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EnbyKaiju

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Everything posted by EnbyKaiju

  1. 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.
  2. 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
  3. 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!
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. 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!
  11. 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.
  12. 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.
  13. 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)
  14. 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.
  15. 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.
  16. 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.
  17. 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!
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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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