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Teh Pizza Lady last won the day on December 12 2025
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That's really the most interesting way I've seen someone say, "This is better suited as a mod". This "no tools" challenge... is that NO tools at all, or just no crafting of tools (like you can still loot the cracked tool vessels)? If it's no tools AT ALL then this this doesn’t meaningfully improve the experience it’s targeting, and it risks undermining progression elsewhere. It will also only appeal to a minimal handful of players and will either go ignored or unused by the rest of the players. Either way without tools, you can't harvest dead animals so you don't really need a firepit except to cook porridge and fish. You won't be chopping wood so no pies or other baked goods. You will be stuck in the pre-stone age with no weapons, no armor, and no way to really defend yourself or survive except for praying that you can find food and the next wolf/bear won't send you back to spawn... And even then the only fuel you'll be able to use is either more sticks or peat which are readily available but hard to obtain in barren areas. I don't see any value in this suggestion.
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Should a melee spear really do less damage than a thrown spear?
Teh Pizza Lady replied to DeanF's topic in Suggestions
Javelins aren't a thing in the game. There’s no reason to invent a separate “weaker thrown spear” tier just to justify a balance point. You're solving a problem that doesn’t exist. But in short, yes, spears should do more damage when thrown. They have higher kinetic energy than thrusting with a spear. Physics says that faster objects hit harder than slower objects. If you don't believe me, pay better attention in class. -
The Blackguards favor shortswords because they were typically deployed as enforcers using a sword-and-shield style. A longsword, as you pointed out, is generally a two-handed weapon, so it doesn’t really fit as their preferred choice once you consider how they operate in the game’s lore. You were also right to pick up on the pseudo-European tone. In that kind of setting, anything described as "black" was often viewed through a superstitious lens, associated with something less noble or upright. That contrast becomes clearer when you put them alongside knights. Knights are often depicted with longswords, weapons that demand space, control, and a certain deliberate presence in combat. They are less about crowd control and enforcement and more about formal battle, duels, or standing as visible symbols of authority. The longsword, in that sense, complements the image: it is measured, disciplined, and, in the cultural imagination, tied to honor. Blackguards sit on the other end of that spectrum. Their shortswords suit close quarters, cramped indoor spaces (perhaps those of survivor hideouts?), quick engagements, and the reality of keeping order rather than embodying it. Where a knight’s weapon reinforces the idea of nobility and righteousness, the Blackguard’s gear reflects function over ceremony. The difference isn’t just mechanical, it reinforces how each group is perceived. Knights are meant to be seen and admired, even idealized. Blackguards are meant to be effective, and if they’re feared or mistrusted in the process, that almost seems to be part of their role. Shortswords also require less material and less work to make than longswords. Given the circumstances that birthed the need for the Blackguards, it's quickly understood why that was their weapon -- not by choice, but necessity. I'm sure there were some who believed them to be noble and upright denizens of the dying land as indicated by some conversation you can have with a certain NPC in the game after you've advanced the story to a certain point, but that view was not held by the majority who feared and even sometimes hated the Blackguards.
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in order: dunno, dunno, and... ... never!
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I can agree with most of these, but you still need a knife to get the dry grass to use as tinder so you still need knapping to make a fire. Go make an axe and chop wood.
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I voted for the new logo but only because I like the clarified shading and because I think it's important for a game's logo to be consistent with the art style of the game itself. You wouldn't expect a game like CyberPunk to have a watercolor logo or something like Apex Legends to have balloon art. Usually the game's logo is taking from something visually striking from the game itself that is easily recognizable and people can point to it and say "Yes, that's Vintage Story." What the old logo does right: Simplicity in design. The original logo understands restraint. The tree, the floating island, the clock. That’s the identity. It doesn’t try to over-explain itself, and it doesn’t need to. The larger shapes do the heavy lifting, while the finer details are implied rather than forced. It leaves mystery and allows the player to discover that there is more than what is apparent from the surface. Separation of the text from the logo. The tree is the logo. The text is the brand. They are treated as separate elements, which gives both room to breathe. Nothing is fighting for attention, and the viewer can process the image cleanly. Thematic consistency. Everything points back to the tree. The greens and browns are cohesive, and the gears are understated. They exist just enough to create curiosity without pulling focus. The logo knows what it’s about and doesn’t drift from it. Even the colors of the text match the colors of the logo, giving them a visually jarring look that draws attention to them in just the right way that leaves the viewer slightly unsettled. Not so much that they look away, but just enough that they look at it and think "Something isn't quite right here", which lends more to the game than you might realize. What the new logo does right: Deeper contrast. The new design introduces stronger light and shadow. The added contrast in the canopy and the darker underside of the island give the image actual depth instead of letting it sit flat. It reads faster and more clearly because of it and draws the eye to the image as a whole. More defined shading. Lighting feels intentional instead of evenly spread. The tree is broken into readable forms, highlights and shadowed masses, which gives it structure and makes the whole piece feel more grounded in realism which is a whole thematic element of the game itself. A stronger, fuller tree. This is where the new design carries the most weight. The added branches and the expanded canopy give the tree presence. It feels older, healthier, and more established. The silhouette is bigger, clearer, and more recognizable. The tree is the anchor of the whole design. Improved silhouette clarity. The overall shape of the tree and island reads much more cleanly. You can recognize it at a glance without needing to rely on internal detail, which is exactly what a strong logo should do. You could lose half the details of the logo with the clockwork, steampunk machinery and condense it down to just what is in the first image without losing ANY details in what the image represents. Better depth in the base. The underside of the island and the gears have more separation and shadow, which helps sell the idea that this is a layered object rather than a flat cutout. The visual depth is more pleasing to the eye. What could work better: Not a complete redesign, but a visual clarification of original logo. Same identity, same tone, same intent. What a proper logo needs to do is: Keep the visual clarity of the old logo Add the depth and contrast of the new logo Keep the updated tree so it actually carries visual weight Keep the simplicity so it feels intentional instead of overloaded As it stands, the new logo appears, visually, more playful than grounded, which makes it feel closer to something aimed at a younger audience. That’s a noticeable shift from the creator’s description of Vintage Story as being like The Other Block Game, "but for adults."
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this one is quite simple: you have food recipes and non-food recipes. In order for a non-food recipe to be cooked, it must be done so in a dirty cookpot or else it will foul the cookpot and make it unusable. It's just part of how the game determines if you're cooking food or something else. correct, because the intended path to leather is finding limestone or chalk. Borax can be used as a substitute, but the reason it's gated behind bronze is because of how it's used as a flux between the two halves of an iron anvil to forge weld them together. I have opinions about this, too, but I believe the difference between the lime water and quicklime is that the quicklime is used for mortar preparation and the ground limestone is just to differentiate between the two. I do not understand why one is required over the other and honestly I might see if I can create a mod that fixes this if one does not already exist. Not sure if this is the best solution, but I get where you're coming from. The major problem I have with this is what to do with the lead-lined still once you're done... Usually sturdy leather is kind of a one-time end-game process.
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I have also noticed this. The problem I see is that some people want or expect the current behavior in the game so I guess you have to weigh and balance retraining yourself to use the game's current controls and click actions or asking everyone else to retrain themselves to use your desired controls and click actions.
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Step 1: kill deer for antlers Step 2: use antlers to dig for stone Step 3: use stone to craft spears/axes Step 4: use spears to hunt for deer repeat as needed until you realize it's a catch 22 and will never be resolved without a lucky break Without axes, you have no firewood so you are limited to whatever raw ingredients you can find on the ground. Perfect, I guess for the vegan player, but a LOT of stuff is locked by killing your first animal including larger inventory and warm clothing for the winter. no offense to the person you're replying to, but from what I'm reading this idea is better suited for a mod to increase the early game difficulty or for players who want a more traditional vegan survival route. If it were part of the base game, I would probably create a mod to revert it.
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What is the argument as to not add the game to steam?
Teh Pizza Lady replied to vewvew's topic in Suggestions
Right, so the only cost there is against the company at that point, which kind of contradicts what most advocates for piracy claim (that it hurts no one). -
Thinking about if Water could not be Destroyed only moved.
Teh Pizza Lady replied to Emeal's topic in Suggestions
If you're gaming with friends, projects like that can absolutely be a lot of fun. -
the Crude AND Recurve bows, actually. Everyone else can only make the simple and long bows.
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PC gamer learns about firewalls and ports. More on that at 5. Back to you, Sharon.
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What is the argument as to not add the game to steam?
Teh Pizza Lady replied to vewvew's topic in Suggestions
I get what you're saying, but you are losing me at the "no lost sale" argument. It assumes something that cannot be proven. Whether a person would have bought the game under different circumstances is subjective. Piracy removes the possibility of knowing entirely. I agree that it's worse when someone steals something they can afford, but stealing is still stealing. The inability to pay for a Disney ticket doesn't justify sneaking in anyway. It's still taking access to something I don't need without permission regardless of whether a cheaper ticket price would have allowed me to buy it. It's still wrong either way. -
no, it made it WORSE... and I have a pretty high render distance, so everything in the distance was nearly folding over on itself, I couldn't see straight. Where I was trying to look was that dark spot in the sky.