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Prin

Vintarian
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Everything posted by Prin

  1. So with the newest update, 1.16 released, do we have any new thoughts or theories about the drifters? With the rifts, what does this mean about their existence and ours within the world?
  2. YAAASSS~ This update has me living. Thanks so much! I'm beyond excited and can't wait to try it out.
  3. Prin

    Water

    Ooh, so something like a vodka, then. Nice! Good that you added the little caveat about letting it sit and ferment longer with additives increases the alcohol content - it could also be a factor in the process for the game, though - like with a lot of things we tend to discuss - it becomes a danger of making things just too stinking difficult/real. Ancient Egyptians, for another, yet different, example, made their wine so thick and heavily concentrated that it could last a really long time in their sealed jugs, but... because it was basically cough syrup, they had to dilute it with water before it could be consumed. I'm also relatively sure they weren't the only ones who used this method, I think the Romans and Greeks did too. I only mention these because they are indicative of cultures brewing in a relatively early period in history. All that stuff aside, there's also some fun that could be had in being able to craft barrels with their wood types preserved - any wine buff will tell you about how the cask the wine mulls in makes a difference, from colour and flavour. It could be a nice touch, I think, though I doubt the overall differences would result in better or worse thirst-quenching power.
  4. None, I run just the vanilla game. One other bit of information: it doesn't seem to matter if I'm looking at the work being done or not, or if I lower my settings, or if I'm helping to knock the slag off or not. Best as I can tell, it's either the helve hammer, the pulveriser or the quern also moving in the background, or the two furnaces going at once... or a combination thereof. The only thing I haven't tried yet is removing everything from the space with the helve hammer and letting it work alone.
  5. Prin

    Water

    I'm very excited for that update. For sure different wines will be on the list of things that can be made. If they added the humulus lupulus flower - AKA, hops - we could make beers, too, as well as stuff with other grains. That said, there's some drawbacks that people might not realise when it comes to alcohol. The biggest one is that it's a false-friend in cold weather, despite the belief that some brews will warm you up, alcohol will make you actually more susceptible to frostbite. So I could see a system where someone actually takes damage if they venture out into cold weather with inadequate protection when they have a certain amount of alcohol in their system. Plus there's that added problem of inebriation. In mild cases, loss of coordination or delayed reaction time, and in severe cases possible loss of consciousness... and death. That said, there already appears to be at least a basic drinking mechanic for milk, so it's very probable that this will be expanded upon. It's not nearly as much fun though.
  6. On exploration, survival mode. When two forges are heating iron blooms at the same time. When using the helve hammer to form iron ingots, the game will crash without a pop-up screen detailing the issue. It has happened several times in a row now; possibly linked to switching saved games, as tends to work fine if I haven't been playing in the creative world before opening my exploration world. Sometimes it will resolve itself after the game is restarted, but will also just as easily crash again at different stages of knocking off slag to form the ingots, or when working the ingots into other items.
  7. Prin

    Water

    Appreciating the debate of how one could or should obtain suitable water for drinking and eating, I'd like to raise an important key thing that is often misunderstood or overlooked in fiction: wineskins are not designed for carrying water. If any container is made from animal products, and wineskins would have been, it will rot if the liquid it's carrying does not have a means of killing bacteria. Given the amounts of bacteria we could be talking about, and we need only look to how people pre-Edwardian era handled water - very literally, there was a time when booze was the safer thing to drink. We will need materials that are water-resistant, non-porous, and non-toxic. One thing that would really help in transporting, preparing and storing water safely would be the inclusion of certain ceramic glazes to seal clay pots.
  8. Based off of info from the wiki, the Seraphs are an evolved people who originated from the water. This may go a way to explaining why they can breathe underwater. That said, my impression is that they were a race of people that were in existence during the time noted in the journals and things; because they have detailed lore about clothing, for example, worn by key people who - I assume - were alive during that time. We have an awareness of events that we don't get from the artefacts we find. Also, we can read, which means the seraphs very likely share a common root language with that and the other people of the planet. Further evidence of this is that we seem to communicate well enough with the traders. One thing to consider is the name seraph - who calls us that? Do we call ourselves that, or is that a name that people like the traders call us? My theory is that the seraphs lived alongside the people who wrote the journals, and were enough commonplace that no one was bothered by different features. Because they lived lockstep with the ancients, they have a basic understanding of the events that happened, but perhaps they lacked in a proper first-hand account from people with more detailed understanding. That, or perhaps a lot of the details have been lost over time. Based on what's noted on certain clothing pieces, there were at least two different groups of people - ones that fled to the tunnels, and the ones that stayed behind to guard the surface. Perhaps we and the traders are descendants of the ones that chose to stay on the surface, and unwittingly avoided the worst of the temporal stability. As time passed, again, based on notes on the clothing in-game, another group of people emerged from the tunnels; people who were thrown out of the tunnels for, ummm, behaviour issues, I guess? It was meant to be some sort of punishment, best as I can tell, but maybe it wasn't so awful as the tunnel-dwellers made it out to be, and some of them eventually made it their goal to stay kicked out. For the moment, my belief is that the ancient people who first went into the tunnels eventually became the drifters, but I don't have much that really backs up that theory beyond the idea that the rust that was spreading was causing the corruption and the temporal instability only made it worse.
  9. I've seen this happen once in single-player mode, it more or less cleared itself when I reloaded the game - so maybe minor glitch? I'm not sure. That's an awesome looking build, by the way.
  10. Personally, I'd love to see the option to craft a better bow. The crude bow and basic bow are okay, but it feels a bit silly to still be using them when you've upgraded all your other weapons. Bowyers used wooden steaming boxes to help bend and shape stronger and more powerful bows - this is something that could easily be added to the game to achieve a similar upgrade, especially since the materials to do it - wood planks and bucket for water - are gated by the saw. Different woods have different degrees of flexibility, too - the English bowman's wood of choice was yew, for example, due to this.
  11. I think that would make the most sense. That the board exists, it begs to have an implementable mini-game option. Maybe have a bag of game pieces be another thing to find in ruins, to complete the set, so to speak, to unlock the option.
  12. I like both of these ideas, though another thing to consider, if village building isn't an option, but to have random travellers pop up at a set location at the village, to really give them the just-passing-through feel. I suspect that this may be something that they're working towards, as the next update is supposed to give the travellers actual wheels (albeit stationary). Though, that said, if they do make the travellers mobile, this could add to the difficulty of the game, because you would either have to wait for the right one to turn up, or you would really have to hunt around to find one, because you can't waypoint a moving target.
  13. Personally, I spend most of the in-game year doing outdoor stuff and collecting materials for the winter so that I can do in-door tasks once winter hits. Leather making, stonework, chiselling, making tools... I literally do all of that in the winter. One thing that I'm not sure enough people do is panning via a "sink" inside, instead of doing it outside - I have spent many winter nights going through bony soil this way.
  14. Perhaps in addition to thirst, have heat sensitivity, too. Much as we do with cold sensitivity, have it mess with the screen - wavy lines, blurring, "seeing spots". Maybe and extreme consequence option which will result in fainting/death for hyper/hypothermia.
  15. Prin

    Compost

    !!!!!!!! Yes. Yes! Please, all of this. I want it, my precious. WANTZ IT!
  16. A fun question, and I feel like it almost needs a follow up - would underground water moisten a block? Is there the potential to have a subterranean irrigation system?
  17. I only know a rough estimate to answer question number two. Hopefully someone can chime in with a better response. From my observations, it takes about 5 minutes or so for a dead drifter to despawn. Other creatures, like animals, tend to hang around longer - actual in-game days, but the amount of resources you can get from them decreases, I think, over time.
  18. Keep a stack in your inventory when you're visiting travellers - I know some will take it not made into anything, but I also know that the treasure hunter travellers like to get backpacks, so having a stack on hand to craft with is an easier way to transport. I also do this with beeswax, for basically the same reason.
  19. Okay, so in Edwardian England, due to mining practices, some regions had a problem with reduced yield/infertility in their soil because of metal runoff. To neutralise this, farmers put quicklime on their fields at the end of the harvesting season/leading into winter. The quicklime would become activated by the rain and snow, so, all that the farmers had to do in the spring was plough and plant. Thinking on this, this could be a way to give a percentage yield boost to farmland in the game. Given that quicklime can set things on fire if it's activated near things that can burn, it ideally should be restricted to being put on empty tilled land. A potential downside to this would be that nothing would grow on these blocks until spring/they are hoed again, or if something is planted it could catch fire and then the fire could spread through the whole garden. I'm not sure how much of this would be doable with coding, I'm not a coder, but I thought I would put it out there for consideration.
  20. Prin

    Compost

    I think it only functions as a more acceptable placeholder for actual terra preta when you run out of the quality stuff. Personally, I keep it around for when I want to expand my farm area for that reason. I wouldn't say that people intentionally waste food, but it at least gives an option for what to do with food that spoils before it can be consumed. A farm large enough to rotate through crops without fully depleting the soil is the lifegoal for me. I do like the idea of being able to use compost for certain crops, though, this would make collecting it worthwhile.
  21. Hi, self-professed coward here. I cannot play with the music on for VS. I cannot, I frankly can't with a lot of games, my imagination is plenty capable of messing with me without the added joy of Tension (TM) atmosphere music queuing up at random. Just no. One person's scary is another person's yawn, as folks have already noted. That said, things that I think would universally upset the normal of a lot of players would be mobs that can interfere/interact with your hot bar items. Do you need your sword to attack the mob? TOO BAD! It's not where you put it. Gosh, it's awful dark in here, it would be a shame if SOMEONE MOVED YOUR LIGHT SOURCE TO YOUR BAG. Imagine, taking damage from a mob that has a percent chance of messing with your stuff in such a way that it makes seeing it and fighting it effectively more difficult. It doesn't have to be necessarily strong physically, but the sheer level of threat that this thing is taking your power and control of the situation away would have, I think, people noping away from it as fast as possible.
  22. I think that's one idea that some of us would like to see. I know that birds are something that's being considered for later in the game development. While a lot of people like the HUD option, I'm more interested in having something be very immersive, and a low-tech world with a high-tech timer in the corner of the screen somewhere would feel a little jarring to me, personally, but to each their own.
  23. A fair bit of Vintage Story is still in planning phase, so it's hard to say what exactly Tyrone is going to have for an end game, but this is an interesting idea, though I worry about it being too much like Minecraft. There's nothing wrong with Minecraft, but I'd like to see VS keep stretching itself into its own identity. Getting back to the idea of a future world/time machine. It's an interesting idea, and I think it might be fun to see a mod for this, but as something for vanilla gameplay, it might be a tad too advanced, though that will depend on how far into industry progression it wants to go. Ideally, if it is something applied, I'd like to see some real science used in it rather than taking the overly simplistic answer of "because magic, that's why" approach. That said, I think there is going to be a kind of magical element that will be introduced at some point, and it could work its way around with it, but I like things to not have too much of an easy answer, and my general feeling is that the magic in the game would be fairly limited, so maybe not? I don't know.
  24. Spears. Use spears. Arrows are basically for low-power prey like rabbits, though they are stackable, they don't hit hard. As for that copper, I recommend you make a pan and do some panning, rather than trekking all over the place trying to find surface deposits.
  25. Yeah, but they can't grab bare metal tools at the same temp? Are they somehow allergic to hot metal? But, then again, they can grab ingots heated to 1100C on the forge... because, reasons? While we're talking about it: quicklime. We can hold quicklime in our bare hands. Quicklime is extremely caustic, and will cause burns when it comes into contact with moisture. No normal human with any knowledge or sense would try to hold something so dangerous in their fists.
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