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Everything posted by Teh Pizza Lady
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The better solution is to use a password pattern that is easy for you to remember. mine is ColorSiteObject Color = a color from the login page Site = a shortened version of the site Object = a random object on my desk So an example for this site could be: color = green from the header bar for Anego Studios site = vsforums object = chair 'cause i'm sitting in it. Password could then be: Gr33nvsf0rumsCH@!r ((OBVIOUSLY THIS IS NOT MY PASSWORD)) I'll take my chances on this on ^^
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Would you tell a tall, blue-skinned stranger about your home? I wouldn't.
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Sounds like you found your own solution. Edit the code and submit a pull request here. <<<link to actual source code for the game As for what people do during the night? In no particular order here's what I do: Cooking food processing metals building structures (yes at night with even light or medium rift activity is not a dangerous process, especially if you have a lantern or two) mining panning gravel/sand making leather travelling (yes at night with even light or medium rift activity is not a dangerous process, especially if you have a lantern or two) etc before I know it, it's day again!
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The firebricks are quickly replaced by refractory bricks once you get to steel-making as you have said. The firebricks are also a LOT easier to make than the refractory bricks. I am not sure what you are asking for exactly... a renewable way to make iron? It's certainly an interesting concept, but I'm not seeing the suggestion in your post. Perhaps you could outline how exactly you would accomplish this task?
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I think a diving bell would be a great addition to the game
Teh Pizza Lady replied to Teh Pizza Lady's topic in Suggestions
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The grace period really isn’t necessary, not even for accessibility. Just scroll the other direction. And before anyone says, “But Traugdor, it’s so far to scroll from slot 1 to slot 3 by going the other way!” -- it’s really not. It’s a minimal effort. Or, if sequential scrolling (slot 1 to slot 2 to slot 3, no matter what) is your thing, just put your torch in slot 10. Problem solved. Honestly, it’s just a matter of making the conscious choice to not scroll past your torch while underwater. If you’re still struggling with controlling yourself while playing a video game, maybe a few extinguished torches will help you figure things out. Until then, happy relighting!
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"May" is not always a guarantee. I mean there was a HUGE blowup about the boats in this game, like I'm talking people hurling insults and swearing and getting banned for it kind of huge. We thought that was the end of it, but the devs did tweak the boats after to cover for their primary weakness which was the fact that they were just a touch slower than they should have been. That said, your suggestions could be good if implemented correctly, but given that combat isn't really a huge focus in the game, I can't see: Combat upgrades being necessary without an appropriate reason for combat (like better mob drops or more interesting mobs that drop certain otherwise unobtainable items that are required to progress through the story) More mobs being enjoyable without a better combat system in place. But nevertheless, this game is not a combat simulator, but it does have a boss fight or two. It's also not a farming simulator, but it does have crop rotations... Idk, collect all your ideas and make a mod suggestion and maybe someone will be willing to work with you to make your dream come to life. I don't think the average VS player would want to see it baked into the base game, however, and you can't turn combat off entirely without disabling basically all of the lore content so at that point, you'd just have another block game, but with fancier graphics... we don't need or want that.
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bold of you to assume we weren't like that when the devs added them... It's not and we really don't like it being compared to that other block game. There are only two fights that are required in the story, so you are correct on that one. Everything else in the game can 100% be completed without any form of combat mostly because mobs take fall damage. "intended" was the wrong word. The game is 100% not designed around needing to fight them. They are 100% optional aside from two very obvious examples once you start playing the story. The game can be completed without the rare goodies, which are largely useless for now. My opinions may change once those rare goodies get more uses outside of conveniences. That's because someone made a mod for that already and it's not in the list of things that the devs have shown interest in incorporating into the base game. ... which you would know if you read the older forum posts and checked out the mods page ...
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Then why does your other thread list a bunch of dark souls-type mobs that would be horrifying to fight against? You're all over the place, dude. Bear in mind that this game is supposed to cater to *ALL* audiences. So, baking things in like advanced combat mechanics, upgraded mobs, scary and impossible boss fights is going to turn away the people who want it to be a Farming sim. Having in-depth farming mechanics is going to turn away the people who just want to bang knuckles with a drifter and see how long they can survive against wave after wave of enemy. All of these things can be accomplished with mods. What you're suggesting would be better served as a mod. That is why I say, "NO!" to another dodge button. We already have TWO dodge buttons. If someone wants to add a mob with a faster projectile attack, then they can add a dodge button in their mod. As it stands, there currently is absolutely ZERO use for a separate dodge button in the base game. None whatsoever. So like your ideas aren't bad, they just don't fit the game. Take all your recent threads, compile them together into a single post, and submit it as a mod idea. Then I would actually support you but currently? Just, no. Also the monsters are intended to be avoided entirely. There is a RARE chance they'll drop valuable loot, but for the most part, that loot is mostly useless. The game can be played in its entirety without the rare drops from mobs. Temporal gears have other sources. Try clicking this and seeing what options are available.
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he probably doesn't think he did anything wrong either.
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I did the same thing recently. Playing with a friend. She says she's got a few wild hives she wants to harvest. > ok.jpeg > check map > don't see bee marker > PINE TREES (I need them for my house) > trim branches > pick up sticks and pine cones > don't look up > start chopping > hear buzzing. angry trumpets > mfw I'm taking damage > mfw I chopped down her beehives
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A new player asks a million questions.(Not really)
Teh Pizza Lady replied to Orangatuan's topic in Discussion
Look into a bloomery for the iron and a refractory for the steel as @Broccoli Clock suggested already. I just wanted to add the bit about the bloomery for the iron. It will get you up to the temperatures you want. -
A bit of a necro but there were many looms, old ones in fact, that I've seen that were powered by a flywheel and foot pedals like the old-timey sewing machines. Others were belt-driven for getting power from a windmill or waterwheel which leads me to the thing that I want/hope to see: Water power as a means of getting early, reliable, mechanical energy. It can be powered by a waterfall of sufficient height.
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Is there a way to force temporal rifts to despawn? I have a superflat creative world in which I have stopped time so it's always daytime. I use commands to manipulate the time to sunrise/sunset for screenshots and now the the rift activity is medium and there are rifts everywhere which makes it hard to take nice screenshots. I would like to know if there is a way to set the rift activity to always be calm or just remove them entirely. Also disabling temporal storms entirely would be nice.
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I mostly just set myself on fire...