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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. IRL if you add enough nutrients to any soil and get the composition just right, it can also be high-fertility soil. I've seen my dad turn the worst field of dirt into a bountiful garden. It just takes a lot of effort, fertilizing, adding stuff to that wasn't there before and tilling it in. Currently in the game we have 3 different types of soil and 4 different types of farmland. Here's how I think they could be done so that advancing your soil has meaning aside from "my crops grow faster now". Low-fertility soil - can support trees and shrubs. Trees that grow here are small. Fruit trees don't produce much fruit. Grass grows very slowly as well. Low-fertility farmland -- doesn't grow much of anything very well, but it's better than nothing. Harvest is minimal.. enough to get your seeds back plus a few other harvestables. Medium-fertility soil -- Trees are normal size. fruit trees produce a normal amount of fruit. Grass and other plants can grow here normally. Medium-fertility farmland -- Plants grow normally and often produce extra seeds. Crops produce a fair amount of harvestables. High-fertility soil - Trees grow quickly and can be quite large. Fruit trees have a chance of producing a double crop. Grass and other plants can grow here and do so at an accelerated rate. High-fertility farmland -- Plants grow more quickly, produce extra seeds, and can produce a bumper crop occasionally. Terra Preta -- Plants grow the quickest. You often have a chance to get in one last harvest before it's too cold to grow anything. Bumper crops are more frequent. Can regress to high-fertility farmland or worse if over-farmed. Between these you have: Prepared Low-Fertility Farmland -- you have spread plant matter or fertilizer or something over the farm land and tilled it in. Over time the farmland will have a chance to progress to medium-fertility farmland. Prepared Medium-Fertility Farmland -- you have spread even more plant matter or fertilizer over the farm land and tilled it in. Over time the farmland will have a lower chance to progress to high-fertility farmland Prepared High-Fertility Farmland -- You have spread the ultimate mixture of plant matter, compost, fertilizer, and everything you can think of over this farmland and tilled it in. Over time it will progress to terra preta, the ultimate form of farmland. You have done it. You are the ultimate farmer. Prepared Terra Preta -- Progresses to rot.. You got too greedy and your lands are now ruined. Tobias is disappointed in you. How could you? How dare you bring back the Rot??? It's not the best idea, but I think it compliments what you said nicely and gives the player reason to interact with the soil aside from crop rotations, fertilizing the soil and hunting for High-Fertility all the time. That way if you never find the HF soil, you aren't barred from having TP ever.
  2. using a hammer and anvil is faster because breaking off scale happens in a 3x3 area with a hammer, but the helve hammer does it one voxel at a time. I wouldn't use the helve hammer for much more than processing iron blooms as well as plates of any metal type just because it saves time and wear and tear on your hand hammer. The wear when processing blister steel is negligible when compared with the fact that you're making steel in a medieval survival game. A very... polar... response to the topic. It's a game and games are supposed to be fun. If a tool in the game repairing your iron blooms is making you this upset, then I not sure any solution would actually make you happy with it in the long run. The helve hammer is a time-saving tool. The fact that it can form ingots that would be impossible with normal hammering puts it squarely in the power hammer category of modern blacksmithing where blacksmiths use heavy hammer blows to move massive amounts of metal around an ingot to reshape it if a normal hammer would take too long or otherwise be impossible. And true to real life, when smelting iron ore, there is a chance that you won't get enough iron to make a complete ingot. That is one of the hazards of melting down metals en masse. I agree with MKMoose's suggestion that failed blooms can be chiseled into bits and smelted again. Also breaking off bits with a normal hammer should yield a few nuggets that can also be resmelted. Scrap iron gets thrown in the furnace all the time because of how smelting the ore into metal is not a 100% efficient process and they want to make sure the furnace produces the amount they need every time.
  3. Sounds like you settled in a warmer environment. Default settings has your cold tolerance pretty high. Try lowering it. You'll get cold when it's below 10c outside... then your winter furs will be more valuable. I'm also thinking that you never properly let the cold set in from getting wet by being outside while it was snowing? idk I get cold all the time while playing VS as a hunter, but my blackguard friend doesn't. I think maybe the class you choose also has a hidden cold tolerance. Try experimenting with different classes and temperatures. Your winters may just be mild. Ours get well below freezing, (deep negative temperatures most of the winter!) so that might also make a difference.
  4. You, too, can poo in the new loo after eating the blackguard's suspicious stew that she made in the pot used for glue. The pot was made from blue clay, too. I rue the blue glue stew. It made me poo in the new loo.
  5. Easy to say when you're not trying to track down a Chromite deposit and the best reading isn't in a forested area.
  6. I meant it quite literally. Not some wild world-ending, in-game consequence. The game should literally nuke itself from your computer's hard drive if you manage to achieve such a heinous act.
  7. If you kill tobias, the game should delete itself.
  8. omg dude, why are you killing the traders??!?? They don't even have drops!
  9. in all seriousness, you'll need good armor (at least bronze tier?) a good shield and a good hit-and-run tactic. Spears are especially deadly to them.
  10. I found a video guide. https://www.youtube.com/watch?v=F09HNpeiQZ4
  11. And yet it's still considered stealing if you ransack a dead person's house. You're supposed to be the good guy in this story. Stop trying to rationalize bad guy stuff. lol
  12. It literally belongs to someone else, even if they're dead. It's a survival game with sandbox elements, so not quite. So your idea would be okay if it were a sandbox game, but it's not. It has lore, it has a story, it has progression, it has puzzles and unique elements that few games try to replicate.
  13. Why are we all trying to desecrate the monuments that the devs spent a LONG time hand-crafting and creating for us to enjoy the story experience?
  14. I really fail to see what, if any, problems this suggestion solves. Especially since it hinges on the traders and other NPCs keeping their items in a physical location. The suggest fails on a false premise. It relies on there actually being something to break and loot. There isn't. Play the story @Parco, there are plenty of things to loot without destroying everything. More than you can carry from the 1st story location, for sure. It took me... 3 trips with a fully loaded elk and help from my blackguard friend and we finally got it all. and I'm sure I still missed something. As @LadyWYT said, the claims are there to preserve the puzzles required to complete the story locations and to prevent people from ransacking and destroying trader outposts for no reason. You're the good guy in this story and you're going to need their help. Best not to make enemies.
  15. I turned it up to 1024 view distance and stood in a temporal rift. He glared at me. I saw it. never again
  16. That said, They really should offer a way to have a vertical and horizontal encased shaft so that we can finally seal off our granaries and not have to make them separate rooms away from the rest of the house. I want to wake up in my cozy bed to the sight of my own terrible machinery turning away as if time had no end.
  17. I need this. It's mine now. Thanks.
  18. the dev team kidnapped him. They needed him for experiments. He will be returned when they have something news-worthy to post, likely here in a month or so. I'm expecting the next update to be a huge one.
  19. Where is our beloved Thunderlord, High Overseer Dave? Why does his giraffe-like stature no longer grace the horizon during a temporal storm? Are we no longer worthy of his presence?
  20. Then allow me to ask. Have you done the Resonance Archive and scrubbed the entire library of every single lore book you can find? Have you done Chapter 2 and found out what is causing the temporal storms and rifts? Because if you have, then I think you might have missed something. Jonas tech is what it is simply because Jonas himself [redacted] and abused [redacted] to [spoil the whole story up to this point]. He had help, don't get me wrong, but that help came in the form of [redacted] and [redacted] one of whom [redacted] and the other [redacted]. Suffice it to say there's a very good reason that temporal stability can only ever be interacted with using machinery because [major plot spoiler]. If you have done all of Chapter 2 and you don't know how to fill in the blanks above, then feel free to start a thread in the story forum, tag me in it, and ask me to fill in the blanks.
  21. The rift ward already exists in the game and it is powered by temporal gears. This is a classic example of combining "magic" with technology. Because, after all, magic is just science we don't fully understand yet. No need for supernatural magics. We already have that in the form of rotbeasts and wibbly wobbly timey wimey stuff. When the rot appeared, they didn't turn to the court wizards and mages. They turned to Jonas Falx. A tinker. An engineer. A scientist. Try to stick to the theme of the game and you'll be on your way to a solid idea.
  22. I don't necessarily like the idea either, but does a cat truly enjoy toying with a bug? Does pizza truly love being eaten? Yet it still persists on that path. I will call to your attention that I offered a second option: the finery forge where cast iron actually was turned into steel. I offered this in hopes that OP could see how much more complex their idea was if they truly wanted to make cast/pig iron into steel. I only mentioned the cementation furnace because I don't necessarily think the game would benefit from having TWO multi-block structures to achieve the same result: turning iron into steel. At this point we're drifting away from fun into the realm of realism for realism's sake. The crop diseases thread proved that this is not how Vintage Story should go. It's a game, it needs to stay fun. Realism will have to suffer for gameplay reasons to keep it fun and engaging and not turn it into Steel Worker Simulator 3000. We already have that game. We don't need another one.
  23. Well you said in big bold letters that the option was to disable it. That means it's active by default. Then you asked if what you said was perfectly clear. So I was just replying that it wasn't because what you had actually said was backwards from how it really is. That is why I took a screenshot to show everyone so that no one would get confused by the big bold letters that you pointed out were intended to spell things out for those who didn't know. We wouldn't want anyone to be misled by false information that was highlighted in big bold letters with the intention of setting things right, now would we? It wasn't perfectly clear at all! If you had said that there was an option to toggle it, then I would have left it alone, but you said that the option was to DISABLE it and that was just simply false. So the wording does matter, especially when you're attempting to set things straight in an incorrect manner with incorrect wording and misspelling the word "underground". Wording is everything on a forum where tone is completely lost.
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