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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. that is.. . weird. I have never seen anything like that before.
  2. four if you count me... my last name IRL means "dragon"
  3. came here to say all this... until Wildcraft officially updates, I've been staying away from it because it's blocking animals from eating from troughs because of the "patch" mods people have made for it to "work". Spoiler alert: It doesn't yet.
  4. this is the solution I would also recommend if you want to ride together. However if you're intending it to be a community elk, I would build a stable to keep the elk contained and prevent it from wandering and then just keep the flute and medallion in the elk's saddlebags when it's not being used. Best of luck!
  5. Hi and welcome to the forums! Chiseling is an art! Typically what I do is to pull up paint and draw a curve one pixel thick and then zoom in until it shows the individual pixels. Bonus points if you click the option to make the grid appear when zoomed in so you don't have to lose track counting pixels...
  6. What is the full resolution? Do you use anything like a screen magnifier? If you press F11, it should force the game to be full screen which should allow you to set the resolution settings in the menu.
  7. You should be able to crouch and walk over the piles of rubble to the left.
  8. Hello! Welcome to the forums! Unfortunately I don't think there is a way in-game to do it. I've seen mods create a new tab in the chat window, but I don't think I've seen a way for the players to do it manually.
  9. Eh... a certain blackguard I play with likes to misplace my things into her inventory... >_>
  10. so you can say, "YOU HAVE MY ARROW YOU THIEF!" and then shoot him?
  11. I think it's supposed to show that the wood of the torch is burning up. This is to be expected. I think the reason they burn up is to push you towards other light sources, like oil lamps and lanterns.
  12. Yes and it should require a heat source, ideally a campfire to dry it. However that might be restrictive to some so letting a campfire speed up the process is fine with me.
  13. Don't give Tyron ideas... I hear you and I understand where you're coming from on your arguments, I just disagree with them. I think it's fine because I don't see the helve as JUST the solution for the missing voxels, but that it's an added benefit that gives the helve MORE value than just being the tool that hammers out blooms into ingots and ingots into plates... especially when you start mass producing and start running into more instances where a bloom was imperfect, which you said yourself was rare IRL. I think I've encountered a grand total of 3 each time I play the game... and my friends and I process a LOT of iron.
  14. Pie over porridge. With porridge, you get...6 meals tops if you carry your cook pot with you. 4 if you use a crock. Unfortunately for long hauls this means you either have to refill said pot/crock while on the go, or you have inventory slots that are being taken up by said pots/crocks. Granted your elk can help with that (saddlebags and pot/crock storage slots) but your elk can also carry a stack of pies.
  15. I really enjoy using pine and oak. They both have a good color that's familiar and make me feel like my home smells incredible when I walk inside.
  16. Okay I think I need to clarify something, because I don't think my other comments have said what you're insinuating they did... I'm not arguing that RNG is what justifies the helve's existence. I'm arguing that the RNG of the bloom defects fits cleanly into the overall progression and that the helve benefits from that in mechanic in a natural way because of how the helve is intentionally coded to operate (spawning missing voxels in favor of simply moving them around). Mostly correct....and nowhere did I actually claim that RNG justifies the helve. Where your argument is breaking down is what I actually said was that the defects give the helve an additional purpose...a niche, if you will, and in the same way that the various frictions in early game give their later upgrades a niche. And to be perfectly clear, the helve cannot be automated. The player still has to babysit it unlike the quern which is fire and forget for a stack of input. The helve still requires the player to swap in fresh blooms or ingots (for ingots and plates respectively) to keep the workflow going. Its strengths is in freeing your hands while it works, not replacing the player completely. This is why the helve can only do the ingots and plates. You are correct that it saves durability, a comment I made previously in this thread. The defects of the blooms don't validate the helve. They just simply interact with the way the helve operates and is intentionally coded and feels consistent with how other early/late progression transitions work. That's true for THOSE systems, yes... but it doesn't mean the game completely avoids random and/or unrecoverable losses. Take resin for example. not every pine tree generates resin if you cut down a resin-bearing tree, the source is lost forever newly grown trees do not spawn fresh resin nodes resin nodes cannot be created by the player So resin is now both random AND permanently exhaustible but it's still considered normal friction in the tech loop. Compared to a resin node disappearing forever (a huge loss if you don't live around a bunch of naturally spawning pine trees), a bloom missing a voxel and needing to be tossed on the helve is extremely tame. Granted if you live in a pine forest, then resin is probably not an issue for you, but due to the RNG nature of the game, it is for some players. My first play through that I remember gathering resin for was in a Larch forest. I had to travel nearly 2000 blocks to find resin because it was all either maple or birch trees with very few oaks and pines nearby. And back to the quern... it does randomly fail when the wind speed drops too low to power it. That's a random environmental event halting all progression on wind-powered tools in exactly the way you're saying that it doesn't do. Yet it's still considered a healthy part of the tech curve for the quern, pulverizer, and helve to be strictly reliant on the wind patterns in the game? This further supports my claim that the game already uses minor RNG and temporary setbacks to pace progression... not punish the player, just slow them down. And just to reiterate my points from before, I'm not claiming that the helve exists because bloom defects exist. My point was simply that the defects add value to the helve in the same way that other early-game frictions give value to every other mid-game conveniences. Removing the bloom defect would detract from that value because it would flatten iron progression into the same predictable, zero-tension loop of heat, bang, repeat. I don't think the game benefits from such processes becoming boring like that. I don't know how I can make it more clear....
  17. So.... we installed SlowTox... Currently the blackguard is out in the front yard asking if the drifters are real while blindly swinging her sword. She came in, steadied herself against the wall and slowly looked around the room. I asked... how much did you drink? "uh... a liter... and two more mugs full?"
  18. exactly why we need it.
  19. I've said it twice and I'll say it again... the dev team is notoriously bad at keeping the handbook up to date. It's on the todo list, but it's very far down because most things are either well-known or announced in Tyron's news posts. But yes, it does need to be explained that the helve hammer can even assist with producing ingots from blooms that might otherwise be impossible to recover.
  20. Really, it's no mystery that I think the "bug" should stay, but I actually think the game is better keeping the bloom defects exactly as they currently, even if they started life out as a bug (new sub plot for A Bug's Life?). A lot of the concerns you raise don't contradict what the mechanic of imperfect blooms is accomplishing in the pacing of the overall game. But that's precisely the point! Sure the randomness shows up late in the process, but that's also exactly why it works! Most of the smithing and bloom processing in this game is extremely deterministic once you learn the steps. Heat ingot, select template, pound metal, get product. Tedious... Having one small moment of uncertainty ("Am I gonna have this bloom fail??") preserves the tension of a system that otherwise becomes braindead and fully rote memorization of the process. If the result were guaranteed every time, the entire bloom-to-ingot loop would lose one of the only points that still feels dynamic within the whole smithing process. But the resource loss IS trivial. The iron ore deposits underground are often huge, with each ore guaranteed to produce at least 3 nuggets (worth 5 units each). But it doesn't meaningfully slow progression, it just paces it. The game already has small friction points such as resin scarcity for mechanical setups, crop cycles and rotation, charcoal pit production variances. Defective blooms fall into the same category of momentary setback, not a punishment. Removing it would shave away one more piece of pacing that the game has to prevent players from just blasting their way through the iron age without a care in the world. This is where your argument really starts to get under my skin. Vintage Story borrows realism where it's fun, not where it becomes administratively heavy. I suppose if you're saying that realism should have an effect on the end product, then we should have variable ingot sizes, variable impurities and metal qualities, variable carbon levels, different bloom grades, and tools that require more or less metal to craft depending on quality and the size of the wielder. For that matter, we might as well add a height slider to the character creation process so that the player characters aren't all the same size, too! The game abstracts all of that because excessive granularity creates more complexity than it does benefits. Having a bloom missing a voxel doesn't do that. It doesn't create complexity, rather it encourages the player to make use of the helve hammer to extract a usable ingot from an otherwise failed part of an historically imperfect process as you yourself pointed out. Holding the bloom mechanic to a realism standard that the rest of the game and the metallurgic processes don't follow creates an inconsistency in the game. Removing the mechanic altogether deadens the impact of the thematic journey of loss and recovery that the game promotes throughout it's story and lore. But this is how progression works in the rest of the game. Querns are slow to operate; windmills solve it Panning for copper nuggets is slow; making tools solves it Pit kilns are slow; beehive kilns solve it Early-game friction (the loss of a bloom) gives way to late-game convenience (I can just repair it on the helve) and is a core part of the dynamics within the Vintage Story ecosystem of mechanics. It doesn't trivialize the mechanic, it integrates it naturally into the tech curve. If the helve could no longer repair defective blooms, then it's only use would be to hammer out plates from ingots... which if you know what you're doing, can actually be slower than doing it by hand. The helve would just be a useless bit of tech at that point. No use at all to the skilled player. Not every game mechanic needs to scale upwards. Some exist specifically to give weight to later-game progression (panning -> mining as an example). Removing the bloom defects would not add meaningful mastery to iron. It would just make iron progression just as flat and predictable as copper or bronze. And also this mechanic has existed for over 5 years at this point without significantly harming player enjoyment or balance. No one is throwing a raging fit and uninstalling their game because one bloom was defective. In my mind, that's strong evidence that the defect is not only survivable, but important for the health of the game overall. If we change it now, we're not just "removing a bug", but completely restructuring one of the pacing anchors of early iron tech... and for what benefit?? Sometimes bugs become features and the game benefits from it as a whole.
  21. They put them in the discord, right?
  22. Players have been asking for this for a while. At least I have. Glad to see something done about it, but I was hoping for a specific "pass through" bearing type block tho.
  23. It's not that the chance to fail is where the fun is, but it's knowing it's probably going to work right away and if it doesn't you have a fallback, that it's not a complete loss. If you find no joy in RNG, then you might as well just play the game on the exact seed every single time so you don't have to run the risk of getting a world with a bad start. Also you should turn off temporal rifts because you might get interrupted by a drifter or two while you're doing some task. In fact, while you're at it, find a way to turn off *all* RNG in the game and make it 100% deterministic because you might get shafted in some infinitesimal way....and we can't have that. Or just accept that this bug turned into a feature after going "unfixed" for 5 years.... yeah that sounds way easier.
  24. Keep reading in the thread. What I actually said was that they left it in and Thorfinn pointed out that they even added more code to reinforce it so I said that what maybe started out as a bug turned out to be an undocumented feature. And then I implied that it was a happy accident that the behavior just happened to mimic real life so that's why I'm in favor of it staying. I'm not sure if that was clear so I'm just pointing it out. I'm not. I'm set on it being fun. Then it can be realistic or "uncompromising", whatever that means. Currently it's fun and mimics IRL so I don't see any reason to change it.
  25. or just install the mod that does that...:P
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