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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. Personally I see this less as a puzzle to figure out how to improve the disk read performance and more of an indicator that the map-drawing algorithm might be slightly bugged in that it has to completely redraw your map when you move it, or zoom it. I think it should keep the map cached locally and only redraw the loaded chunks around the player. I might dig into the code later and see if I can figure out what's going on there.
  2. Didn't Tyron patch sailboats after this guy made an incredibly long thread about how they don't work???
  3. It can signify many things including "this is bait" or "you're trolling", but it can also be used to indicate that something was funny like if you did a noob thing in the game like dying to wolves repeatedly... I've seen in influx of users using it to indicate that they disagree with someone without coming right out and saying what it is they disagree with or why.
  4. oooooooh okay this is better than my original idea. I like it.
  5. I've been thinking about this and I think my idea was more along the lines of prolonged exposure to storm winds/gales causing damage so that in the instance you get a gust of wind stronger than strong winds, it doesn't cause the windmill to grenade itself.
  6. This is an interesting idea and would give further use to the rope we have making cattails useful beyond crafting bandages and baskets and boats/rafts. The main problem I have with this idea is the complexity plus it would require a significant overhaul to the existing water mechanics meaning that water would have to have a second state of existence that is not a source block but more of an entity that can flow from one point to another without a source block all while following the same rules that water sources do... confused? me too. LOL But that aside, I do like the idea, I just don't know if it's feasible.
  7. Hey everyone, It is with great concern that I make this post. I have carefully written everything here with kindness and love in my heart for my fellow humans. Too often it's easy to forget that a human exists behind the words on the screen. In today's digital age, with anonymity behind the screen, it can be very easy to say things without thinking or to react in ways that we normally wouldn't when communicating face-to-face with others. With the recent influx of new players (many of whom are arriving following the cancellation of Hytale) I think it's a good time to say a few things about the tone and culture of the Vintage Story forums. This is a passionate and thoughtful community, but the atmosphere has taken a hit lately, and I’m concerned that new players might get the wrong impression especially with so many locked threads this week. I'd like to address a few recurring issues to help us keep the forum a welcoming, constructive space so we don't see another locked thread this week. Ideally, ever again. 1. Low-effort & Negative Posting Vintage Story is a deeply considered, lore-rich survival experience. If you have a suggestion or critique, please take time to research what systems already exist, how they interact, and how your idea fits into the game’s ethos. Posts that amount to “this sucks, change it” without context, effort, or clarity do not contribute meaningfully to the conversation and often only serve to frustrate others. If you're going to critique, do so constructively. Also: cursing at others or being overly pedantic in your responses does nothing to help your case. If your tone is hostile or condescending, even good points will be ignored. If you understand what a person is saying and you choose to call them out for using the wrong word/spelling/verb tense instead of responding to what they actually meant to say, then you are adding to the problem. Let’s aim for clarity and kindness instead. If something is confusing, ask for clarification. Furthermore, if you post about a problem with a specific aspect of gameplay and others point out a gross mistake you have made while setting up or playing the game, it is not a personal attack, but an effort to help you play the game better and should be treated as such. Too many posts here are aggravating reactions instead of calm, level-headed responses that better reflect the intent of discussion, which is to help foster good ideas and help rework ones that need work. 2. Respecting Lore and Design Philosophy On the tin, Vintage Story describes itself as an "uncompromising wilderness survival game." That’s in relative terms, especially compared to other voxel-based crafting survival games. A common issue we’ve seen lately is the influx of suggestions that would dramatically shift the tone or lore of the game. While fresh ideas are welcome, it’s worth remembering that this isn’t other block games. Vintage Story has a distinct identity which is grim, grounded, and methodical. Please consider how your ideas complement the game's setting, pacing, and vision. If your idea drastically changes the feel of the game, that’s not inherently bad. But be prepared for others to point out how it might conflict with the core design. That’s part of an honest, thoughtful conversation, not a personal attack. If your idea compounds the complicated systems we have in the game already for no other purpose than to complicate the systems even further, try out your idea first to see if it's even fun to play. Remember, this is a game and games are supposed to be fun. Vintage Story being an uncompromising wilderness survival game doesn't mean that you, by extension, have to be uncompromising in your mentality, with your attitude a wilderness, and responding to you a survival game. 3. Feedback Is Not Your Enemy If someone gives you respectful, fact-based feedback that pushes back on your idea, that’s not an attack. That’s discussion. Responding with hostility, passive-aggression, or doubling down without reflection doesn’t help anyone. If your suggestion conflicts with the game’s mechanics or current design goals, that doesn’t mean you’re being “shut down”. It means people are engaging with you honestly. All feedback, even negative feedback, is valuable. If someone says, “this would be better as a mod,” without explanation, that’s a chance to ask why, not to get defensive. It's okay to disagree, but how you respond matters. Not everyone who pushes back on your suggestion is trying to shut you down. A healthy forum thrives on respectful disagreement. Assume good faith, ask questions, and be willing to consider that maybe your idea needs refinement, or just isn’t the right fit for the base game. 4. Use Reactions Responsibly & Know When to Step Back (insert drinking responsibly joke here) Lately, there’s been a noticeable trend of using post reactions as if they were upvotes/downvotes. Forum reactions are not Reddit upvotes/downvotes. Don’t use them to passively disapprove of someone’s post without actually engaging. If you have something to say, say it. Don't just click a button and walk away. Also, if you’ve said your piece and the thread has moved on without adopting your position, maybe it’s time to move on too. Not every disagreement needs to be pursued to the bitter end. That's how threads get locked. Sometimes it’s more productive to let the conversation evolve without you and join back in when you have something else to add. 5. Toxicity and Burnout Finally, to the newer folks: many long-time players here genuinely want to help. They’ve been through years of development changes, tested unstable branches, and written guides, mods, or wiki pages. Dismissing them out of hand because they don’t affirm your every idea only breeds resentment. Let’s not alienate the people who’ve kept the lights on for years. Likewise, veterans, keep in mind that new players often don’t have your context. Let’s be firm but fair and informative, not cynical or condescending (which you are doing a great job so far, btw, but I would be remiss not to address you guys as well! Sometimes I need my own reminders ) 6. Final Note I'm intentionally not calling out specific people or posts. I don’t believe shaming others for their recent behavior will lead to good relationships or meaningful change. But if you feel called out or targeted by this post, I would ask that you use that feeling to reflect. Ask yourself why it resonates. Try not to repeat harmful patterns, rather than outing yourself or doubling down, especially in this thread. These are just my opinions, based on what I believe makes a forum healthy and sustainable. But speaking as someone with over a decade of experience moderating forums and online discussions, I like to think I have at least some idea of what I’m talking about? Maybe? Either way I hope you got something out of it. I know that in writing it, I had a lot to think about in terms of my own forum conduct. If you made it this far, then thanks for reading. Let’s keep Vintage Story’s community something we can be proud of.
  8. It's on the roadmap, so it will be coming in a future update... eventually... soon
  9. I have never messed with the beehive kiln before but I believe the cementation furnace requires 16 x2 for both fuel piles x4 (1 initial pile and 3 refills) or about 128 coal to run a full cycle plus the charcoal/black coal needed inside the coffin to infuse the carbon into the iron to make steel. It may actually require less if you don't let the fire burn out because it has to reheat everything if it does.
  10. FOMO is not a punishment. It is literally cashing a check before RNG has a chance to write it. "I might have lost out on 5 flax fibers!" Or... the mobs might not have dropped anything and you would have wasted your time and effort. Sounds like we disagree on what temporal storms are then. I see it as the world briefly merging with the rust world where are temporal rifts are literal connections between our world and the rust world. This is why some of the monsters are faded as if they aren't quite there all the way and are part of another dimension and when the storm ends, none of them should die, and instead just disappear and go back to their own world and leave yours as it was before. Temporal rifts act more like connections between the worlds allowing the mobs to actually traverse the barrier and physically enter our world. This can be observed when they suddenly despawn at the end of a storm (except for some of the more pesky mobs that resemble tall chickens with crossbows), but when a rift collapses, anything spawned by it remains. But if you want to imagine that the temporal storm is literally the world getting engulfed by a giant temporal rift or the barrier just disappearing altogether for a moment, then I can see how this would work. We may need an official explanation from the dev team on just what exactly a temporal storm even is. we're assuming this doesn't happen already. Have you looked into the code to see what the spawn conditions of the rare mobs are during a storm? Personally I'm not a huge fan of the idea, but I can see some merit in it. I think the passive loot should be a fraction of what you'd reasonably expect to get if you had killed a bunch of mobs during the storm. Remember... risk = reward, and the classic Jamestown saying, "He that doesn't work, doesn't eat."
  11. FUN FACT: Because the only output is an ingot you can actually help the helve hammer knock the scale off with your own hammer. While it's working the ingot, you can be heating another bloom. works best if you have several forges all heating blooms so your helve hammer never rests until you're done working the blooms. It's not a waste of coal either since you can only ever heat one bloom at a time in a forge anyway.
  12. I've read your post like 3x now and I cannot figure out how it relates to the person you're replying to. Can you clarify what you mean a bit for me, please?
  13. Sometimes, you truly get tired of doing something. So I went and made as much mortar as would fit in a barrel. Turns out it's 512. Have a picture: I am very proud of my huge pile of mortar. Did it take all day babysitting the fire? yes. Did it use more fuel than I want to admit? also yes. Will I need to make more in the future? also yes! What other crazy things have you done in the game to hopefully save yourself some time in the future?
  14. Welcome to the forums @GrandmaPork! I believe they are working on the new player experience, but the handbook is a major component of the game and giving information to the player.
  15. I like this in addition to the issue of accumulating damage if you let your windmill spin during a bad storm, especially since we know flywheels will be coming with the advent of steam power which is on the roadmap! However one small issue is that friction exists so the flywheel would eventually wind down. If you're the minmaxing type, then you could probably figure out a way to spin up the flywheel with the windmill and then disconnect it, apply the brake to the windmill, and then connect the spinning flywheel back to your power train with a series of well-placed clutches and transmissions.
  16. We have a windmill brake, but it's kind of a useless item at the current moment. If you want to stop a section of your power train, all you have to do is disconnect the clutch and it will stop on it's own. So the windmill brake will stop anything that's connected to it. There's no use in stopping the windmill so I propose that under certain conditions if the windmill is allowed to spin too quickly, it could take damage so the brake will actually have a use in stopping it before it takes damage. Anything more powerful than a strong wind should be the condition for breakage.
  17. You are exactly right. Even with the latest versions of Flux, the model struggles to produce any meaningful output that's recognizable as what it's supposed to be. Maybe something like Midjourney could figure it out, but at that point, you're going to run into issues with the textures not aligning with the same theme, the quality being different and the colorspace being off from texture to texture of the same material like oak chairs not having the same color as oak boards for example. By the time you got it all correct, you could have just taken art classes and drawn the textures yourself.
  18. this is probably better suited to a mod idea due to the fact that marshmallows aren't typically made out of grain You also have to consider this: If the suggestion doesn't fit in the lore or simply isn't realistic, then there is no other feedback to be had other than to dump it on the "mod suggestion" pile. If the person suggesting the idea has barely played the game, then it can be almost guaranteed that 1) their suggestion has already been made into a mod 2) their suggestion doesn't quite fit in the game world as-is and would need significant rework to make it compatible with the current state of the game and into a workable suggestion for the devs to consider. Unfortunately that rework is not the duty of the other forum visitors, especially if the person suggesting makes or has made a name for themselves as the type of person who doesn't accept negative feedback very well. If the first comment, is "This doesn't fit with the lore of the game. This should be a mod", then how are we supposed to offer constructive feedback without spoiling the story for the OP or even other forum visitors who might not know the lore?? Also the majority of this post doesn't fit in the Suggestion forum... it would have been better suited for the Discussion forum and the Flax Marshmallows (which are better suited for a mod idea) left as a separate suggestion post. Just my $0.02.
  19. I have tried it and it was... okay. the AI doesn't understand that the textures need to be able to be tiled so the final product was lacking.
  20. this is getting off topic, but I just wanna say that there were also some Wii ports of games that were entirely MIRRORED because Nintendo knew that the majority of their players would be right-handed. My sister (also a lefty) was soooo disappointed when she tried to play the game because Link was suddenly right-handed.
  21. Am I somehow playing in your old worlds because I swear I get some of the weirdest terrain generation...
  22. I like this idea but make it less about remembering who you are, but just picking a class that resonates with your play style. This would of course, require the Blackguard class to be renamed because IIRC Blackguards have ties to the lore. I might entertain the idea of the first trader you talk to having a dialogue option to select your class in which they say, "Oh btw, I found some things in a heavily deteriorated bag and brought them with me to trade, but I think they might be yours. Would care to take a look?" And if you say Yes, you get to pick your class. But if you say NO, just give me some supplies, you get a random class and can't go back. This makes it still accessible to new players, but can potentially give veterans a new challenge, because honestly who really plays Tailor??? This would require these creatures to not only exist in the game for these storms, but also in that one Chapter 2 area where you go to fetch the macguffin. And idk about you, but I had a hard enough time fetching that danged thing without all the extra stuff trying to shoot me in butt for existing... also breaking chiseled blocks... I don't relish the idea of having to repair or recreate chiseled blocks. You also can't add an exception for chiseled blocks either, because players could just make their house out of chiseled blocks and tada, it's no longer penetrable. My 2nd protest against this idea is that other block game having flying creatures that are annoying. I shudder to imagine a horde of them. I would cower in a 1x1 hole in the ground and try not to cry. I think your ideas are better suited to a mod so players can choose to play base defense if they want to, but with the story and exploration that's coming in later chapters, I don't think that's the direction that Vintage Story is supposed to take.. at least not yet.
  23. The point of communication is to convey an idea. If you know what I mean and choose to correct what I said, then you are intentionally engaging in pedantry. It's like if I were to mispel a word. You know what it means, but if your only contribution to the discussion is to corect the speling, then you have aded nothing of valyou.
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