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Everything posted by Teh Pizza Lady
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The game not only gets easier, but what you're enabled to do gets a lot more involved/difficult to do efficiently. For example, the first story location is simple and requires you to solve a puzzle which not only tells a story, but introduces you to mechanics that will become important later. The game forces you to learn how to make bronze before even thinking about starting that part of the game. Bronze makes fighting easier, but also unlocks iron as a resource which will be needed for story locations in chapter 2. But iron isn't as simple as dropping some nuggets in a crucible and pouring the metal into molds.
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v1.21.2-rc.1/rc.2 Story Chapter 2 Redux, TOPS-Lagspike patch
Teh Pizza Lady replied to Tyron's topic in News
you wouldn't............dare....... LOL out of curiosity, how did you find it? I don't recall being overly braggadocious about either of my mods... -
v1.21.2-rc.1/rc.2 Story Chapter 2 Redux, TOPS-Lagspike patch
Teh Pizza Lady replied to Tyron's topic in News
hmm good point. It seems a LOT of people are misunderstanding the difference between this bug and the hunger delay after eating a meal... but in the PR I also linked to 5 issues submitted that outlined a myriad of ways for the bug to trigger. The most egregious of them being, "Take starvation damage, and then eat a single flax grain and never have to eat again for several days on Wilderness Survival difficulty." I will update all my posts with this information. -
v1.21.2-rc.1/rc.2 Story Chapter 2 Redux, TOPS-Lagspike patch
Teh Pizza Lady replied to Tyron's topic in News
@Tyron When is a fix for the long-standing hunger bug coming? I have made a PR to the VSEssentialsMod repo and I cannot see that any action has been taken regarding it. https://github.com/anegostudios/vsessentialsmod/pull/29 In the PR I outlined exactly what the bug is and how it is being triggered and why it is severely game-breaking. If this is not the correct way for ordinary players like me to fix bugs in the game, please let me know. I just like solving problems and enjoy helping out wherever I can! Note to clarify: This bug is not the delay that comes from eating a full meal. It is the bug that occurs when you take starvation damage and eat a single grain of flax and then never have to eat again for several in-game days on Wilderness Survival difficulty. The bug occurs also when you take damage from any source and eat any food and so it can be disguised as normal gameplay operation, but the most egregious example outlined above shows how bad it can get and why it is game-breaking on any difficulty. -
dough already exists. Ananas already exists in the game in the form of pineapple. Would need to add tomatoes as a hot weather crop (they are native to south america in the peruvian region). Redmeat from piggies = ham = canadian bacon and you have the abomination known as Hawaiian Pizza. I hate it here.
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you would need milk for sure... from either sheep or goats. I think some sort of sugar source, maybe honey? ice and salt are already there, same for eggs. You would need to craft an icecream machine using a copper cylinder and a bucket. Some sort of (at least bronze) paddle with gears and a crank. Obviously you can also hook it up to a windmill. Then you would mine glacier ice, crush it with a hammer and mix it with salt to create a frozen slurry. Then add your milk - honey - egg mixture and crank it like a quern for a while until it's done and enjoy your frozen treat! So the ice cream machine would need to be added to the game and would require copper, a soldering iron, a bronze ingot, a bucket, angled gears, and some sort of wooden plank platform. You could even make it modular like the pulverizer so that iron and steel paddles enable you to add extra ingredients like fruits and whatnot.
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Okay, so let me get this straight. You want everyone to play the game this way? Okay fair, let's make it this way. You mention some things but let me summarize why or how they won't work without mods. Ice Storms — extremely low temperatures where snow accumulates in layers, blocking access to resources and buildings. Effect: temperature drops to -20°C, snow can reach several blocks in height, creating ice blockages. Special equipment is required for movement. That... that is not how ice storms develop, but also easily countered by not building in a colder climate. Just build in a temperate climate and ... done. Crystal Blizzards — microscopic ice crystals that cut unprotected skin and damage machinery. Effect: reduction of character’s health, damage to tools and buildings. Protective masks and reinforced structures are necessary. I would put emphasis on WHAT machinery? Windmills? Correct me if I'm wrong, but windmills are largely unaffected by snow/ice as long as they keep moving mostly because the snow/ice cannot stick to them well, however I would point out that you're asking for EVERY player in the game to outright lose access to a vital piece of equipment for a period of time... a piece of equipment that takes a considerable investment of materials to craft. Also, just build in a temperate climate where you don't have to worry about such things. Mudflows — powerful flows of water and mud capable of destroying buildings and carrying dangerous microorganisms. Effect: destruction of foundations, water contamination, spread of diseases. Construction of protective dams and water drainage systems is required. Mud flows are only possible near bodies of flowing water, hill country, etc. EZ solution, don't build near rivers. This has been common knowledge since the dawn of mankind. I topkek every time I see on the news that someone who built something valuable near a river got flooded or washed out during a storm. Heckin' dingdongs, the lot of them. Acid Rain — precipitation with increased acidity that destroys plants and metal structures. Effect: damage to crops, corrosion of tools, damage to buildings. Acid-resistant materials are necessary. Acid rain is caused by aerial pollution and only became widespread with the industrial revolution. Not possible in this game. Storm Tides — sudden rises in water levels, flooding coastal areas. Effect: destruction of dams, flooding of storage facilities, crop damage. Construction of floating platforms and protective walls is required. Don't build near bodies of water, ggez Hail Storms — large hailstones damaging roofs and windows. Effect: destruction of glass structures, damage to crops. Reinforced roofs and protective coverings are necessary. Already in the game. Hail isn't large enough to destroy meter-thick glass. another ggez Dust Storms — hot air currents lifting dust and sand, reducing visibility and causing fires. Effect: reduced visibility to several blocks, risk of building fires. Installation of filters and fire protection systems is required. Already in the game. EZ counter is to just not build in the desert. and live in a temperate climate. Heat Anomalies — zones of extreme heat where temperatures rise to critical levels. Effect: dehydration of the character, spoilage of food, death of plants. Cooling systems and special storage facilities are necessary. see above Specialized Structures — reinforced storage facilities, protective barriers, water drainage systems. Special Equipment — heat-resistant suits, protective masks, filtration systems. Warning Systems — weather stations, early warning systems. for reasons outlined above, the last 3 aren't needed or wouldn't fit into the theme of the game. I won't mention the other things you suggested simply because VS is based on playability first and realism second. Some of what you mention would make the game unplayable for newcomers or just simply aren't realistic to real-world models. Honestly, it sounds like you played a different survival game and then tried out VS and wish you were still playing the other survival game. I won't say you have a bad idea, but given the quality of it, I think it would be better suited to a sort of "dangerous weathers" type mod so people have a choice whether to play this way or not, especially since you are suggesting altering the difficulty.
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I kind of want to see what the game would look like on punch cards, now. I can't imagine it would take little more than a warehouse the size of Manhattan.
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I looked at the mod description and it consumes more durability the wider your search area. But it doesn't give you much else besides how far away you are. You still have to triangulate your data to find the best spot to dig. But yes, if it said, "You are standing directly over the most valuable ore in the game", it should make you eat the entire propick for that. Like physically STUFF IT INTO YOUR MOUTH and start chewing. Yum.
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that's fine. You're allowed to disagree with me. But I won't allow my intent to be misrepresented. I never meant to argue that combat wasn't required. My argument was that part of the game was figuring out when to fight and when to hide. Early game, of course, being when to hide, unless you fancy yourself a veteran and decide to take on 3 bears at night during medium rift activity...
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someone gets the joke. Current system is fine. The improvements OP wants to make would just make it trivial. The most popular mod for this is BetterProspecting which attempts to balance this by making your propick take a massive durability hit for "cheating", but that's just it... these mods make it feel cheaty. They aren't improvements. Prove me wrong.
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nice getting your alt account/friend to post on your behalf. Most of the memes are used wrong. and bait used to be believable....
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What you said didn't prove me wrong. In fact you just showed an example of why Density search is broken and should be removed. You shouldn't have known to look for copper there.
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FWIW, I find that the game is only slow to load if you are playing off magnetic media. SSDs do not generally have this issue. External drives are often magnetic media so they will invariably be slower than if they were loaded with SSDs of the same size...albeit far more expensive. You do get what you pay for...
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You are ALL missing the obvious issue here. VS prospecting is broken but not for the reasons you think. Why? Density search. No where in the space of anywhere at any time has anyone ever been able to scratch the surface of a rock and know what lies deep inside? Geologists know what lies below the surface because they dig and drill. Node search should be the default and only option for the prospecting pick. You should have to dig down to where you think the ore might be based on your best guess. And then you have to use the prospecting pick with a max radius of 3 to find your ores just like they did back in the good old days. Prove me wrong. .
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I believe my statements are not entirely contradictory with what both of you said here, so I'm not sure I understand if you were intending to write that as a rebuttal to my argument or not. I said that when the players broke the game, the devs had to fix it. They found ways to avoid certain game mechanics so the devs had to modify those mechanics to be unavoidable. They found ways to make an unforgiving atmosphere a little safer. Fighting is of course required at some point, especially to complete the game content. I never said it wasn't. What I actually said if you read the words I wrote was that part of the game was learning what you can and cannot do at certain stages of the game, with one of those things being to hole up in your dirt hut and just wait out the night by doing things inside (like panning bony soil, smelting metals, cooking food, etc.) or just sleeping through the night so the daylight can chase away the monsters with the implication that you won't have any hope of fighting them until you get proper weapons and armor. After that, whatever you decide to do is up to you. So, I really feel like we're saying the same things, just with different words. Exactly correct in what I was saying, yes.
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two spear tosses with a flint spear will kill a bowtorn if you play on hunter. I think every other class takes 3 tosses. Never tried to fight a shiver at night without armor and usually by then, I have a falx and a shield which makes them pretty trivial aside from the fact that they run away when low health. I think this is a very dishonest statement about the devs. A large part of how the devs make the game is to align with Tyron's vision for the game. If players figure out a way to break the game, then the devs will patch it out, but for the most part, he leaves it up to the player to decide how to tackle the challenges, with the most obvious solution being the easiest path forward. But they aren't doing these things to spite the player, but rather to keep the game in line with how Tyron and Saraty envisioned it. I think something that has really stood out to me in your messages is that you are under the false impression that fighting the mobs is actually worth your time. It's not. All it serves to do is injure you, wear down your weapons and armor, and for what? Paltry loot drops that can be gotten by other, less risky methods? Vintage Story is unforgiving. If you make a mistake it will punish you, but it's also supposed to be a game. Part of the game is figuring out what you can and cannot do at certain stages. One of those things is holing up to work in the safety of your dirt hut or sleeping through the nights because anything else is a waste of time. Later, you will find it beneficial to take the risk of the creepy crawlies at night. As others have pointed out, the game is NOT Minecraft. Treating it as such will end in frustration as we veterans have seen time and time again. Players come to the forums complaining that the game is too hard. We ask, "What did you do?". Usually the answers come back as some variation of something that would happen in Minecraft as a result of the normal gameplay loops there. https://tenor.com/view/we-dont-do-that-here-black-panther-tchalla-bruce-gif-16558003