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Hal13

Vintarian
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Everything posted by Hal13

  1. Could you elaborate more? What do you expect the mob to do, how do you expect them to work, where do you expect them to spawn...
  2. That's not how bags break apart normally... Usually the part you carry the bag with breaks (that's my experience, even with heavy duty bags, tool boxes and suitcases), if they would make it that the game saves the inventory of each bag, then i'd say each full slot in a bag should damage it every so often, while being worn, and when the durability is down the bag drops to the floor and can only be carried in the normal toolbar until repaired. But tbh i don't like them to break.
  3. it's possible to attach even 4 windmills to the same large gear and more or less make a tower of windmills, but at some point the additional windmills don't really add anything to the system anymore, i'd recommend to not use more than 4 maxed out windmills (20 sails) on the same machine, maybe 8 if you want to go big with several helvehammers on the same anvil. If one jams up the contraption break an axle and add it again.
  4. I very much would like that too...
  5. Or that, yes... But i thought they'd wanted to continuously play... it might be possible with the changes Streetwind showed in another topic, to just put the game and all the files on an external drive and just take it from computer to computer... will edit and link the topic later Here's the link:
  6. Hal13

    Mod limit??

    it could be incompabilities that cause lag and the black screen. Are all mods compatible with the VS version you run? And are they compatible with each other?
  7. Then i have no idea what caused the issue, they were bred by feeding them via a trough, the area was lit too, somehow only after getting them an actual enclosure (instead of keeping them in a 2 block deep ditch) i was able to see the generation in the blockinfo tooltip, it could have been a weird bug too, maybe something went wrong when i updated the world? i only lost 2 generations it's fine.
  8. It seems they needed to be in a better enclosure.
  9. only thing is: you might need to backup and copy the worlds, or play on a server.
  10. as the world won't get generated as a whole, there are few problems with updating. Maybe there will be possibilies to get more berry bushes out of a single one and similar things. but new ores are not to be expected (there are way more metals in the game than planned to be used by vanilla mechanics). But yes, introducing oceans or similar big changes, when these happen it might be better to start a new world if your world is huge already, but maybe there is a way to just regenerate unpopulated but generated areas.
  11. Vintage Story Classic is (similar to Minecraft Classic) an alpha version, more like a conceptual prototype than an actual demo. But if i remember correctly knapping was in and clay forming too...
  12. I read several suggestions for such and as VS is supposed to be connected to lovecraftian horror, I wouldn't be surprised if Deep Ones or something similar get introduced. Of course krakens and vortexes would be sufficiently problematic for ocean travel...
  13. I think it could be a relatively easy fix for the problem if hammer modes get reseted, into the mode a newly made hammer is in, each time you put it away.
  14. oh...sorry, i don't really look at the date something was posted on... i always read the whole topic and when i see something i don't understand the reasoning behind i start writing a post... It turned up on the first page in suggestions and had only a few posts i just read them and assumed it was a recently started discussion...
  15. Yes better pickaxes mine better ores and break stone faster, but you can attempt to break the blocks with a lower tier pickaxe (same with hammers and anvils and apart from that no other tool has similar restrictions). That's why i don't think fish should care about the rod you use, it should be in the responsibility of the player to decide if they make a futile attempt on baiting and fishing for too big fish. Apart from that, i haven't seen any fishing rod mechanic in a game yet that i really liked and i don't understand recreational fishing at all (but i don't understand flying somewhere to vacation or watching others doing sports either). Tiering different baits and letting the player use any rod to fish, adds to immersion, sure if the rod is too flimsy it or the line will break, but let them try, maybe just give a message that the fish is unlikely to be reeled in with the rod you use, make it a learning experience. Tier 0 rods could be made out of sticks, bamboo or even reed, tier 1 may need boards, tier 2+ may need some metal part to reinforce it or to add some mechanism. Why make fishing more time consuming than hunting? Why only introduce fishing rods? I'm not argueing let's add trawlers, but maybe thrown nets (which could provide some new mechanic for hunting smaller game too) or spear fishing (which technically is already in the game and would only need adding fish mobs), i'm arguing that other fishing methods provide more possibilities and/or less work to implement and therefore shouldn't be ignored. Maybe baited tier 0+ rods could catch tiny fish about everywhere (provided that you use tier 0 bait), while any small sized or bigger fish would actually be a mob? Maybe angling would have the benefit of not having to be real close to the water to get the fish out, something that might be of interest when there are hostile mobs spawning under water too. Handthrown nets are only good for fish up to medium size, spears work better if the fish is big enough for you to hit, with angling you would be able to catch a bigger variety of fish reliably (here meaning without the player needing good aim) compared to the other methods, making it a viable choice instead of the only way. And i'm not sure we need another trader, i mean fish/fishing equipment could just become part of the food/survival goods traders, fresh fish wasn't known for being transported long distances until relatively recently. That could just be part of the biome, i mean they want to add real oceans at some point. just say a certain fish spawns only in oceans (or only outside of oceans) around a certain latitude and depth. Water generated in oceans could get a salt water tag but i'm not sure that'll really be necessary, i mean even fresh water can be used to get salt, it's not too much of a stretch to average out the salinity for all water and simplify mechanics at this point.
  16. Considering how long save&exit takes, most of that time is quite likely the save part, (normally takes a minute or two on my computer) 10 seconds seems to be a rather generous assumption for a save&backup feature. I'd guess there will be people that could be interested, why else should any viewer of yours ask such a question? But I doubt there will be "many". I assume most VS players played Minecraft, Don't Starve or other similar games before, which only save on exit (or constantly protocol changes to the world and the save on exit only saves the player characters state), to me that seems to be the default for survival games and quite many simulations too. Which could quite likely be the reason that question was never discussed on the forum before... It's not a pure multi-player game, but it has no dedicated single-player mode either, such a mode would take up additional time and work and with only 2 programmers (one of them does the accounting, marketing, administration of website and forum, etc too) on a team of 7 people these are ressources better invested in further improving and developing the whole game (only my opinion i can't speak for them).
  17. Correction, tempering can't be done with neither cast nor wrought metal (or it's another thing that's wrong with iron)... Damn metallurgy / foundry work is (or seems to be) a mess of contradictions...
  18. Spear fishing? Nets? Traps? Handline? ... So much more fishing possibilities than only fishing rods, and all are more efficient... I have yet found enough vines to craft a single rope... flax you can just kill drifters for. I guess stars are some tier mechanism? But why do fish care for which rod is at the end of the line? Not complient with animal husbandry (as it is now and hopefully stays) and hopefully keeping animals will never become that tedious that you'd need a constant supply of animals to feed them to bigger animals, meaning you constantly need to breed the lower tier animal... a VS day is only 20 minutes, and the main foci of the game are exploration, building and survival. You speak of Vintage Story, right? I love Stardew Valley, but i hate fishing in it and stop doing it everytime i have all the fish i need for the playthrough (meaning 1 of each and the stuff for the community center). My time at portia has a better fitting mechanim for a game with 3 dimensions.
  19. As drifters can spawn anywhere in temporal storms, even in midair, but not inside of blocks the only completely safe way is that chiseled cell Craluminum has shown. Though that big is luxurious.
  20. Because it's not only a save game (the game has no saved games only worlds you play in)? And save games only make sense for single player gameplay, but the game isn't designed to be exclusively singleplayer, therefore you'd have to implement different structures for singleplayer and multiplayer worlds, which would mean no more opening the single player world to play multiplayer on it and vice versa. You can set your respawn point anywhere, why have a quicksave option? There is no gameover, death is only a minor setback.
  21. That strongly depends on weather, surroundings and several other factors. Most seem to be rather blind in the dark needing some lightsource, while others (like me) see good in the dark but get blinded easily even by normal amounts of daylight... But these experiences are not necessarily applicable for the game as the player characters are not human. But you can change the gamma settings to have less dark nights, and it could be a screen issue too, depending on which screen i play i have to adjust that setting for the graphics to look good.
  22. hm... quiver for spears and arrows, toolbelt that takes only tools, some food pouch that takes only foods, backpacks made out of cloth and/or leather with varying amounts of slots, maybe upgradeable...
  23. I'd guess the old behavior of right click with torch to light the fireplace will get removed when they rework the fireplace, when ovens etc will be added. Did you look into the bug tracker on github if it is on it already? EDIT: Not on the tracker, added it:https://github.com/anegostudios/VintageStory-Issues/issues/806 added the torch pick up too: https://github.com/anegostudios/VintageStory-Issues/issues/807
  24. And as I wrote you are correct with that, only the sneak+right click behavior of torches seems still intended
  25. The first is intented afaik, because sneak+right click is using the torch to set things on fire (or try it), a mechanic that's only wrong for fireplaces (and should be changed accordingly). You can let go of sneak to place the torch though as long as you don't move you won't fall.
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