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Everything posted by -Glue-
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I agree, I would love more aquatic content. Its not something most people think about, but the more filled out areas like lakes and oceans are in a game, the deeper the world feels. Swimming, or sailing over an ocean, knowing that there is a whole other side of the game to explore underneath you, is such a great feeling. Its like you are actually in a large, living world that exists even without you. Not many games pull it off. I imagine VS will get another big ocean update eventually. It doesn't seem like them to leave such a large content deadzone. But there is definitely more pressing features to get in game first. Personally, I would love some 1900's style diving gear that we can find/craft to explore the oceans. With lots of flora and fauna to find throughout. Unique aquatic ruins, shipwrecks, large coral structures, water themed rust creatures, unique crafting ingredients. Maybe even a story dungeon that takes place in an ocean. Lots of potential!
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It would be a great way to naturally implement the knapster mod. Using the pottery wheel could make it auto complete valid recipes. Things like shingles or molds could be handled by making stamps or wood molds of some sort. I love the knapping and clayforming system, but it does get tedious pretty fast. Especially with shingles...
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Way to bookmark/favorite stuff in the survival handbook
-Glue- replied to Angry_Bones's topic in Suggestions
Honestly, being able to sort different entries into custom tabs, as if they were physical markers in the book, would be really neat. -
Honestly, an interesting idea that fits the game pretty well. Though, I could see it being easily abuseable, so it would have to cost something. Perhaps a temporal gear gives 1-3 uses of it? It likely would only work on food that is about to rot, since I don't think there is currently any way to distinguish different rot from each other, or tell what it used to be. I'd love to see more mechanical and temporal features such as this added to the game though!
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Honestly, I love that its not a horse. It makes VS feels more distinct and whimsical. I think it would be neat if they added more non-traditional mounts. Imagine being able to find, or breed a dire wolf that you could use as a mount. Or tame a dolphin to hold onto while swimming. Maybe even some tameable rust corrupted creatures in the future? Or a mechanical creature for completing the story, or a late game dungeon? Lots of interesting ways they could go with it! Heck, I've been wanting to learn to make mods for VS lately, so maybe I can look into custom mounts once I learn the basics. That being said, I wouldn't be opposed to normal horses being added either. I just personally would chose the more interesting options every time lol. At the very least, horses would make getting a mount easier, and add variety.
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It is pretty odd that the official forums don't get these small updates and teasers. I only ever see them on the official YouTube, or Twitter accounts. Like, they have shown off water wheels, fishing, new mechanical parts and features, tests for procedural dungeons, new decor system updates, the new shelf/storage system, huge updates to smithing, including quenching, tempering, and grinding, etc. So much crazy cool content that has yet to be shown off here on the forums. Its pretty wild. I imagine they only want to post stuff on the forums that are confirmed to be coming next, or have proper details, but its still odd to post everywhere but here. I don't like using Twitter, but I peak my head in every now and again to see if VS has made any posts lol
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If you really do want to give VS a chance, and weren't just shitposting, then lemme try to help you get started. The bears are a real pain point for everyone. They are unnecessarily aggressive, suspiciously stealthy, and very persistent. (The devs are looking into fixing this). For now, its just something you need to be vigilant of. Wandering dense woods is dangerous, as you can't see what dangers are lurking just around the brush. IIRC, animals only spawn under certain environmental conditions, so you wont see bears and wolves everywhere. My tip for being chased by animals is to try and get them caught up on stuff. Jump over water and pits to slow them down, or get them stuck. Weave between trees, etc. If worse comes to worse, try to fight them in the water, as you can typically push them back more than they gain on you. (Reducing creature swim speed in the world options can help a lot) For getting better worlds, if you don't want to mod, I suggest changing these world gen options: Landcover (Not landcover scale!): 70% Landform Scale: 120-130% That should make the landscape feel a bit larger, and reduce areas that feel aggressively bumpy and impossible to traverse, along with making water more common. Some people also like upping the upheaval rate, which makes hills/mountains less sheer, but I personally never messed with it. (Note. World gen changed recently, and probably will again, so preferred settings may change with time. I suggest looking into the settings so you can adjust to your own tastes in the future.) For soil fertility, I believe its tied to the local rainfall. More rain = more fertile. More heat = less fertile, etc. As for the map. There is a setting when creating your world called "Color-accurate World Map" which makes it easier to see what you are looking at. Though, VS doesn't have traditional biomes. Flora, fauna, and I think even geologic landform are tied to the local weather and temperature. The only significant different is that you get more snow to the north, and there is an equator to the south that has warmer areas, both of which have different flora and fauna that can spawn. I believe mountains and stuff spawn relative to the local geology? As VS simulates different things like Sedimentary, Metamorphic, and Igneous rocks, all of which affect what sorts of materials you can find in the area. I think it even simulates tectonic shifts/overlap? Its pretty crazy. I imagine if you know a lot about geology, you would know where to look for specific materials. The learning curve is definitely harsh when going in blind. Just make sure to use the handbook. It has all the information you should need, and what it doesn't, you should be able to figure out through context. My last tip, is that if you hit H (The handbook button) when mousing over something in your inventory, or when crouching and looking at a block, it opens that items specific handbook entry, so you can instantly see what its used for and stuff. The handbook also has entries for most major gameplay elements. How to prospect, how to smelt ore, how to smith tools, etc. I went into the game mostly blind, and I was able to get most of it figured out, though that first winter was brutal lol. Hope it clicks with you soon. Once you get set up somewhere and start looking to progress your gear, that's when the game really opens up and hits you with those cozy vibes.
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I'm also really hoping for some status effects to increase the survival difficulty. Early game would be much more brutal, and that would make mid to late game feel all the more gratifying to reach. The more inconvenient and challenging something is, the more satisfying it is to have the means to easily fix it, or overcome it. I think VS's existing systems could do some really interesting things as well. For example, imagine if you sprained/broke you leg, and had to hold a crutch in your off hand to reduce the movement penalty, or to help it heal faster. Obviously splits would be a must have as well, but I really love how VS requires you to use tools in your off hand. A hammer for chiseling, tongs to handle hot objects, etc. Its very unique, and interesting. Things like infections could be penalties for not treating wounds. Food poisoning for not properly preparing/storing food. Eating too much of a single item, such as the very OP berry bushes, could have diminishing returns, or make you sick over time. All of these aliments could have their own treatments, which gives you more items to work towards, craft, and stockpile. Personally, I would really love a complex brewing system for tonics and medicines. I want the satisfaction of spending time and effort brewing tonics and tinctures, knowing they will be a massive help to have on hand for curing ailments in the future. Or, just to boost stats, like jump height, movement speed, damage reduction, etc. Having a shelf full of helpful and shiny bottles of different shapes, sizes, and colors, which I spent days making, feels like it would scratch my brain in a very satisfying, and very Vintage Story sorta way lol.
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To be fair. Most block games are typically trying to be a cheap MC ripoff, so I get the misunderstanding. Pretty sure I just passed VS off as an ugly Terrafirmacraft ripoff when I first saw it lol. Plus, it can take a bit to get to what I would consider peak VS. To me, VS is at its best when you have your first real house set up, and are able to start stockpiling resources, making farms, and working towards the next tier of tools. Chilling at your homestead, cooking or smithing while rain taps against the windows, distant thunder rolling through the hills, anticipating your next big journey out, THAT is peak VS for me. I'll admit that VS's combat and vanilla world gen are pretty rough, but the more you play, the more you will appreciate it. I've seen some gorgeous landscapes with vanilla gen on my adventures... Combat could definitely use some tweaks though, imo.
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> Sees blocks > Instantly assumes its trying to be Minecraft > Mad its not like Minecraft Ok This is almost as bad as saying Terraria is just 2D Minecraft.
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QP's Chisel Tools is a must on ANY playthrough if you are a builder. Stone Quarry is also a staple in my VS playthroughs, helps remove the tedium of getting stone blocks in a really immersive and in-depth way! Carry On is also pretty good. Very useful, but not OP. From Golden Combs is also a pretty good one that removes tedium with new, immersive systems. Oh! And Farseer is a really nice one to have! Even if you don't necessarily need it. I run the game perfectly fine, but its a nice bit of added background detail! I recently started playing with Terra Prety, and Terrain Slabs, which are both super transformative to the games experience. Terrain Slabs may be a new permanent addition to my mod list, it works super well! However Terra Prety, as good as it looks, does sorta leave me missing the more dynamic and random feeling vanilla world gen at times. (I had some good vanilla settings lol.) Then there are great mods like Shelf Obsessed, Purposeful Storage, and Food Shelves. The latter two I haven't used a whole lot, but are popular, and seem really nice to have. Though, an upcoming VS update may make those mods obsolete, or at least Shelf Obsessed will be. The other two may just update to the new placement system. VS Roofing Mod may be of interest to you. I have it installed, but haven't tested it much yet. But I love the concept! I'd also love to recommend Volumetric Shading, but its been kinda buggy lately, may not be worth it atm. A lot of people will say Better Ruins, and Primitive Survival are a must, but I kinda disagree. Depending on how you play. Don't get me wrong, Better Ruins is fantastic, and I really enjoy it, but its a bit cheaty at times. You find a lot of good loot and materials pretty fast, which ruins the games natural sense of progression. And Primitive Survival just kinda feels off to me. Like, it adds too much content that doesn't really feel right? Idk, I may need to give it another shot... Take a look, see if they interest you personally at all.
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Elk Suddenly Incompatible With Immersive First Person?
-Glue- replied to -Glue-'s topic in Discussion
I normally hate making accounts for websites I never use, such as GitHub. But I probably should, since I love the game, and have had a lot of very specific and niche bugs that no one else seems to talk about. Such as chiseled glass losing the rain taping audio, which almost makes custom chiseled windows not worth making lol. -
Elk Suddenly Incompatible With Immersive First Person?
-Glue- replied to -Glue-'s topic in Discussion
Fair enough. If it really is such an underutilized feature, I can see how it would slip their minds to make sure it still works. I'm honestly surprised IFP isn't more commonly used. I get that its janky, but up until now, the only real issues I have had is placing beams, and swimming in tight spaces. I guess a lot of people may not even know it exists, since its off by default. Like I said, I really enjoy the sense of in world presence it gives. I always hate having play as a floating pair of arms in games, and try to find mods to fix it whenever possible. Its genuinely one of the main reasons I play Fallout NV so much more than Fallout 4. Because F4 doesn't have any immersive mods like that lol. I still hope it gets more love in the future. It would be so depressing if they ended up scrapping it, or letting it degrade more and move over time. -
Elk Suddenly Incompatible With Immersive First Person?
-Glue- replied to -Glue-'s topic in Discussion
I figured it was something like that, but like, how did an issue this big not only slip through to the main branch, but no one else (that I have seen) has said anything about it here? Am I the only person who actually uses IFP consistently? lol. Heck, even some mod makers don't add compatibility for it. -
I haven't played VS in a while, but coming back I noticed that when walking down slopes on an elk, my characters torso sticks forward in front of my camera. I've used IFP with the elk in previous playthroughs plenty, and never once had any issues like this. I know its just a fun side option, but I really hope IFP gets some attention soon. It feels like its getting more and more buggy, but I love feeling physically grounded in the world.
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Its one of those ideas that sounds cool on paper, but would be extremely tedious in actuality. It would turn away a lot of new players too. I'm all for cranking the realism up, and making the survival aspects even more difficult, but at a certain point, realism ends up taking more away from the experience than it gives. However, one thing that does bug me is how there isn't an option to start completely naked. I want to have to EARN my clothing! I want to craft crappy, itchy grass clothing, and progress through raw hide, leather, fabric, silk, etc. Clothing feels really disconnected from the gameplay/progression of VS. Yeah, they have warming values, but most are the same, so it feels more like cheap cosmetics. I usually end up wearing my starter clothing for the entire game, unless I find something fancy in a ruin. I also rarely bother to repair my clothing.
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I play as commoner with class recipes unlocked. Its a simple life. Personally, I don't think VS really needs the classes, they really don't have much gameplay to offer other than incentivize large groups to properly play their assigned roles. It can work in those specific situations, but in small groups, or solo, its not even worth having on. Why limit yourself? I think it would be interesting to have items and artifacts that boost specific traits. So you can make a specific build, but are never locked into that build via skills or traits. Don't want to play as a tank anymore? Just swap out the tank gear for archer gear. Sorta like Terraria accessories, but more subtle. Though, I am not sure how much it would fit into VS. I don't think it should necessarily focus on classes and builds. Instead, just let the player be the player. A few consumable boosts here, a couple trinkets there. Nothing crazy. However, I am more than content as the commoner with no traits or abilities. Just a guy trying to survive. Classes, skills, accessories, none of that is really needed imo.
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You can actually see the grubs in the 2022 feature trailer on the home page. They are inching along the ground in the botanical garden at around 1:54. I hope they get added soon, they look so cute and squishy.
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I personally hope for something similar to Terraria. Which is what Hytale kinda looked like it was going to be, but with more RPG elements. I hope to see lots of equipable artifacts and trinkets that give different effects or abilities. Stuff you have to find via exploration or quests. Let me be a little loot goblin! But more than anything, I hope for some non-human-like races. Fantasy worlds are so boring when all its races are just "Human, but weird trait". Dwarves are just short humans, Elves are humans with long ears, Tieflings are humans but horns and tail, etc. Booooriiiing. Even if they aren't playable races, just something interesting and different would be nice. Though, different playable races would be a massive W in my book. Yes, I am bias for the reasons you think I am.
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So far, I really like the change. The Seraph's have always looked pretty ugly to me, and this definitely makes their faces look less like a soulless block. The mouth looks less like a worm glued onto their face, and the eyes carry much more emotion. They are far more pleasing to look at now, imo. I think the different hair style also helps here though. In the new image, it covers up the edges of their face, removing more of that blocky look, and adding more depth/visual intrigue. The eyebrows definitely make the smile look more menacing. They are pointed downward in a more confident way. Whereas before they were curved up, which looks more shy or nervous. The darker lines around the eyes may also be attributing to that feeling. Its a much more focused expression. I think with some tweaks, the new faces could give the same friendly feeling as before. I personally like the look of the new expression.
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I mean. Lore does spawn in ruins. I have found books, scrolls, tapestries, etc. I have also found artisan storage vessels of varying designs, and piles of gears. So there is a lot of stuff you can find, its just a bit rare. I know you can get a cool sheep skull mask, and I REALLY want to find it. More rare cosmetics like that would be cool. Not sure how many there are, but I have seen a few. I think some more collectable items to put on display and decorate your home with would also be nice. There are a few cool unique treasures in game, but they seem to be exclusive to story locations. Other than that, I just want to see more ruin variety. Especially in the translocator ruins. Its lame how they are all the same small room. Would be cool if junk items spawned around ruins in caves too, making the area feel more lived in.
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The OP is a bit too long for me to read in full, so forgive me if this was in there somewhere. I personally think the only change the sling needs is the ability to stun small animals. Its a pretty worthless weapon imo (Unless I was misusing it somehow). The ability to stun a rabbit, or other small animal could be a nice early game option. Stun, then run in to finish it off with a knife, or spear. It would also help to differentiate the sling from other weapons.
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Windmills should take damage if allowed to spin too quickly
-Glue- replied to Teh Pizza Lady's topic in Suggestions
Honestly, it could be a really interesting feature to the homesteading experience! Something to further ground your builds into the world, and add immersion. I imagine it would work best if the game had an update that added severe weather, so its only in those more rare instances that it would break down if left unattended. Nothing like tornados or anything (Maybe waterspouts on lakes and oceans, where they can't actually destroy stuff), but a funnel cloud or something to signify severe weather could work! Something more obvious in appearance than the average cloud, especially in the distance. (I've been wanting darker storm clouds myself.) I can see the sails themselves having a torn up texture, or just fully missing sections of linen if its really broken down. I also think the axles could sustain damage as well, needing to replace a section or two. All that torque on a wooden pole would surely wear it down. -
Experience with using AI to generate texture packs?
-Glue- replied to Thorfinn's topic in Discussion
First off. That's just incorrect. I have seen plenty of programmers and engineers get touchy over proper vocabulary. Second. Its not being touchy if they are simply correcting your terminology. You're the one being touchy in this instance tbh. Third. Of course terminology is touchy when discussing AI and artists. The creative space is in a really bad place right now because of it. People generating art and lying about it. Artists being falsely accused of using AI, and being bullied over it. Big artists straight up having entire AI models based on their specific art. It sucks. Anyways, I agree with @Omega Haxors, your bias is pretty obvious. I feel like there is little reason to attempt a meaningful conversation, as its unlikely anything would come of it. I get the feeling you just want validation for the usage/viability of AI. I'm an artist myself. So I obviously have my own bias in the conversation. Also. @QueerCoded is correct, even if you could get a half decent generated texture pack, what would the point even be? Very few people would be interested when artists could make something more visually pleasing. Would it take longer? Sure. But I would rather have something good later, than something bad now. The effort taken to edit and fix generated assets also sounds extremely tedious, whereas actually creating it could be fun.