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Ceepert

Vintarian
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  1. I am playing around with some world gen mods for my new save I wanna play and its pretty hard to quickly assess if the world gen with the world gen mods I have installed feels good. As in, are the rivers good from the rivers mod or do I have way too many or too litte, do I have oceans that are sizeable but still large enough "contintents" and so on. Usually I just have to run around for 10 minutes to at least get a vague idea. Is there some way to pregen the map in a certaint area? Say 1000 blocks in each direction so I can make a test world and instantly see if the water to land to river ration is what I wanna have? Like a mod or something?
  2. Im confused by what you mean? I personally dont care if the change would be a toggleable option or not, you mentioned that alot of the most downloaded mods are those that make the game easier and my point was that difficult mechanics could always be tweaked in the world settings. Edit: also again, people being idiots and unable to read options is not a valid reason to not have them. See it as a learning experience for those that need to learn that letters ordered in certaint patterns create words and sentences with meaning behind them as they describe what mechanics the options change.
  3. Sure, but again, thats what the sandbox settings are for. The development of the game should not be limited cause some people like it easy. Thats why things can be toggles in the world settings.
  4. I mean there is always the option of having it as a toggle option in the advanced settings for those who dont like it. Balancing a game like Vintage Story around the "cozy gamer" I feel like doesnt match.
  5. I think personally its not because of spoilage or anything either. Its more that its pretty easy to farm alot of food. You can basically ignore the nutrition stats of dirt, just replace it every other harvest with medium fertility soil which you can get everywhere and your fine. Then hoeing and planting takes maybe half a day at the absolute most and you are fine. Put a fence around it if not already and now you can basically completly forget the farm until its ready for harvest. For that small burst of time investment you get a ton of food. Just making the plants give less food is not a fix though, you can just plant more (assuming you got the seed) cause planting an extra 20 plants doesnt take long. Deepening the farming mechanic would propably be better. -make it so that if you mine dirt it becomes "useless" as farm soil, you either have to refertilize it or use existing soil patches -> removes the "exploit" of just replacing the dirt every 2 harvests -plant diseases would make the process more interactive, same as weeds. You cant just ignore your crops anymore or you risk loosing most or all of your harvests. You have to check them regulary and remove weeds with a knife or shears and make stuff against the plant diseases -a greater importance to nutrition would also help to avoid to just rely on 1 or 2 foods. Right now it only gives a buff I think to health. Low nutrition in one of the stats should give debuffs (movement speed, mining speed, damage) Not sure if these would fix the situation, but it would at least improve it a bit
  6. I´ll definetly check those mods, but wouldnt turning up the days in a month make the problem that farming makes it very easy to make food a none issue even worse? Or does food growth speed scale with the "days in months" option? Also I didnt even know you could overheat as it literally has never been an issue for so far. Also also, is there a sort of cryogenic winter mod? So like the first year is normal, but when winter starts it never ends and the seasons just become winter and even harder winter? So you would have the first year to prepare, stock up food, to stay alive for long enough so that you could start a greenhouse?
  7. I wanna start playing this game again soon, but I want the survival game loop to be difficult long term. Last time I played with the Butchering mod already but that only makes the game more actually difficult early game. Once I reached a state where I could farm just surviving wasnt much of an issue anymore it felt like. The first winter was a close call cause I could only start farming rather late due to constantly needing to focus all my work just to not starve, but once I got over that hurdle, built my house and had a cellar I could still get a harvest of crops in. But for the second winter the challange was basically beat, I could harvest a ton of food and didnt even need to worry about soil that much cause I could just replace it every other harvest if needed. With that I could basically sustain myself fully off of meath and turnips. Are there any mods that make this not as easy? Maybe something along the lines that eating the same foods for long times makes them less efficent, or things like crop blights, rat infestations in the cellar that eat through your reserves and so on? I love the challange of food in the midgame where it doesnt take up 99% of your time but its also not a afterthought. I never really got a reason to get into beekeeping from a mod or animal husbandry simply because the simple turnip and meat stew is just so good.
  8. Imo the Butchering mod should just be taken as it is in the game. Its perfect. Fits right in, makes it much more rewarding. Makes early game slightly more difficult, but rewards you with a bit more yield over time based on the materials used for the workstations. But one thing I would love and I think would fit in is some sort of "Sanity" or "Morale" stat. The reason is for example the "optimal" way for food for a long time is just the same meal 2 meat 2 vegetables. Eating different things shouldnt just be cause of nutrition but eating the same food for a year is depressing. If not new stat to track is wanted it could affect the temporal stability. Im not that deep into the lore, but it could be the character getting more unstable as they go crazy?
  9. I read on the wiki that animals you wanna keep for farming need to have light near them or they despawn. Is that true? Im asking cause none of the video guides I saw mentioned needing lights to prevent despawning. Or is that a relativly new feature and is just not covered by older guides?
  10. I would assume it just looks like you are missing more. Lets say you loose 10% volume. With a 2x2x2 thats not even a full block, while with a 3x3x3 you are already loosing almost 3 blocks. So the amount of missing blocks would increase by ~3x but the area in which the block are removed goes only from a 2x2 to a 3x3 so from 4 to 9 so ~2x (because the block are obviously only being removed from the top (you know, gravity) So it looks like the 3x3x3 looses more, but yes thats just an illusion. An extreme test case would be making something like a 2x2x8, so a tall tower of firewood into the ground.
  11. yeah its just weird cause its very inconsistent, the wall with the doorway to the right has the exact same setup but does not have the shadow
  12. I am fairly new to vintage story, currently nearing my first winter and while building my house I noticed that sometimes chiselled blocks have lighting issues, usually its fixed by placing and removing a voxel but in this example that wont change anything There is this dark shadow on the wood floor against the wood wall that wont go away even after reloading the game. I will try just using half slabs but am wondering if there is a specific setting I can change that might fix this? I tried setting "shadows" to max, but that didnt help sadly.
  13. I feel like you just dont like this sort of game, not that the game is bad. It definetly has some grindy aspecs that imo need to be adjusted a bit, like not being able to make a bow because you need flax unless you play the hunters class. But in most other areas its just immersion over all. Yes leather is a bitch to make, cause when an animal dies it doesnt just shed its skin, ready to be made into clothing. Not sure what your world settings were but 1x2 holes are ... not a thing? There a chasms sure, but those are like 5-7 blocks wide ususally. Also there is likea fuckton of mods that literally do all that you asked for, bed respawn, no mobs and so on. This is not a "lets progress as fast as possible through the game to get cool engame stuff" like you are playing most Minecraft Modpacks, this game is literally the saying "The journey is the destination" I also tried to get a friend to play the game and he didnt like it either, not for the reasons you gave but his view was "why even progress" because "progress" is not making diamond tools and building a automated factory, its ... not starving, having a home, preparing for winter, the journeys to story locations. Its not a bad game, its just a nieche taste. Funily enough I would put it in a similar category to stardew valley. Not because of difficulty or anything like that (of course) but both have questionable reasons for progression. Like in stardew you farm, to make money to farm better and faster to make even more money. But its the vibe of making your own farm and shit that makes it popular. Here imo its the slow build of your encampment, going from barely having a dirt shack to your first log cabine to the point where you can propperly get stone and planks to make an actual house.
  14. Im not that deep into the lore but considering its called "temporal STABILITY" it could be cool that the more player built structures there are in an area the more "stable" it gets, so that early on when you find that perfect base spot its unstable you might get some issues but the longer you live there, build, farm and so on the stability slowly increases until it becomes neutral. Would be cool cause right now I have the exact same issue. I spent hours playing around with world gen mods, the river mod and so on to finally have a cool map and base location only to realize after settling that my stability is dropping. (I wanna make like my first real playthrough that doesnt end in copper age) So I just disabled it for now, might move later when I can build a real house and stuff, which sucks cause now I cant experience the low stability for the underground areas. (at least for now) Cause tbh otherwise that "this area is temporaly unstable" is just a noob trap (that yes, I did fall into) that prevents players from building in possibly cool locations. (at least on the surface of course)
  15. I installed like 20 of the most downloaded mods from the mod page to add more depth to some of the games parts that lack them. Butchering, Wood cutting, primitive survival and so on + some mods like shelves, foods expanded and so on Problem is one or some of them is causing large freezes every minute or so, like 5-10 second freeze frames. Is there a good way to figure out what mod is causing that without having to spend a few hours slowly removing every mod one by one and then testing with each removed mod? Like a console where I can check live what is being loaded or possibly throwing warnings or errors the moment the freeze happens?
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