRL days, and they give you a nice extra buffer to play with, especially in the early game.
  2. Okay, this sounds incredible, those are both incredible buildings that would translate amazingly into VS, but also leaves me with a question. Would you also include the bat cave under Wallaton Hall? Just to give it the full Dark Knight vibe?
  3. I genuinely love this! I've always been a real fan of how Vintage Story can pack so much detail into a small space, something most survival/crafting games aren't able to do with their mechanical constraints, but this is just wonderful! I'm also on team hyper-detailed if I can make it work, and you really do. If anything the lore content for VS demonstrates the value of small detail and small builds, so you're building in the tiny footprints of the devs themselves! Whatever you end up making, I hope it brings you joy.
  4. "Journey's log, day 76: The cook made up a stew from local game and some mushrooms we found along our trek. The next few hours were somewhat of a blur. Jenkins was found licking nearby trees, muttering something about 'getting to the gooey center'. I myself do not feel like it affected me in any way, although the singing koalas I encountered during the night were gone by morning and none of the other members of the party remember seeing them. I have advised the cook to refrain from using those mushrooms again, but to keep samples for later culinary experimentation when we are safety back home. I do wish I could hear the song of those koalas again though..."
  5. I think that would work well. There would have to be an amount of loss to the system, otherwise folks could just keep recycling the same tools forever. But getting back an amount of bits based on how damaged the tool is would be a great fit. Heck, even getting back half the material would be a big win. And historically it's what a lot of blacksmiths did. Even horseshoes got melted down when they wore out to be turned into new ones.
  6. I mean...a dream build of connecting the north pole to the equator is one hell of a dream build! The ultimate highway builder. I'm totally on board with that dream, and I hope you reach it one day, even if you have to tunnel through every mountain for 100k blocks!
  7. That is a fun fact! One I'm very happy to learn. I love how this game leads me to learning new things. And having a historically relevant kind of sheep to fill a niche is wonderful to have. As much as I love bighorn sheep they are primarily a North Americas breed (with links to Siberia), and we've so many different kinds of goats that go from equator to ice cap it's nice to have that variety. I'm also very much looking forward to shouting "Kevin!" every time one of the Mouflon ram me off a cliff (it's become an in-joke in my friend group that all the rams are called Kevin, so we have something to yell in those instances, lol)
  8. All the talk of metal uses does have me curious about what other things could be possible through the use of copper & bronze. The devs just updated it so copper roofs are cheaper to make, and we still have use for chutes up until the late game (though it would be nice if we had more uses for the soldering iron), but it has me curious about uses of things like bronze throughout antiquity. As both @LadyWYT & @Fyrol bring up some interesting points with all this. Maybe once players move into and out of the bronze age then bronze becomes more of an ornamental function rather than a mechanical one? I doubt the devs are going to let us move into giant bronze mirrors that we can use to death-ray drifters, but maybe bronze mirrors themselves could make an appearance? Or bronze cookware? Maybe let the players cast bronze items using wax or sand casting methods like bells, statues or jewellery that can be displayed or sold to traders? As of now once a metal moves out of functional usage it gets relegated to lantern status pretty much except for some special use cases, so I'm very interested to see how the devs play with that down the line. They definitely don't seem to like the idea of things just becoming useless once you move up the tech tree. What other uses can folks think of for other metal types that don't get the love outside of a couple of mechanical uses? Thinking of things like silver & gold, moly, brass...etc? I bet if we dug through some historical records we could find something fun. You know what mineral I'd love to have introduced because I think it has been ignored despite being historically pretty consistent? Jade. I want it as a stone to carve, as something to shape for jewellery, and as a building material.
  9. Okay, I'm starting to feel like the VS devs are specifically targeting me, lol Only like 2 days ago did I learn how to properly use multi-directional chiseled blocks (the putting them in the grid thing just didn't make sense to me). And now they just announced you can add them directly from the chisel menu... This is absolutely rad, some of the ideas I have for my next world absolutely require those kinds of blocks and this makes it so much easier.
  10. Yeah, a new world is how I'm going too. Given rivers are still probably a few versions away I'm happy to start things off with water power for a long-term world. I'm still guessing we're probably...3 to 4 weeks away from a stable build, depending on how done they are with dungeons. There's still dozens of little bugs they have to work out too. They'll get there.
  11. Yeah, I was a little sad, if only because there's a historic Japanese waterwheel setup that has three in a row that I would have loved to have replicated. But we can't have everything. It doesn't stop you from splitting the rapids, then putting a wheel on every fork of the water though. Just takes a little bit of creative irrigation work.
  12. From my experience so far it's about 50/50 whether it's a rapid or slow water. So as long as you set up nearby to some kind of hill or mountain you should be fine. I actually just tested this to assist someone else! From current testing, no. When the rapid hits the water wheel it turns into slow water. Most likely to prevent metagaming it but also kinda makes sense as the water is using a lot of that kinetic energy to push the wheel. But, I was thinking about it. And if you put a big windmill on top of a waterwheel structure you would get both the consistency of the water wheel, plus the push of the wind power. Thankfully you'd also be close enough to water in case things speed up too fast and it all catches fire, lol.
  13. In short, not yet. They have put in a lot of ores in place that they intend to be used later down the line. But at the moment steel is the top of the pops when it comes to metal tiers. Automation wise we've only just reached the age of water wheels, I think it's gonna be a little while before the devs move on to the age of steam power. But I'm excited to see how they implement that. Going from stone age to railway baron sounds like a pretty damn fun long term goal.
  14. Absolutely, that's my thought too. From the testing I did a single water wheel is enough for a helve hammer to have a pretty consistent 1 swing per second rate off one axle and an angled gear. Given that that never slows down or stops, unlike windmills, that is honestly more than enough for most basic stuff and will probably do me fine for solo games. I think if people really want to have a lot of mechanical fun with this in way that doesn't break the game would be to put a windmill over the top of a water wheel. All this needs for me to be happy are those axles in blocks, and I'm set for a hilltop blacksmith. Already picturing all the possibilities
  15. I honestly love this. It's such a beautiful addition to a town, and a memorial of the time & love you've put into your game. The design makes me think a little of old pixel art adventure games, and that makes me like it even more, haha. Put Willow into Vintage Quest!
  16. I'm obsessed with most things about this damn game. lol Will be interesting to encounter Travertine in the wild. I've no idea how common it's gonna end up being, but it's going to be fun to build with. The tiles look great.
  17. Meteoric Iron being a very bright colour doesn't make a ton of sense, but I agree with Lady WYT that it makes it stand out. It contrasts well against the other materials, and against the very dark & corrupt colour palette of the rust/rot elements of the game. Personally I love it because it's a perfect contrast to Black Bronze, which holds that slightly purple black tone. So one thing I love to do in long games is have a set of black bronze plate on display next to a set of meteoric iron plate. The black/purple vs white/gold is just stunning. The game designers have done a damn good job when it comes to contrasts, even if they take the extreme examples found in the real world to make that happen.
  18. That sounds like a pretty reasonable and still very exciting thing to hear. Dungeons feel like one of those things that are very much going to adapt over time to new mechanics, items & even enemy mobs. So having a few types now to slowly roll out new ones makes a lot of sense. VS isn't a live service game, but it is a game that adapts over time and in inventive ways to give folks new experiences. I like that about it.
  19. Okie dokie, I did a little testing. A good way to tell if water is rapid is the colour, as well as the noise. Rapid water is a brighter blue, and it will actively push you away if you stand in it. You can have the water at the base level of the water wheel, it doesn't need to be above, you can even have the water wheel starting in the rapid source block if you want. A thing to note, since I just tried it, you can't chain a string of water wheels in a line. Even if you place one a drop below so you have a full flow block. It appears that the first wheel will slow the water down to the point where it doesn't spin the second. Not sure if that's intended but it's good to know. Probably to prevent metagaming but given the resources these require it's still something you'd have to work real hard for.
  20. I only just noticed this because of your post so thank you!! Sheep are lovely and it's so nice to get another kind given we have so many goats. And they are exactly as lethal as the big horn sheep, haha. They might not run away from you like goats do, but the rams definitely live up to their names.
  21. So I just did a little test on 1.22.0 pre-3, super hot & arid world at the equator. Set up the test at ground level (day temp about 38c). Made a cellar out of brick and left the ground as sand. A single door. Outside food perish speed in a storage vessel: Vegetable 1.8x, grain 1.2x, other 2.4x . Inside spoilage rates in the same vessel: vege 0.38x, grain 0.26x, other 0.51x. This checks out as the default temp cellars will get to no matter the temp outside (if you go into cold climates with outside temps below what a cellar would normally give it'll add extra time on top. So I'm guessing it's either a bug or the room isn't counting as a cellar for some reason. If it was a problem with pre 1 or 2, they fixed it
  22. On a server I hosted once the spawn ended up almost on top of two separate malachite deposits. Like, one was 10 blocks from spawn the other was about 20. That was enough to see us through to the bronze age comfortably. That stuff not only looks great, but dang it keeps you going!
  23. Depending on the kind of world I'm trying to build I will occasionally rebuild some of the ruins. They can make for great way-stations for when you go long distance and you want somewhere to stop and resupply/warm up. Early on when I started playing I used to take them over as starter bases because I was still figuring out what I wanted to do, now I love them as side projects.
  24. Wishing you so much luck and joy on your adventures! I know of folks who make Vintage Story videos for a living that took years before they even got to some of the mechanics that many consider "basic", because they focus so much on rushing things. In the end, take your time, find whatever way you enjoy VS the most, and just go for it. By the time this new version drops there will be thousands of us trying new things and changed mechanics for the first time. If you love to learn, VS is the game for you.
  25. No joke, I've been playing for like 4 years and I only just found out last night how to do multidirectional chiseled blocks properly. I've spent thousands of hours playing over that time but only encountered some of the kinds of stone once or twice (Looking at you, Kimberlite, my new favourite block to chisel with). The game never gets old to me, there's always something new to learn, even if it's just customisation features (which I'm also learning how to toy with more now)
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