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Kosti

Vintarian
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Everything posted by Kosti

  1. Fair, but I will suggest if you have issues with meat to invest in a pen of pigs, goes a long way, and also how are you limited by the amount of meals you can make? I'm curious as i've never faced that issue, if anything im constantly running out of crocks lol.
  2. Tbh, the wiki is also very badly structured/coded, I feel like I am entering every generic game once I click on it, not to mention how things like the search tool and translation are very much braking a few actions like the aforementioned search bar. But besides that, the wiki is indeed in a very raw stage. For one, there are many fairly important missing things from it, not to mention there isn't exactly a format people are thought to become wiki nerds, I myself added "late iron age" in the progress guide because otherwise you couldn't find a thing without a youtube tutorial about meteoric iron. And so the juice press as you have mentioned and many other things alike are missing. But an argument is to be made the application for the wiki itself is quite whacky and the community isn't that big, so keeping it up to date is quite hard, then again, that's different from it missing major featuress... Overall the wiki has a lot of work on it to be done and I personally argue it's holding the game back quite a lot, don't get me wrong, updates are cool and all, but a major playerbase is drawn from that other block game, and without a proper wiki for something much more complex such as Vintage Story, it's just pushing out a lot of players who'd otherwise love the game.
  3. While you have some points, I just can't agree with "The game is basically over once you have a cooking pot and a rudimentary shelter". I think the issue you are having is from the way you approach the game. If you are aiming to create a home and secure some food, then the game might as well be nothing more, the thing is that it's not just about survival. It's also a sandbox in which you can build your own house, village, city, even terraform your own world, not to mention the ever expanding storyline. Sure it might not be as easy as that other block game, but then why play Vintage Story? The game realistically is only survival until you've got a house, farm, berries and a fence, but afterwards it's the world to conquer, and if you aren't doing that then that's on you, not on the game being "over". But you do have some points, chiseling is fun until you have to chisel every single block in a 300 block castle wall because there's no copy-paste craftable tool. You technically don't need to enter the bronze age to survive and the crude door braking is probably because they needed to incentivize the new player to advance, I personally will add a point that automation is lacking as well. But to enjoy every feature of the game? To build your own world and mansion without at least iron tools is impossible, want to light it up? Bees. Want to secure food for long periods of time? Farm. And don't get me started on the story, which while still a bit shallow, with the 1.20 update requires quite a bit with the travel and prep for the bosses. While I agree with you on the chiseling part, you can't complain about the grind in a game like Vintage Story, it's not made to be as easy as MC, and if it's that much of an issue, just spawn some items and play from there, no one's forcing you if you don't enjoy the early-mid mid-end game grind, or just play in creative, but the game has much to offer and it's far from over with a cooking pot.
  4. That would be really cool, honestly I was thinking about the same thing the other day lol, although it'll be a bit tricky not getting your base flooded as having ice that doesn't expire isn't the most realistic. While the idea is cool, I do have to mention that once you've gotten used to the game food isn't really an issue and you don't really need to extend the shelflife of something like grain which lasts 12 years lol, even normal crops last for more than a year and you can have multiple harvests per one. But again, I really like this and personally hope one day we see it in the game, even if it's not that important, small details like this make the game feel much more lively. Though that being said... hopefully a food/culinary update as well
  5. Ever searched for something in the wiki you can't quite remember the name of? In that case you were probably hit by the 100 results of the main topic with a /language next to the title. Literally search the word "clay" and it will show you 505 results... To be fair, the entire wiki needs a redesign, but until then, at least fix the search bar, it will make it way more accessible to newer players who are the main volume of usage anyways. While I understand the wiki is ran by volunteers and that a full redesign might not be possible atm, at least please fix the search tool so that it actually shows relevant pages rather than 500 redirects or /language. (For anyone reading this wondering how then can it be accessible for people who don't speak/read english, easiest solution I can offer is a visible bar on the main page/header where you can select your language from a dropdown menu.)
  6. Kosti

    Sturdy Stick

    fair enough!
  7. Kosti

    Sturdy Stick

    I present you with the Sturdy stick, it will be an item only needed once reaching iron age+. Where as currently all you need is a random stick picked out from the forest, let's be real, most won't be durable enough to make a pickaxe with, so instead the sturdy stick will replace the forest ones once you reach the iron age and beyound. To make a sturdy stick you'll need one normal stick, a saw and a lump of fat. It will function similarly to the long bowstave where once you craft it, the item will need some time to become sturdy enough for your iron or steel tools. "Why add another unnecessary process to the iron age considering how hard it is?" Well, we have to remember just how much this game is about realism, can you really go into the forest, pick a random stick and make an iron pickaxe with it? No. And if you've read the item descriptions, it's likely we'll be able to forge even more powerful tools in the future from better alloys, let's not forget we have stuff like titanium in the game. So ultimately, I believe adding it will just make the game feel more realistic and add a tad bit of surprice to anyone reaching the iron age on "why can't i craft my pickaxe and hammer?!?".
  8. Yeah I also hope they expand on the automation part, currently there's just only a few things we can automate and it's really unfortunate because on a singleplayer world without NPCs to help me out it ain't easy, I love the game but at a certain point it becomes annoying running to the pigs to give them the berry mash after having made it into wine while having to return fighting for food/survival if its woolfs or god forbid, a bear, then also tending to it's leather, and don't forget to cook the meat before you forgot to chop down enough logs but your axe brakes so you have to go and forge one which reminds you to take care of the bees and whoops you forgot the metal for a bit too long and now you have to reheat it cuz you were cheeky and used peat before coal while forging, oh and did i mention you ran out of blue clay or cat tails to make new skeps? Oh and don't forget that night's almost here and there's a rift right next to you so you now have to fight a bit more than a group of monsters. This is a bit over the top but its to get the point across, without NPC and automation any future updates will only add up to this unmanagable mess. Now imagine an NPC that at least tends the crops, cat tails and bees, suddenly all i have to do is give them a bit of clay, pay them a few gears and im up and running to a few things less.
  9. I also feel like the devs are planning to expand on that in the future, though atm I believe they first want to fix core issues and mechanics, for one before this update we had like 0 NPCs besides the traders, no fast traveling methods and the lore was pretty shallow, not to mention quite a few parts of the world such as oceans and others still feel a bit shallow, the game has a lot to offer but I honestly think the devs want first to fix the biggest issues before moving up the storyline, thats also partially why I believe they only added this much to the lore. Atp in time with just steel tools 1v1 ing any creature stronger than the existing bosses becomes... very hard to the point of impossible, and I think the devs want harder bosses and more progression. Another thing is that alloys would mean expanding how forges work and if we were to do that I think players would go crazy without some sort of automation. Like automation or not, at a point in time it's needed in a game cuz the player running 24/7 between 10 diff things isn't something most people love, and more automation means also adding new mechanics and its a hole ordeal. While it will be cool and I believe it's planned, I doubt the next update at least will focus on that. We all love the lore, but look left and right in the suggestions channel and you see just how many things there are that may look small, but added up could ammount to their own update.
  10. I like this mostly but what would the point in doing it be? I mean it's cool 100% for sure, but most jewell items can be found through lore and sifting, although there can be many more designs, unless there's like status bonuses or smth they'd be way too small and a lot of time would go into making all of this for the devs. Tho I love the idea, but I don't think there's really a need to focus on that rn, maybe a future update once the most important things are tackled? Perhaps, but it's a lot of work and it's not enough to be an update alone, not to mention most playtroughs are singleplayer so unless these are sold to NPCs they'd be truly useless. Maybe they can get involved in the lore like you get to a location and it needs an item you sifted but it says its not matching so you need to craft a new one? Then again, adding this entire functionality is a bit too much. That being said I love the idea and if someone made it as a mod i'd download it and try it!
  11. Ok, have it then, upon world gen, check for a salt water block in a chunk specifically for salt water, if it is found, perform a secondary check if the entire chunk is salt water, if so, then have it check the next chunk without checking the checked ones. When the entire process is done have it then designate all the salt water in the region as an ocean if the checked chunks are like 20+, or whatever number the devs decide is big enough to be ocean, and you have an ocean. Anything less than that number won't be an ocean. Easy enough. Store the "list" of oceans where you store biome data, preferably in a underwater category or smth alike. I don't know why would singular chunks need to save a flag in such check ngl, you'd just perform the 'is chunk 80%+ saltwater' upon immideate discovery of said water upon world gen. The only thing you'd need to save is the biome data itself which is like... nothing lol. If the shore is modified by players you keep the biome the same ig, even minecraft hasn't figured that out and it's likely because the soultion would be too laggy. Best I can think of is having some type of periodical check that goes around the ocean chunks every X ammount of time, perhaps every end of a season/4 months and checks for any action of placing saltwater, then performs a chunk check in those chunks if 70-90% of the chunk is saltwater, if so it continues the check until new borders and then redesignates the biome, but at that point you'd probably use this on every biome if they code it in, so honestly to answer "What happens when the shore is modified by players" would pm be adding an entirely new system in the game, if they had an answer to that issue, we wouldn't have wolves spawning in cut forests.
  12. Best report the bug in github and hope for an answer, other than that if you don't wana restart the world, besides marking the problematic chunks and not living in them idk what can be done, are you sure its this mod that's the issue? Perhaps it may have to do something with another mod that had compatibility issues and they presisted even after removing the problematic mod?
  13. Well first of all I think this is an issue that needs to be addressed by the devs. Lanterns are a solution for small bases, and we deffo need more! However, until that happens here's what i've found: https://mods.vintagestory.at/craftablecreativelights ; https://mods.vintagestory.at/braziers Besides that you could decide to sacrifice a lot of items and request the 'gods' give you a few from the creative light sources in exchange. Another option is a jonas tool that's fed gears to prevent rift spawns around you, but... that's really pushing the end-game, so for now the best might just be leaving the lanterns in the way you did. Last thing i've found is this https://mods.vintagestory.at/electricity Hope it helps.
  14. Everyone in here agrees that cooking needs to be expanded, and by the looks of it the devs also feel the same way, why not start with the simple introduction of a new class? I present you the Cook Every human needs food, even Seraphs, especially new players! Food is the biggest struggle of the early-game and the noob, however, I don't think this class needs to overly focus on just this part of the game and playerbase. Now before you comment "Hunter Class", it's generally not that good, especially considering the late-game fun of the Claustrophobic trait, on the other hand it's also pretty useless when it comes to class-locked recipes with the only really useful thing you'd get from the Hunter being that 10% walking speed which doesn't make much of a difference when you wear plate armor (although getting it will surely be slower with the mining speeds and such, especially before one figures out the prospecting pickaxe.) So I think a Cook class should exist seperately. [The following is a lore spoiler and lore reasoning for the class' existance, if you're new, I suggest to skip.] What will the Cook class be? Very simple, you get traits which enable you to get much more out of food than any other class, on top of that, considering how cooking will likely also be updated in the future, it will stand as a template for when the time to make upgrades comes. Using the VS and VS wiki templates, I present you with my idea: Cook "Be the hand that feeds the starving, or at least tries. They, most of them, don't starve because of you." "Cooks are those that mix and make the most from least, but a lifetime over the pot has left them in a state that's far from agile. Perhaps it's best not to climb the peaks of mountains in their boots, especially if you hear growling." The Cook is a very effecient and rather clumsy class that focuses on the most primal need, food. That being said, it's perhaps best not to poke the locust's nest or climb and jump from trees. Additional Positive and Negative Traits Chief (-10% cooking time for all foods on a campfire (without a pot)) Master Chief (-15% cooking time for all foods with a pot) Baker (-20% cooking time for all foods made in an oven) Nutritious (Diary, and Protein foods fill the nutrition bar 10% (or something else reasonable but calculated) faster) Brewer (+20% more juice from fruitpress, -20% fermentation time (if not possible then +20% faster distillation)) Clumsy (+15% fall damage, -5% walking speed, -5% (or 10%) mele and ranged damage) Slow (-10% sprinting speed, -15% boat (water vessel) speed, -15% elk speed) Unstable (+10% faster loss of temporal stability, +10% more temporal monster spawns, +20% more temporal monsters during temporal storms (monsters parts can be excluded from multiplayer for obv. reasons)) Unclocky (-10% drop chance for temporal gears, -10% drop chance for jonas parts) This pretty much sums it up, essentially a good class to learn the game besides the commoner that with more playing becomes more useless (especially when you make your first farms) except for REALLY large multiplayer settlements. It's a good start that can give you a bit easier time to reach the copper/bronze age, yet deffo a run for your money when you begin to move past. Also, vallues will probs change if this actually gets enough interest to be implemented, so if you dislike a certain % value, please comment your opinion! Thanks for reading! Sorry for spelling mistakes!
  15. Also could be a simple check of 'if bigger than X - ocean', if not, then perhaps a basic water biome system could be made (if not already in the game), which would probably be useful in the future as well when the devs have more time to focus on less important things such as underwater
  16. perhaps a standalone curtain half-block too? Just for a little more variety, but I would love to have curtains with an open/close mechanic and functionality of preventing light from getting in or out
  17. We already have flowers which are mostly useless now, being able to dry them, as well as having tea leaves and a tea mechanic would be amazing, perhaps tea could have a special effect of keeping you warm during the winter? I would love to see that!
  18. Yeah, honestly fishing really needs its own update, fishing rods, fishing nets, worms mechanic, ocean and river water fish, crabs, mussles, boat mechanics, honestly with all that it might be better for the VS team to eventually just make an aquatic update, could also introduce new underwater structures? Sunken castle? Sunken ships? Perhaps even a sort of cove full of sunken ships and drifters? Any realistically good upate for fishing would need an aquatic update, and I doubt we will be getting one soon.
  19. The issue is how to divide a world going for milions of blocks, best they can easily do is in 2 or 4, but I think it will be very technically difficult + it would probably require a load time moving from one server to the other
  20. yep, just saw that, honestly amazing! I find it funny how just 5 days after they add it i suggested it lol
  21. I'll look at that, thanks!
  22. I mean considering they are planning to eventually add oceans/big seas in regular mode, i don't think source blocks going away will ever end the ammount of water for salt, though I do wonder how they plan to entirely move from source blocks, especially with things like rain, I feel like if they were to do that it'd cause a lot of lag
  23. that's a good idea, thanks!
  24. ehh, idk if it's worth the 2.5 HP, ig when we get harder dungeons and bosses it will be though
  25. Heard that end-game players min-max their health through the food system for best health tho goats really are a pain
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