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Everything posted by Teh Pizza Lady
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I would love to see a space age mod or someting
Teh Pizza Lady replied to LiLbaconboss's topic in Discussion
1. Wrong. It does because not enough time passes to move it past the Medieval Ages. In the other block game, time is meaningless. In VS, time is very much defined with seasons. If the medieval stonemasons and forge workers couldn't send a rocket to outerspace, then neither can the Seraph. 2. Also wrong. The player starts with stone tools, but it's clear early on that they already have knowledge of Medieval metalworking techniques. 3. Wrong again, no surprise there. You say any game. Okay... Call of Duty: WWII. Explain why the game must go beyond the retelling of the events of WWII, because, according to you, just because the developers made it encompass that section of world history doesn't necessarily mean that's where it must stop. At this point I won't accept any sort of deflection as an answer. You really don't know what you're talking about and I just demonstrated it with three distinct counterpoints. -
And to that, I ask, what does it even matter? If people truly enjoy playing with the mod and it works and it's fun and doesn't have any major bugs, what does it matter that it was vibe-coded? If your mechanic uses basic wrenches and fixes your car in a day and it falls apart in a week and my mechanic uses power tools and fixes my car in a day and it lasts for years, which mechanics are you going to want to use? The one that did it by hand or the one that used a power tool? If both mechanics used power tools, but your car falls apart and mine doesn't, then clearly it's not the fault of the tool. How is AI any different? (Without citing alleged theft of code because you and I both know that every dev here has shamelessly copied from Stack Overflow at some point in their lives.)
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I would love to see a space age mod or someting
Teh Pizza Lady replied to LiLbaconboss's topic in Discussion
Steam technology is the furthest technological advancement that the devs have indicated is on their roadmap, which is probably the first major roadblock to getting a rocket. Steam powers a LOT of things even today. However we can take clues from what exists in the game to figure out where it is currently. The game is currently locked somewhere around the threshold between Antiquity and the early medieval period -- pre-gunpowder, pre-industrial, essentially capped right before the kind of technological leap that would take it from "blacksmith and forge" to "steam-driven machinery." The roadmap's steam tech would represent a jump of well over a thousand years past where the tech tree currently ends, which tracks with why it's framed as a major future content arc rather than an incremental update. And yes I know blasting powder exists, but it's only used for ore bombs which is an early form of dynamite and doesn't automatically propel the game to the gunpowder era (13-14th century) because gunpowder existed in China as early at the 9th century and was used for mining, incendiaries and fireworks. In fact if you look closely at where each technology in the game exists, you can clearly see the pattern emerge: Power source -- Manual labor and wind power. No combustion or steam engines (yet). Steam power is the bottleneck for the industrial age which is the gatekeeper for anything related to space travel. Metallurgy ceiling -- hard locked to the bloomery and cementation furnace. No industrial blast furnaces yet or even on the roadmap. Lack of industrial processes for steel presents a troublesome roadblock for achieving space travel as well as the inability to make the steel alloys needed for space travel. Armor/combat -- Steel plate armor is the pinnacle (pre 1.23) and weaponry is capped at falx blades, spears, and bows and arrows Notably lacking is any sort of process or technology that could propel the game beyond the medieval period and into the industrial revolution needed to create a space rocket. Also lacking, as mentioned before, are the metal alloys needed to actually build rockets, namely: Alloy/tool steels combining manganese, chromium, and even tungsten to the simple carbon steel we have now; Aluminum, which was not even known to exist and only later found to exist in bauxite (surprise!); nickel-based alloys (specifically Inconel), which would be 100% required to even build the rockets and rocket engines needed for space travel, not to mention all of their refining processes; Titanium, which was almost impossible to refine properly until the 20th century; and all of the rare-earth metals needed to build the guidance and computing systems of the rocket itself, assuming you weren't just planning to strap yourself to a sustained explosion and not only survive, but make it back to earth in one piece. And that doesn't even take into account: Extrusion -- needed to create metal wires Electric generation and storage Discrete electronics such as resistors, capacitors, transistor/vacuum tubes Instrumentation such as dials or digital readouts And even then, after all that is complete, you still have to find a way to fuel it all because rocket fuel wasn't made from coal or charcoal dust, so we're going to need to add petroleum to the game as well as all of ITS refining processes... I mean if you really want a mod that does *ALL* of this, then I mean... good luck. It's not a project I'd want to tackle, that's for sure. -
I can't think of a single successful game where food gave random buffs that was unique to each player. Doesn't really seem like a good idea and is probably better relegated to a mod instead of the base game. If it were implemented into the base game I'd probably install a mod to remove it in all honesty.
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On the flip side this would be great in single player as a mod, or great in multiplayer as a mod, if someone wanted an additional challenge or just keep the local blackguards out of their coveted meat pies. Wouldn't that be a fun turn of events and the blackguard was forced to be a vegetarian. XD I think they would quit. I know I would.
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Or maybe it is, but they're trying to throw you off the scent!
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Well you ahve to keep in mind that the story locations only exist because of the story and we only have 2 out of 8 planned chapters. Why is this important? Because the village didn't even exist until chapter 2 was implemented and it put in 3 story locations by itself. I expect more locations of even grander scale and if that's the case, you won't want to be stumbling across them while trying to eek out a meager survival in this game. I think 8000 blocks of distance to travel isn't far enough, especially since they give you a half-price discount on an elk to get there just for beating the chapter 1 boss.
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I think the biggest disconnect for you is that the block interaction tooltips are seemingly not turned on for you. CTRL + B -- toggles the block info overlay, the little box that shows the name and details of whatever block you're looking at. CTRL + N -- toggles the block interaction help, which shows you right on screen what you can do with the block you're aiming at, including which tool it needs. Both are in Settings under the Interface tab. Try this until you can look at something and see what I see in my screenshot here: ----- Je pense que le plus gros souci pour toi, c'est que les infobulles d'interaction des blocs sont apparemment pas activées chez toi. CTRL + B -- active l'affichage des infos de bloc, la petite fenêtre qui montre le nom et les détails du bloc que tu regardes. CTRL + N -- active l'aide d'interaction, qui t'affiche directement à l'écran ce que tu peux faire avec le bloc que tu vises, y compris l'outil qu'il faut. Les deux options sont dans les paramètres, onglet "Interface". Essaie ça jusqu'à ce que tu puisses regarder un truc et voir la même chose que moi sur ma capture d'écran ici :
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It's okay if you waste some resources. Meat is the primary resource you want to gather early game. The skins are secondary. Clay should be easy to find on your first day anyway. I found a deposit while looking for flint and sticks. Preserved skins can be turned into makeshift clothing and the Hunter's backpack before you get into leatherworking. This backpack has an additional inventory slot. The handbook has all the information you need. If it says a material is required and that material requires a tool to gather, it will let you know. I am not sure what handbook entries you are having trouble with. Feel free to let me know. ----- C'est pas grave si tu gaspilles quelques ressources. La viande, c'est la ressource principale à ramasser en début de partie. Les peaux, c'est secondaire. L'argile devrait être facile à trouver dès le premier jour de toute façon -- j'en ai trouvé un gisement en cherchant du silex et des bâtons. Les peaux conservées peuvent être transformées en vêtements de fortune et en sac du chasseur avant même de te lancer dans le travail du cuir. Ce sac a un emplacement d'inventaire en plus. Le manuel contient tout ce dont t'as besoin. Si un matériau est requis et qu'il faut un outil pour le récolter, il te le signale. Je sais pas trop sur quelles entrées du manuel tu bloques. Dis-moi sans hésiter.
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Steel bits aren't even obtainable in the base game, so why would the devs implement a fix for something that wasn't even broken in the first place?
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you can take clippings from berry bushes and replant them in 1.22 version. Are you perchance playing on the default settings or did you somehow set the game to Wilderness Survival setting? There's no way you should be starving to death in the first day. See screenshot below. On Standard difficulty, I didn't have issue finding resources to survive the night. I did this all on the first day, found some berries, made some spears, got chased by a bear killed a goat and harvested it. All on standard difficulty. I also found several other goodies like copper, spelt, flax, and cave full of bowtorn that I'll have to investigate later because they were all shooting at me and I had to run. I sprinted everywhere I went to maximize how much hunger I was burning and still I wasn't even close to dying of starvation.
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That happened to me. I spent far too much time in game looking for the entrance without using the treasure hunter map and just my luck, it was underground in a valley between two peaks. I never would have found it, even WITH the map!
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As @dakko said, Building a base first will be lethal because you do not have enough time to both gather food to keep you alive through the first few nights and gather the resources needed to start constructing a farmhouse. I have spent more nights in a hole in the ground in total darkness than I care to count. My current home is actually still just a hole in the ground and I am slowly building a proper base as time allows. What dakko and I are trying to help you understand is that time is your single most valuable resource and you will sometimes have to spend it doing more than one thing at once to survive. So yes, while you're wandering about looking for resources, also be looking for a place where you can setup a base. Just don't get too attached to the first place you find because you may end up having to move. I would generally try to stay within 500 blocks of spawn, try to leave near water (for farming and reeds) and do not dig up the cattail roots. I know you can cook and eat them, but if you do then, you won't have any more cattails... and you will find out that you will need the reeds for a LOT of things, especially for making horsetail poultices, which are valuable because they allow you to quickly heal which will prevent you from starving to death while recovering from an injury. Also you can heal hunger damage with a poultice, but don't tell Tyron because it's probably cheating but when it comes to survival, I don't care. haha
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Try to keep them all full. You won't have access to dairy until you can breed animals, so don't worry about it and just try to keep protein, grain, vegetables, and fruit as full as possible. Make sure to put food in a cookpot so you get more nutrition out of it and don't just eat the raw ingredients. As far as I know you cannot eat raw meat anyway, but cooking it over a campfire is simply not enough. You need to put it in a cookpot with other ingredients (such as vegetables or fruit) to get the most out of it. Finally, protein and grain cannot both be in the same cookpot. If you need to combine protein and grain into a single meal, you have to unlock baking by constructing an oven out of fireclay and making a redmeat pie on a table (which requires a saw to cut logs into boards). However, you can combine fruit and vegetables all you want in a cookpot if you make a stew or porridge out of it with meat or grains, respectively. Finally, bushmeat cannot be used in a cookpot or in a pie. It is very low in nutrients compared to other sources of meat. And considering that bushmeat mostly comes from predators (like wolves and bears) or scavengers (like foxes and raccoons), I do not recommend it unless you are absolutely STARVING and have literally NO other source of food. Good luck and happy cooking!
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You spawned 25+ times looking for better biomes which tells me something important about how you approached the game: You were avoiding the struggle instead of figuring out how to play in spite of it. Granted, some challenges are best left alone until you get experience, but some are still worth pursuing despite the obvious impact to immediate survival. Here's a possible scenario of what could happen when this approach is taken versus what the typical player will try to do: Spawn in a mountain or swampy area, explore for 10 to 15 minutes and not really find much of anything and decide the spawn is bad. Reroll, and repeat again. And again. What really should have happened was this: Walk roughly 500 blocks in each distance Map out the water sources Map out wild grain clusters Map out berry bushes and mushrooms Make a note of where pigs or deer could be seen as well as dangers like wolves and/or bears. Mark down other resources like clay and surface deposits of copper and/or tin as well as other types of ore (like Galena for lead) Mark down any trader camps you run across These will help you get a good understanding of what resources a biome has to offer in terms of food. Why does this matter? Because berry bushes and mushrooms (not the kind that kill you) are what I would describe as "laughably common" in the Vintage Story world generation. Not "maybe if I look in the right biome" common. Grain spawns pretty much everywhere, mushrooms can be found out in the open (puffballs and field mushrooms as well as chanterelle). You didn't fail to find food because the spawn was bad, you failed to find it because you didn't look hard enough. And re-rolling 25+ times isn't going to give you the "magic" spawn that gives you everything up front either. It's only going to frustrate you when doing the same thing 25 times in a row didn't result in a different outcome. Vintage Story early game is all about persistent exploration and mapping out your resources. Optimization comes later. If you want to understand the game, you have to abandon what you know about other voxel games and open your mind to the different things that are possible simply because the game exists, then figure out how to be efficient at it. Learn where things come from, what they look like, how to use them, why they are important. Outside of my home in the game you'll find piles of seemingly useless materials, not because I'm a hoarder, but because the time I spend NOW gathering them, the less time I'll have to spend later when I actually need them. It can feel overwhelming and like your wheels are spinning and that's because they are. You have to learn by doing until you grasp enough understanding to get some traction and move forward. Walking the same forest or plains over and over, looking for new things, is how you find them. Dying to the same animal type (pig, wolf, deer, bear) until you learn how to counter is, is how you learn how to do things in the game. No one can show you a video of in-game combat and expect you to understand how it works. You just have to do it. If you care to try it again, instead of rerolling 25 times, try respawning in the same world 25 times. Explore the area, understand what it has to offer, map out your resources on the in-game map (you can click on the map to set a waypoint) and just explore until you know the terrain like the layout of your own bedroom. One thoroughly explored "bad" spawn will show you more than 25 half-hearted attempts at what could have been really good spawns if you just knew what to look for.
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You caught 5 fish and starved. Your question was "why isn't 5 fish enough?" But the question I have is: "Why did you stop at only 5 fish?" Experienced players aren't solving the food problem more efficiently than you outside of proper food prep in the game (making meals etc). They're solving it by doing significantly more work (which includes the planning ahead to make the cookpots to make meals). And that's the pattern I'm seeing. When an experienced player decides it's time for more food, they don't fish for 20 minutes and call it done. They fish for two to three in-game hours. They systematically explore every water source within walking distance to see which ones have fish. They find berry bushes and mark them on the map to be harvested later. They look for grain patches and dig up every single last plant for those valuable seeds. They gather until their inventory is full or daylight is gone and then they go home and sort it all out and cook what they can. When you found "a dozen of berry that have nothing and maybe 5 time with fruit", that should not have been the end of the berry hunting. That was a few minutes of berry hunting. The experienced player sees those 5 fruit-bearing bushes and thinks, "Okay now I know where some food is NOW, where is the rest?" They keep walking until they find more bushes and mark them down on the map to be checked and harvested later. They find patch after patch until they know where all the berry bushes are within a decent walking distance from their home. You were treating each activity as a discrete task: Go fishing for a little bit: done Do some foraging: done Go hunting: too dangerous Instead the game treats it as an ongoing survival grind where you repeat these activities until they are no longer giving resources or you have enough surplus to last more than a day. For what it's worth, mushrooms are an excellent source of vegetables early on in the game because they tend not to spoil and will tend to regrow after harvesting so those are good to mark on your map if you feel like putting in the effort. Before you craft anything, before you build anything, before you do ANYTHING in the game, you need 3 things: a knife four hand baskets at least three spears Then spend your day looking for a place to call home by searching for water sources (for fishing and harvesting cattails), berry bushes (for renewable food), trees (for wood), and at least medium fertility soil. Explore thoroughly, find every food source near your home and mark it on the map. Do not destroy the bushes or the cattail roots, just figure out where everything is so that you can actually begin to have a stable food supply. And for what it's worth, keep hunting and if necessary... keep dying. The boar or deer may kill you once, but with enough skill at aiming, you can hunt fairly well with even a flint spear. Also keep an eye out for horsetails (typically grow in the forest) because those can be combined with cattails to make a poultice that will heal you over time from the injuries that you will inevitably get from hunting.
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Some small but required mods for Vintage Story:
Teh Pizza Lady replied to TεʞoшiИ's topic in Discussion
I mean just go ahead an call me out *dies to a deer* -
I mean... honestly, you should be able to reform clay bricks back into raw clay if it hasn't been fired yet... I didn't even think this mistake was possible to make.... but here we are.
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Some small but required mods for Vintage Story:
Teh Pizza Lady replied to TεʞoшiИ's topic in Discussion
Real Smoke mod is cool tho. -
Some small but required mods for Vintage Story:
Teh Pizza Lady replied to TεʞoшiИ's topic in Discussion
> Heavy frustrators are the first priority for developers to address. Says who and by what framework? Some of the most beloved games are specifically beloved because death has fangs. Dark Souls -- the whole identity of the franchise is built around death being your instructor. If you die, you did something wrong. Learn from it. Any number of roguelikes -- Hades, Dead Cells, Caves of Qud, Dwarf Fortress on hardcore mode -- Dying means losing a run you've invested HOURS into and that's the point. Minecraft (believe it or not) before the death system was reworked -- death used to mean game over. Now it's been revamped into it's own hardcore permadeath game mode. Rust -- Death means you lose ALL your items. Strip that out and you have a walking simulator with base building. Nobody wants to play that. The holding pattern is that a meaningful and somewhat punishing death gives weight to failures, instead of brushing them off like they're not a big deal. If anything the death mechanics of VS are somewhat lenient compared the games I mentioned since you at least get to keep your clothing and get a handy map marker showing you where you died. > A penalty that significantly exceeds the bounds of the challenge is an excessive penalty. False, with exception. The whole structure of a true survival game (pick any) is that death is supposed to be a setback. Expecting a neutral outcome from the event will only lead to frustration. If you can always return to your corpse and come out roughly even, then death has no weight and neither does the tension that makes exploration worth anything. You never know what might be around that corner, be it a bear, a sawblade locust, or worse. The lore point instead carries the majority of the weight in this thread. Temporal gears are not just flavor text slapped on a mechanical band-aid over a broken respawning system. They actually represent the temporal energy that allows the seraphs to even exist. By shattering a gear and giving that energy a place to focus, you redirect the temporal flow to the place where you want to respawn, for a while. It's not lore being used to justify a bad decision but rather a decision made on the basis of the already established lore. If death in VS is a heavy frustrator, that frustration is doing exactly what it needs to do. It's showing you the cost the game attaches to mistakes and signaling to you that something needs to change in your approach or the same thing will happen again. -
Some small but required mods for Vintage Story:
Teh Pizza Lady replied to TεʞoшiИ's topic in Discussion
I imagine a list of "official" mods supported by the VS dev team would have more utility than a monocle, but that's just me. -
Some small but required mods for Vintage Story:
Teh Pizza Lady replied to TεʞoшiИ's topic in Discussion
came here to say this. You're reading between the lines text that simply isn't there. There is a bit of tongue-in-cheek with emphasizing that VS is an uncompromising game, but it doesn't make the underlying sentiment any less true. Anything that can be seen as a compromise for the sole purpose of making the game easier probably shouldn't be included. I had no idea that keep inventory was a thing in VS, but now that I do, I don't want it. This isn't Minecraft and we should stop treating it as such. -
We have already had major features DELAYED because the devs got sidetracked with other things. I am not at all interested in going through that heartbreak again. I have two criteria for whether a suggestion for the game is a waste of time or not: Is the person making the suggestion coming across as demanding, entitle, pompous, or otherwise carrying an attitude that says they never got their butt whooped into next week for backtalk before? Is the suggestion for such a small set of players that most would have ignored it except the person making the suggestion is now making a fuss when told it's not a good idea? If either question can be answered with a resounding "YES" then, the idea is not something that should be considered at this time for anything other than a mod from a generous author in my opinion, which I am stating as fact.