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Everything posted by EnbyKaiju
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How do you intend to prepare your long-term worlds for version 1.22?
EnbyKaiju replied to Vratislav's topic in Discussion
I hecking love winter in VS, and I do 30 day months too so I know the slog. But I tell you what, I ain't doing another snowball earth run. There's such a thing as too much winter, lol. Prepping for a new world I definitely think should include some level of "given the amount of winter this area is likely to have, do I have enough in my plans to keep me occupied that whole time?" Not just food stocks but stuff to keep your mind occupied, especially if you play long months. So I usually leave a lot of stuff that's not so important (like sorting, decorating, sifting bony soil...etc) till the snow starts falling. -
How do you intend to prepare your long-term worlds for version 1.22?
EnbyKaiju replied to Vratislav's topic in Discussion
I've been doing a ton of work in my creative world to plan things out. Not doing the full builds but practicing the techniques, setting up my personal goals, and working out the scale of things I want to be doing, since I want to try and make this my forever world. (closest I've had so far is my 600 hour world, lol) But there's also been a lot of testing for world generation. Mostly because I want to make something that doesn't have giant continents, because I want to encourage myself to get boats going), but also to have the space to actually make what I want to make and allow for a level of areas being no-go because of temporal stability. Think I nailed a sweet spot at about 10% land mass to 90% ocean. Which is still a LOT bigger than my previous 0% landmass runs. So it's come down to 1) big islands (big enough that an elk would be quite helpful, but not mandatory), and 2) I'm gonna need LOTS of blue clay, since that works into my whole main castle town's aesthetic. I'm also watching a lot of documentaries & tracking down source material as reference. Because I'm going absolutely history nerd mode on this run, but still looking at having the whimsy. -
World updates usually take place outside of explored chunks. So if you've been playing in the snapshot, and go to full version, it'll most likely keep anything that was in the snapshot in place, and use the finalised generation in any unexplored areas. Though it can be tough to tell depending on how much they change, it's why they recommend not starting new long-term worlds on the snapshot because they could completely break.
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Is it just me that wants a full devlog to drop just so we can have a new forum thread? I don't think I've ever seen one go on this long before and I'm ready for a bigger news drop, haha.
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Lovely looking starter home! By the shape I'm guessing it's a patched-up ruins? It's a lovely place to start out.
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I mean...sneaking up on bears and putting bells on them would stop them sneaking up on you. lol
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Oh yeah, I wouldn't like an "get this and your character dies" type effects. But ones that deliver some kind of debuff would be interesting to see, think it's all a matter of the direction that the VS devs decide to take things in. This is the one I also think would work well. Just some kind of variety to the medical system already in game to encourage folks to do more than just spam bandages. Maybe make some warming or cooling herbs as well. So many possibilities!
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Goat & bells would be a pretty great include. Livestock grazers around the world use them to keep track of their flocks over open spaces and I think they would work great, especially if you didn't keep your livestock in pens but more free-roaming. There's something delightful about the idea of tracking down a sheep that wandered too far into the orchard by its bell.
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Love the all-in on herbalism so far. Been playing on a friend's modded server recently (usually I play with almost no mods except Carry On & Farseer (which I consider just practically essential), and playing as an alchemist has felt extremely rewarding so absolutely on board with that. Especially if we get to do stuff like dry mushrooms, and have to treat different status effects. Just imagining what it would be like if the status effect system also includes illnesses. Things like heatstroke would be a great polar-opposite of the freezing system, and maybe something like scurvy if you don't keep up a diet that has at least some kind of fruit in it (which would make winter a lot more challenging if you don't keep up on preserving fruits)
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Heya fellow Seraphs, time for a little friendly pondering session. Build 1.22 is bringing with it quite a few long term goals from the roadmap, with plenty that we've been anxiously awaiting for quite a few years. Though of course these new systems are going to be regularly updated & improved. The VS team are fantastic at working on systems to make them more immersive. In one update we're getting fishing, water wheels, procedural dungeons, more distinct flora & fauna, and quenching & tempering. Honestly enough to make if feel like a whole new game in ways. So here's the question for folks, feel free to go into depth on your response: What are the next couple of things on the Vintage Story roadmap that you'd most like to see. I say pick your top 2 or 3 that would really enhance your experience based on how you play. For me it would have to be more food preparation options, and cloth weaving. The cozy agricultural life is calling to me and I think those systems could do with going harder for immersion & long-term play.
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Yeah, I agree the point that there should be a version of that part of the block but at the top of the block so it flows on from the block adjactent to it There are some blocks that do that with edge pieces, but I don't think we've got a simple "it juts out, continuing the ramp" feel.
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You're looking for an "aged bed" specifically, they usually don't require repairs. Those that do are the "short aged bed or the one that looks like a bunk bed. Those are just decorations. You'll know the right one because you should be able to pick it right up and it lets you sleep for I believe 9.5 hours. Plenty to get you through those long cold winder nights. Good luck out there!
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The time speed one? No. You still get the same number of hours asleep. Not sure about the number of hours in a day. There's probably some adjustments you can make in the back end but I'm not good at those unfortunately. My recommendation is to make yourself a proper bed as soon as possible if you can't luck out on an aged one in a ruin, and only go to sleep when it gets properly dark. If you head to bed at sunset you'll wake up at 4am wondering why it's still dark outside (my sleep pattern in Vintage Story is as bad as my one in real life, haha)
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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.
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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?
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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.
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"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..."
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Break down metal tool heads into bits with the chisel
EnbyKaiju replied to Crick's topic in Suggestions
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. -
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!
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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)
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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.
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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.
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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.
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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.
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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.