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Blazer

Vintarian
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Posts posted by Blazer

  1. On 1/6/2022 at 11:37 AM, redram said:

    When Vintage Story was originally begun, the original crop set was indeed limited to 'old world' crops.   However this limitation has been dropped, and all crops are fair game.  Witness the peanut, bell pepper, and pineapple, which is are all new world plants. And big horn sheep which apparently slipped under the original prohibition, as they are new world animals, but also racoons which were added later, and are also new world animals.  The fact that we don't have things like potatoes and corn yet is simply down to not having chosen to add them yet.  Crops take a lot of artist time for the many stages, so they're not something we add casually out of hand.  But corn and potatoes will certainly eventually come, among many others.

    I wouldn't mind all new world crops being separated by vast oceans at some point. Especially after an ocean update that includes boats.

    • Like 4
  2. Just a small change to luxury traders to accept high end finished foodstuffs, such as cheesewheels, pies and alcohols. Depending on the complexity of the item whether it be in ingredients or steps to make, it receives a higher or lower price; e.g. a pure onion pie would go for a single gear, or not be accepted at all, while a pie with meats and several different vegetables or rarer fruits would give a larger payout. The same concept can be applied to alcohol, should we ever get more variety in the future. The more base ciders and spirits selling for low or not at all, while aged wines and champagnes would sell high.

    You might be thinking "why shouldn't this go under the food trader category?" My answer would be; the food trader is all about selling much more base items you'd see commoners consume, such as simple ingredients and breads or tools. The more high end 'luxurious' foods which would correspond more towards the rich and decadent, in my opinion, belong with the luxury trader.

    • Like 1
  3. I personally would prefer having to attract villagers/traders yourself to your own built up village. Keep worldgen largely devoid of man-made constructs as is. Would make building up your own village much more rewarding, as well.

    • Like 1
  4. On 2/4/2021 at 10:58 AM, Ari said:

    As a temporary fix until firepits are rebalanced, it's very easy to adjust the burn time/heat values for materials in the asset files. Just open the file for firewood and adjust them as you like. I always increase burn time by a factor of three or four. I also modify the recipe file for firewood and have each log give 16 instead of 4. makes no sense to me that a log that takes up a whole block would only give you four little sticks when you chop it up. Makes charcoal production a lot less tedious as well.

    This is what I've done. Just cuts down on a lot of the grind in the interim, until something official is rolled out.

  5. 15 minutes ago, Hal13 said:

    Just make a trench lure them in and light it good enough for them not to despawn, afaik there is a cap for wolves in each area (maybe it's for everywhere, but that i'm not sure enough of)... Will prevent them from killing other animals too.

    Oh, nice. Now I just need to find the opportunity to actually dig a trench without getting mauled. Will their pathfinding allow them to just run right into a trench, though?

  6. I, too, am having hellish problems with wolves. In fact I currently have a pack of three of them, with three more pups trailing behind, spawncamping me in my makeshift ruins base. Been a real pain in the ass trying to poke them with my spear whenever they come near the walls.

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