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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. Yes the healing mechanic certainly does shake things up a bit. Have you tried soaked bandages to see if you can get more healing before you are moved vertically... dunno. I feel like the bosses in this game are supposed to be hard and take a long time to complete. For example, the chapter 2 boss very nearly killed me twice and it did kill my blackguard friend in one hit. Probably for future bosses, they will fine-tune things, but I guarantee you that the heal over time getting cancelled by vertical movement was implemented with the RA boss in mind. I would even wager on it being the reason they added the cancel to the heal over time because before that change, it was kind of an easy fight.
  2. Very sneaky chapter 2 update there... now I'm all curious what you did.
  3. I've been dabbling in modding... maybe I'll make a mod out of this idea.
  4. I'm just now remembering that my spawn point is at a trader wagon just outside of the big nasty location in Chapter 2. We have a long ride home and there's a temporal storm coming some time in the near future. I can't wait to get part of the way home only to have to turn around and camp in the village.
  5. Idk, it just didn't really seem like it added any value to the post at all. That's all.
  6. haha yesss run away! I do the same thing now and I wear steel armor. It's just engrained that bear = bad juju. Also in case you haven't figured it out by now, exploring those deep dark places is the sort of thing you don't want to do early game... there are.... things ...down there. Vile, abhorrent things that really do go bump in the night.
  7. Which... they used... and calling it out kind of detracts from the overall post. I'm just confused on what issue you have. The other block game has had this feature since 900BC. I think it should be integral to any block game. Also have you tried the Verticality mod? It allows you to crawl through small spaces or climb cliff faces up to 2 blocks tall (3 if you jump). It doesn't solve your problem at ALL, but it's a very fun mod to use (and potentially game breaking in a certain area). Having it be optional would better fit with the culture of Vintage Story. Perhaps a small telescope item that you can make early copper age? Make copper sheet. Use copper sheet with soldering iron in crafting grid to make copper tube craft copper tube with two pieces of glass and a chisel to make telescope Craft telescope with additional tubes to increase zoom ratio Idk, just spitballing here, but a lot of these QoL mods are an instant "no" from some players who might not like it being added as a default option in the base game.
  8. I was torn between giving you a "haha" or a "wolf bait". I chose "haha" because I didn't want to send the wrong idea. Enjoy the game!
  9. IF you see a threat, you mean? those bears like to be sneaky.
  10. These are certainly some good tips for new players who are just wanting to get into the game and enjoy it for what it is, especially all the new mechanics to learn and figure out. There's only so much you can learn by reading the handbook, for example setting up a working windmill and all the parts that go with it, or learning how to smith weapons using a hammer and an anvil. I can see how especially green players could take issue with the lack of certain things in the game and the presence of others while ALSO having to deal with wolves and bears. Even now with steel armor in my game I still run when I see a bear, so I feel the pain, but I no longer feel like I need to tone anything down, so definitely learn to enjoy the game, but don't stagnate... some of the enjoyment comes from the challenges you'll face later.
  11. I meant more along the lines of "Hey kiddo, not everything you see in a video game is real. If you want to try this, let me know first so I can make sure you don't do something stupid and get hurt", but what you suggested works, too.
  12. I was just able to capture this from my server... this just happens when it goes to save.
  13. It's more fun to watch you pontificate and ... idk where I was going with this. I didn't know that either.
  14. If you watch primitive technology on YouTube, the guy shows that you do NOT need to fire your clay every time, just when making things that NEED the structural rigidity and impermeability to water of fired clay like bricks and roofing tiles that would fall apart in the first rain. Much of the stuff he makes is dried clay which works fine for his purposes. I don't see a reason that this couldn't work in VS as well, especially the clay pots to carry water.
  15. it was never about the bread. #mysterious It's about locking Iron behind decent copper/bronze progression. Otherwise you could just cast a bronze pickaxe and dig up iron without having spent much time in the copper age. Without requiring at least ONE anvil, the player can take a very obvious shortcut here and start stockpiling iron blooms before even casting a bronze anvil. Once the anvil is made, it's nothing to setup a helve hammer and start working away at those blooms super early in the game. I think the chisel requirement was to stop that shortcut. making a smol edit to say, that perhaps the oven shouldn't require fireclay to make or there should instead be a primitive oven that falls apart with use like the cementation furnace does when making steel. A more permanent oven can be made out of fireclay after if the desire to make bread is that fierce. I think this would improve the game the most: having two ovens like this. idk I'm just thinking out loud at this point blink blorp listen to my thought stream
  16. For what it's worth, foods like pies and bread aren't going to really be available until your first crops come in anyway, and by that time, you should ideally have enough copper to make an anvil, if you have been a good boy/girl and marked all those copper nuggets you found on the surface to come back later and dig up the ore veins underneath...
  17. Yes, and I agree. EDIT: being able to use lost-wax casting would also give another use to beeswax. I like this idea as well. Single-use molds for OP items like chandeliers definitely incentivizes the player to be careful with how they're using their clay and and also prevents a build up of items (like molds) that might not be used again. Though for reusing old molds, I like the mod that allows you to turn them into flowerpots.
  18. yeah that happened to me on the last server I played on... settled on a nice hill. Part of the hill ended up being temporally unstable... but just a very small part of it. It was kind of funny to see the wheel going back and forth while performing daily tasks.
  19. I like the idea of preheating the molds, especially since it's a task you can do while the metal is melting in the crucible. I disagree based on his wording that heating the mold above 200c would evaporate any moisture it may have gained while sitting. It's a relatively quick process that only takes a few minutes IRL to just add some heat to drive out moisture right quick before pouring. Given that his proposed change would only give, at max, a 10% chance of an explosion at full humidity I feel like this is a good trade-off for not heating your molds right quick before casting metal. This also tracks with how the developers added the breaking mechanic if you attempt to cool your molds down too quickly by sprinkling water on them. In fact, I have always felt that mechanic didn't go far enough when pouring molten metal into cold molds, but I assumed they were testing a proof of concept and didn't want to push it that far just yet. I mean, honestly, I tire of the "kids will re-enact what they see in video games" argument. Parents should just parent better. Or sign their kids up for metalworking classes when they get older. Overall I like the idea, but I think it might need a few tweaks, but I could see it being a solid addition to the game if implemented correctly.
  20. Flax can be had from farming. Rusty gears can be had by selling crafted goods to traders. Everything else can be had by exploring, digging, crafting etc... the game literally hands you a world chock full of resources. Drifters and the like weren't ever really intended to be a viable source of those things. When I first started the game, I was much like your friends, scared to leave the house, scared to go out and explore, scared I might get eaten by a bear or a wolf. If rift activity was anything other than calm, I got nervous. Now, when I see that Apocalyptic rift activity, I turn on the disco lights and welcome my new friends to a dance party (with more stabbing than usual). It's just something that takes time to acclimate to. What I had to help me was a friend who wasn't an enabler. She didn't cater to me. She didn't make the game easier. She just showed me how to play it as it is. And I'm better for it.
  21. I think the idea is that the Temporal Storms are supposed to be a sort of confluence between worlds. In space-time fluctuations, it's not guaranteed that where you are in your world doesn't coincide with where something or someone else is in a different world. Maybe. This is just speculation based off what I currently know after playing through Chapter 2 in the story.
  22. late to the party, but that would be an amazing update for Clockmakers since we currently don't have much outside of the tuning spear and tamed locusts.
  23. hmm I can't find a way to do that. I know you can create copper rods on the anvil and that's what you could (and should) be able to solder together.
  24. Really... joining anything that's made of copper should require a fair bit of solder. Anything less feels like a compromise.
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