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Everything posted by Maelstrom
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That looked like some kind of scanning device.
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No Charlamaigne??
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After I posted I thought that the switch to creative was to place torches in those high to reach places. That formation is incredibly geometric that it seems artificial. Good find!
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Welcome to the forums (and more importantly) welcome to VS! That's it! You're banned. Ok. You can be unbanned by transferring your story to the Humorous Stories thread (shameless plug) in the Discussion forum located here. Just kidding about banning you. I'm just someone with as much authority as the janitor.
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Those very circular geometric shapes are very suspicious. This looks VERY artificial. Note a switch to creative back to survival just before the screenshot? I call foul and believe that this is the result from using world edit.
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From my experience (playing since 1.14.10), even if the 1.22 initial update dropped today it would likely be about 6 weeks before the first unstable RCs start dropping. The first stable release would be a few weeks after the first unstable RC. All told, we're realistically about 3 months from a stable 1.22 update. As others have said, start now.
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Tyron built in the potential for taming wolves. As long as I've played the game (started in 1.14) there has been a market for wolves. Seems like Tyron hasn't gotten around to building a wolf taming mechanic; although it seems like he's zeroing in on it with the recent elk domesticating mechanic. He might be working on mechanics for tamed wolves, like hunting which don't exist for other tame animals like livestock and elk.
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I agree. I make terra preta coz well... it's there. Maybe I consider it something of a mini-game? I honestly don't know why I make it. But thinking about it, maybe a cool change to soil fertility is to adjust yield based on fertility. If the soil maintains nutrient levels above 50% the harvest gets a bonus to its yield. Once nutrient levels drop below 50% growth speed declines and any bonuses to crop yields are lost.
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I think you miss the point I was making. The temporal instability and storms are part of the setting for the story in the game. With the new mobs introduced in 1.20, I agree that storms are now a time out in the game. Even with steel plate armor (end game top tier armor protection) they are dangerously deadly affairs unless some preparations are made before hand. If one wants to makke the jonas contraptions there's a far safer way to farm mobs for jonas parts with a copper pickaxe and stone spears. Personally, I like the stability and storms for the immersion factor. Yes, I'm a weird birb; I embrace it. Even though I've had to go from hunting double headed drifters with flint spears during the first storm of the world to hiding out in a bunker during a storm, I still like the storms and the instability. I take the time to peruse the map to plan for resource gather, read the lore I've gathered or pan bony soil for easy gears/gold or lore. But I get it. Storms do halt game play.
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The benefit from terra preta is pretty small when compared to high fertility soil. The increased nutrients do benefit crop growth speed but it won't be enough to fit another crop cycle during the summer. Terra preta is pretty much a min/max kind of thing.
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Think of it from a player perspective. As a designer if I imagine that my players want to reduce the impact of storms not only will they want fewer storms, they'll likely want less intense storms as well.
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Same. I just wish the frequency and intensity were separate. I wanted longer frequency but default intensity.
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Game mechanic wise, storms are a nuisance; BUT they (and the temporal instability) are laying out the foundation the story is built on. As a new player the storms and instability drew me in to search for the lore of the world. What happened here? Why is this craziness going on? Finding books, scrolls and tapestries answered those questions. Now the traders and story locations add in a lot to the random lore bits before the RA dropped in 1.19.
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So dig out the translocator, duh! Yeeeeeaaahhhh... There's that.
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Given that Tyron has worked on VS since 2016 I doubt he'll get tired and decide to move on. Although technically you could say he's been working on VS since the days of VintageCraft for TOBG.
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This is not the place to request a refund. Submit a support ticket here: Support - Vintage Story
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In the past year we've seen a dramatic increase in popularity of the game. Based on what I've witnessed, if there were another dramatic increase in popularity there would be two things that happen. An increase in traffic on VS social media (like these forums) and devs might have to pivot to performance enhancements of the game and other planned features may be delayed. I think Tyron and team managed the unexpected 300% increase in sales about a year ago very well leaving me without worry that any future unexpected increase in popularity will cause any problems with development.
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Congrats! Good thing you didn't do this before the 1.18 change to world gen. Back then there were arctic mountains up to world build height pretty much spanning the width of the world in the polar regions. Very dangerous ascending and descending when said mountains were 200+ blocks tall and usually almost sheer cliff faces.
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Question about the spawn locations during temporal storms...
Maelstrom replied to Broccoli Clock's topic in Questions
1.20 changed rift spawn rules. They can now occur during the day for any rift activity. I saw a shiver spawn in middle of the day during low rift activity (although faulty memory says it was calm when it popped into existence in front of my eyes). Tyron has confirmed daytime spawns are now intended. -
I was just using your example as a springboard for a generic comment.
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But as mentioned, there's reality breaking mechanics that are necessary lest the game become a real life simulator and most decidently UNfun! The reason I adore VS is the uncompromising challenge to it. It doesn't pull punches when you make a mistake forcing me to figure out how to not fall prey to mistakes or misadventures. It forces me to learn the mechanics of the game in order to overcome my weaknesses (like cheesing combat since I'm not one of those mount and blade style combat afficionados.)
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Learning curve is pretty steep. Although reading accounts of new players since about 1.18 seems that it isn't as steep as it once was. I think the tutorial and guides have helped to reduce the curve from a cliff to a very steep climb. The challenges that VS provides is why I don't play most other games. I grew up on games that came with a book that taught you the controls of the game but anything in the game was left to you to figure out. Most games in the past 15-20 years dumb down the challenge factor so much there isn't a challenge anymore. I blame TOBG for this.
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Question about the spawn locations during temporal storms...
Maelstrom replied to Broccoli Clock's topic in Questions
The other night I was working on the platform that will become my workshop. No temporal storm and a drifter popped into existence about 5 blocks away. Uhhh... Hello? Then another 2 or 3 popped into existence. Checked the sun, yep still an in game hour before sunset. Check the rift activity... Holy Hell Batman! apocalyptic! And it lasted almost the entire night! Until recently apocalyptic levels of rift activity have been exceedingly short.