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Everything posted by EnbyKaiju
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It's in the world customisation settings, but you can also type /worldconfig allowMap [true|false] if you want to turn it off mid-game.
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Agreed, which is why I'm trying to approach this from the position of the default experience not to be able to generate infinite water blocks. (which I know isn't the case, but it's how I play and I like that limitation). If you consider each water block emanating from a hill/mountain an actual source, be it a spring, the output of an underground resoviour, whatever, then a single one does have the possibility of being an effective source at least smaller bodies of water. This is all long-term dev stuff for the VS team I'm sure. Personally I'm a bit more of a fan of the infinite water source generation in some respects. e.g. I think if you place a block in the ocean or a pond it should refill to the full state after you pull it out, so you should be able to make say a canal from a large enough water source without needing a bucket or creative mode, but I don't see that same rationality behind grabbing a bucket of pond water and building your own massive lake out of it or making a metagaming farm of tiny infinite water sources. Balancing acts. It always comes down to balance. To paraphrase Gniess, a geologist who makes incredible YT videos about this stuff, it's about knowing when realism starts being a problem, and accepting that you have to pull back from that point.
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An interesting thing I did discover while doing research for my big build, is how much the new Travertine block looks like a particular kind of quarried Japanese stone called Oya Stone that has been mined since the Edo period and is still used on buildings today (including the Imperial Hotel in Tokyo. Compositionally they are very different, Travertine is a calcium rich limestone (wonder if they will let us make lime out of it later?), while Oya is compressed ash, but it does bring me a little joy to know that one could stand in for the other. Every damn time I play this game I end up learning something new. Today it's geology.
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There is an eternal struggle within me on whether I wanna try for something LotR related or go full on pirate mode, especially with the boats that were introduced. VS is perfectly designed for both and after the RubixRaptor Ren series that's even more in my mind. If you ever settle on one of them, I hope you'll share your epic journey!
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Just looking at that reading you've posted, Malachite is definitely spawning to some extent, which is the limestone equivalent of copper (and one of my favourite minerals). If you can find a decent Malachite reading you're in the green. A benefit is that you'll often find malachite spawining in rich/bountiful quality spawns, which should see you good for weeks.
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This one is on my bucket list too. There was a mod for it which...wasn't that great, and I can imagine would be utterly broken on the new build with how the new mechanics work. The butterfly net is still a viable option for catching them, but you'd need that option for catching them alive and transporting them within x amount of time. Maybe if that was implemented maybe use it as a way to start up fish farms. Aquaculture has existed since at least Ancient Rome, so it being something possible for VS feels very in-theme for the game.
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From what I've gathered from their updates this is just one step towards the eventual river goal. So all those rivulets would flow into other bodies of water, especially rivers. Which is where the realism of it all makes more sense. For now I think the best fit, and I was playing around with this idea a bit lately, is for any block that spawns a rivulet to lead to at the very least some kind of pond or lake, or even into a tunnel underground to make an underground lake. Just a body of water for all that water to end up in makes more sense. That way we don't end up with Minecraft waterfalls all over the place. Since they already did the "if a rivulete spawns it digs a path" thing, I can see them doing that too, which would make for some really interesting hill/mountain/steppe-based water features and be a lot more interesting for those of us that don't play with infinite water block creation.
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I thought it was already in the game, but just checked and it isn't. Guessing that's on the list of "stuff to implement once we finish fixing the game breaking bugs. It would be a good start to expanding the foods. Still, as long as we have a way to consistently get enough fish to preserve a full barrel of them I'm happy. Way too many temperate/cold climate countries relied on salted fish to get them through the winter and I've been wanting that.
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My partner is going to be real happy with this update. She has a years' long grudge with the foxes because they always went after her rabbits. She's going to end up with a warehouse of fox-skin hats, haha.
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Looks like they fixed at least a solid chunk of the handbook. Went back and tested with a few of the ones that really got to me because I wanted to know how they were going to make it work. and they fixed all the ones that were really being an issue for me an they added a lot of the missing recipes. @LadyWYT time to jump into the creative world and start playing! Let's see who can break it first, haha Edit: Whoops! Spoke too soon. Just tried to open the warm robe item in the handbook off the racoon pelt (guessing you're supposed to be able to use those pelts to make the robes now, got the familiar crash to desktop. So...took me 5 minutes to crash that one, lol. As we used to say in theater, I'm sure they will have it right on the night.
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It's unusual for them to not post them as devlogs, historically that's what they have done but I'm guessing they are just busy. for those that haven't seen it, the list of changes is here: https://info.vintagestory.at/v1dot22#pre3 There's a couple of little additions, one I've been hoping for for ages, and possibly the most fixes I've ever seen in a single unstable branch update. they have been busy over there. I hope they know how much we appreciate the work.
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Bare minimum being able to put paper on storage vessels to make the same visual labeling as crates would be a game changer. Especially in pantries. Historically so many things were stored in clay vessels, pretty much anything you didn't want to get moisture damaged. So it would be amazing to walk into a pantry and go "oh, that's got a grain symbol on it, that's my grain. That's got an apple, that's my fruit jar.". Hell, I'd even love one for coinage, especially temporal gears. Individual chests might be a little trickier because of the sizing, but with the VS team being as amazing as they have been when it comes to quality of life I don't doubt they could make it happen.
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So historically the VS devs have done an unstable release update pretty much every week until they believe it's ready to go. Starting with patching out the biggest/most occuring bugs and working down. That usually goes for about 4-6 weeks. Then they do a full release of it, followed by a couple of hotfix runs for the next week or so after it's out. Though those are usually small fix updates that don't need a world reset or anything. So my guess, they will probably have everything ready to roll by the end of March. Maybe a little longer, maybe a little sooner. They have been bringing on a lot more staff over the last year or so, but they changes are also getting more ambitious (like the proceedurally generated dungeons), so that's the best guess I can make. And it makes sense for a release schedule that's not crunching the devs.
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Absolutely, I think in terms of actually added mechanics this is the biggest one they have done in quite a long time, at least as long as I've been playing (not counting the absolutely blistering additions in the latest story update), so it's gonna take a lot of balancing to get it right. And I know what you mean about wanting to take things slower. I already have a personal rule which is "no iron in the first year, no steel till the second" (and that's with 30 day months so the winters start to hurt), that keeps me pretty focused on a more relaxed progression experience, but now I'm planning on taking that even further. Instead of just building up one space and rebuilding on top of it I'm wanting to build separate period-accurate villages for each age I want to go through. So these last few weeks have involved a lot of documentary watching and reference taking, haha.
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At this point I'm just checking a few times a day waiting for the next unstable update to drop. Not because I'm expecting it to be fully game playable but because I want to get in and toy with all the new toys & mechanics so I can work out my long-term plans better. Anyone else? Just me? lol Given how much is going into this update I don't expect them to have the full thing out for a solid month at least, and I hope they take their time to work-life balance through all the changes and not feel rushed. Honestly even if they just update the handbook entries & recipes in the next unstable that'll be good enough for me. My creative world yearns for test-cases.
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Ohhh, getting big Sunless Sea vibes from this and I love it, especially with all the mobs that would spawn in a situation like that making the darkness & depth of it all feeling that much more atmospheric. There's definitely enough depth to the world, but you're right about the sheer amount of effort required to make it happen in survival. I am 100% on board to seeing you make that one happen, because it sounds amazing.
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Now THAT is ambitious! Definitely waiting for VS to implement minecarts or go for mods to make that happen, but I'd love to see it become a reality.
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I like watching this really neat fellow called Mongster, they seem to primarily a minecraft creator but did a great Vintage Story series on their second channel that I loved Outside of that I love RubixRaptors roleplay videos and Drifter Hater Club. Mostly I look for very calm, long-form videos that give me a happy space just to exist. Yet to find more that scratch that itch but there's a few out there!
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I'm the same. The three woods I love most to work with are walnut, ebony and acacia. Which makes my usual temperate start-twice the distance to the equator worlds a lot more of a challenge, haha. Makes it all the more satisfying.
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That might honestly be one of the loveliest ideas I've heard for a build idea. Bring a piece of what's special about where you came from to the world of VS. I hope when you get around to it you'll share it with us.
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A great idea for a build, one of the true classics of the genre that VS really feels designed for. And I absolutely agree with the sentiment of scale. VS allows you to actually build smaller scale but highly detailed, vs Minecraft where you really need to start working big to get the detail in. I think it helps a lot that if you can't find the kind of decoration you want in VS you can just make it yourself. I hope we get to see it someday!
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Let's have a little positive hypothetical time here with a simple question, you can be as detailed in your answer as you want. If you could build anything, at any scale, in Vintage Story, be it a singular thing or a massive-spanning endeavor, what would it be? Could be something you've tried building in the past but don't feel you got right, or something you haven't been brave enough to tackle, or just something you're waiting for the right gameplay includes to make a possibility? I'll start with mine, because I hardly keep it a secret. Full scale Edo period Japanese castle town that represents different levels of social development as it works out further from the Castle, all the way to an Ainu village in the outskirts. All I'm waiting for now is the waterwheels in the new update.
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I watch so many episodes of the Townsends 18th Century Cooking & Tasting History series' and the sheer number of things that could be made with what we already have in the system, including plum puddings, makes me kinda giddy. Unfortunately even the really basic ones like hardtack & pemmican are locked behind mods. Which is a real shame because there's a ton of absolutely ancient survival foods that would make the game more enjoyable. Especially for long-distance travel. Bonus points if they let you clap hardtack together to get the clack clack sound. haha
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So far in the experimental build rapids are one of the types of waterfall that naturally spawns. Below is a screenshot I took of a random hilly area I found in the unstable branch and about half of these are rapids. So it looks like we won't be lacking for rapid water (fingers crossed) I didn't get a chance to test with the waterwheels, because the game was crashing every time I tried to make one (that's what unstable is for), but my assumption is that regular water-flow will give you one speed from the waterwheel, and rapids will give you the fast speed. You just need to make an aqueduct from one of these rivulets to wherever your wheel is. Again, this is still the experimental branch, so who knows how often these kinds of water formations will occur. But I hope if it is this kind of scale (and I've seen much bigger waterfalls from mountain regions) that they will form natural pools since we're unlikely to get rivers this update. As for fishing poles? Not sure. They are very easy to craft, a few sticks/bamboo and some rope, and they do have durability, but I didn't get a chance to test. So I'm guessing we get the basic ones now, and later we'll get better ones that don't break as easy. Would be nice to have rods of different wood & line types.
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What would your suggestions be for better temporal immersion?
EnbyKaiju replied to Josiah Gibbonson's topic in Discussion
VS is a perfect example of that. I remember when there was an exploit to just totally bypass one of the main story segments to get to the loot and I am so glad they patched that out. There are times when invisible walls frustrate me, and times when I absolutely believe they are necessary to prevent folks from just skipping important parts of the game. Though I think giving folks the opportunity to get an elk, and get it cheaper, definitely was a way to encourage folks to engage with that part of the story more and to do it the way the devs intended. I call that damn good game design.