Jump to content

Teh Pizza Lady

Vintarian
  • Posts

    1068
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Teh Pizza Lady

  1. Did you know that there's a story location that has a BUNCH of books in it? I filled two bookshelves with the books I was able to pick up there.
  2. TIME TO MAKE ALL THE STUFF AND BUILD ALL THE THINGS. ANDESITE MINES HERE I COME.
  3. Time to fill the crocks and only hunt for leather and bones I guess.
  4. I'm actually not even sure how you would set fire to anything other than a firepit.
  5. I gave this a quick glance and the first thought that popped into my head is another comment I made on another suggestion post. Vintage story doesn't discourage exploration and adventure. It rewards forethought and investments. So I ask you: How does this suggestion play into that pre-established schema? How does adding more to the farming gameplay loop avoid discouraging exploration and adventure? How would it reward forethought and investment into your proposed changes? I'm just not seeing anything here other than a collection of needless activities added to a mostly passive method of food gathering--activities that consume the time that could be used doing other things like smithing, claymaking, cooking/baking, or exploring the world for resources or story locations. Also: your ideas have partially been made into a mod. Have you downloaded that mod and tried it out yet? If not, I would encourage you to do so and see if you need to make any edits to your post. I agree on the sole premise that mod popularity is reflected in the download count. The mod I mentioned that does half of the things here does not have very many downloads compared to other farming mods. That should tell you something about what players want/like. To OP: How can you improve upon the concepts that the mod has already implemented to make it more fun/popular/something players will readily download?
  6. Annnnnnd my friend broke the stack of Mortar in half and placed half of it in a chest somewhere... time to make more I guess.
  7. I used to play the other block game and this was one of my first frustrations first coming to Vintage Story... that sleeping in a bed didn't set my spawn point. Setting it with a temporal gear gives you 20 respawns until it defaults to the world spawn. This didn't seem fair. But my friend explained to me that it requires a temporal gear to reset it. That's when it clicked for me that the game doesn't discourage exploration. It rewards forethought and investments. In this case, it's the forethought to take a gear with you on your travels and use it where you think you might run into trouble. And then you get 20 free respawns there before it resets to world spawn. I think that's pretty neat.
  8. out of curiosity, can you specify how you are setting up the multiplayer instance? Are you running a dedicated server or are you opening to LAN and letting your friend connect to your local game? Also does your modem have routing capabilities that can be controlled by your ISP? Try connecting to a mobile hotspot (most phones can do this) and see if that resolves the issue!
  9. reinstalling it fixed the issues. That's all I could find for solutions even on the github. thanks everyone!
  10. I'm not sure what's going on but my game music hasn't played for a very long time. I'm on 1.20.7 for reasons of my mods haven't updated. I play on a server with a friend and they can hear the music just fine, but I cannot. I can hear other game audio, but not the music. Here's my audio settings: Not sure what the issue is but twice now she's mentioned "Oooh you can hear this track playing now!" and I'm like, "yeah...I haven't heard music in this game in months..."
  11. I mean... your setup looks the same as mine. I'm running Ubuntu server. Not sure what could be different, except maybe the .NET setup for Debian might be missing a figure that .NET for Ubuntu has. The only difference off the top of my head is that I run sudo su vintagestory before starting the server.sh script
  12. @Rudometkin Did you read my PSA?
  13. So I dug into the code... Here's what I found. Every time the map is moved or zoomed, it calls a fairly simple Render method on the entire map and does zero caching of the rendered map textures. I can understand employing this method when drawing the map around the player, but for chunks outside the render distance, it really should cache those map tiles so they load faster.
  14. I think that with weather in real life, you'd have to study the patterns. For example. When rift activity spikes and then calms down, I start to wonder if a storm is on the way... /nexttempstorm reveals that it's about a day away...
  15. 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.
  16. Didn't Tyron patch sailboats after this guy made an incredibly long thread about how they don't work???
  17. 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.
  18. oooooooh okay this is better than my original idea. I like it.
  19. 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.
  20. 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.
  21. 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.
  22. It's on the roadmap, so it will be coming in a future update... eventually... soon
  23. 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.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.