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Kyle Rick's Achievements
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Unironically I think Temportal gears could fit more in one block if stacked properly on the ground instead of being in a chest due to being unable to stack them in the interface normally. x3 Also yeah that video is what gave me inspiration to do a challenge like this. Being able to see all your items at once does sound neat but gameplay wise I could see it being annoying storing mass amounts of items, but one day love to give it a shot if I could mod some storage like feature in the game.
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While I do agree it's quite extreme I found it quite interesting as a idea to try out one day but unsure. Even with how slow progression is in Vintage Story compared to the other block game it still feels too fast to progress so I don't get that satisfaction when getting most unlocks. (Still never made cheese.) Maybe because of there only being 2 story missions, and by the time of new years I would already be quite cozy with what I have. Been thinking of trying out a bunch of mods that make the game harder and slow it down and this is one idea I had in mind. I did try a seaworld playthrough once with some difficulty mods where I had to island hop a bunch till I found a decent sized island to settle for a few months making progression quite slow, combined that with limited chests on the ship it made it cool figuring out what to bring for my trips and progression enjoyable. Just wish there was more tiers of ships. Maybe I just like handling inventory while also being a hoarder hah. Love seeing items pile up.
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This came to my mind after seeing all the recent sneak peeks of shelves and such for storing objects. While it is mostly cosmetic because containers can store so much more per block but what if they did not exist or very nerfed, so you can only store most objects by actually putting them away? I myself don't store objects on the floor too much but it is a nice visual way to tell how much I have in ingots or such, and tools as well early game. Now keep in mind that the inventory you are carrying is a separate thing entirely to solve for this idea I have but we can ignore that for now, and only focus on actual containers or placing of objects in the world. While containers exist in real life, they won't magically be able to fit a ton of things like in Vintage Story. However there is a mod that does that: https://mods.vintagestory.at/immersivechests The mod shows items actually be stored inside, including those long tools that now stick out of the chest, with things like blocks grow in size the larger the stack. However keep in mind the mod is purely for visualization only with no mechanic changes. Of course it does not look perfect though I not tried it myself yet and it does not solve the main problem is that you get a interface of items instead of actually placing or picking up items. It does show that it kinda works like in real life, but now wonder if it can go further by making object size matter more for storage, and more importantly, no interface that you open up to see all the objects to manage. So my idea on what be a interesting world/mod to try would be... Having to make every object actually visible in storage, not in a interface. Meaning having to look at a object to pick it up even in a container. Containers nerfed due to the size of most objects taking up a large amount of space. Because of object size, with bigger objects taking up more space in containers and such, it would make you think more on if you should keep those bulky items or not. Having to make real dedicated storage rooms that isn't a ton of chests, especially if it's for bulky items that can't fit well in containers. Now of course there is problems with this setting, though knowing Vintage Story is a game of it being slow paced and like to make some stuff complicated I think it could be cool. Potential problems with these changes: Blocks if not scaled down would mean the only real way to store them is to place it somewhere to mine later, and that seems a bit excessive, so blocks being shrunk down when not placed could be fine to solve this problem. (Considering when mining blocks it drops as much smaller versions of itself, and the mod above shows how it can be done.) Having to dig out items to reach objects that is at the bottom of containers, though that is realistic at times. Besides blocks some items might have to be rescaled to make storing them more realistic or balanced. Having to handle inventory or mobile containers that ignore this realistic item storage mechanic outright via a interface, though that will be a separate problem to solve, or impossible to program or balance. Might need its own mechanics where bulky items take multiple item slots like you see in some backpack management games. I think it could be neat if this would be a actual mod or setting, slowing the game down even more as objects take up actual space. Curious what other people think of this, and what ideas or solutions people have for these mechanics. Thanks.
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I feel like a basic sextant is all one needs to not be truly lost by writing down important locations after using a sextant to know the coordinates of that area. Is how I got around on my mostly sea world anyway. I imagine having a high chunk render distance also helps. (I use 800 blocks myself.) Without mods you don't get map or such in wilderness survival mode but still made it work by not going too far unless needed and familiarizing yourself with the landscape. I do think this game is not ment to be QoL focused imo. If traveling extremely far I can think of a few ways to get back home, but it's not free for sure.
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I know how Vintage Story came to be, but I rarely played modded Minecraft myself, as most modpacks I tired has something I disliked (like the minimap) so I made my own modpack that took a while to get all of what I found fun. I don't treat Vintage Story as a mod of Minecraft I treat it as its own thing. It just felt strange to me that it has those features by default on what you would think a more survival focused game would not have. I don't play many games myself so I can't say how it compares to others, but it still shocked me seeing such when I played for the first time.
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I do know Wilderness Survival setting turns it off by default (Or can just change those settings.) but I feel like it gos to the other extreme that I dislike. One of the first things that I noticed when playing Vintage Story for the very first time was it having a minimap, but not only that but can bring up a full map with good render distance and the game also shows your live coordinates and direction you are facing at all times. Does anyone else feels like that is very strange? As to me it feels very modded Minecraft like and that throws me off as I dislike such things given to you right away. Able to easily mark things on the map and such kind of brings a whole new way of playing like being able to mark caves, clay, and all sorts of other things and not think much about it but to me it feels... wrong. After reaching steel on my first world on default settings I went to try Wilderness Survival settings and it does feel quite different to play without such UI that I like. I tend to pillar up like a 5 block high packed dirt tower to mark anything of use in the world like clay or such that can be easily found again when I don't have a map. However never even having a map at all, something Minecraft lets you able to craft easily feels wrong. There is other tools in that Other Block Game like a compass that could also help but I would not be surprised if most people just press F3 to enable debug overlay so they can look at their coordinates and I am guilty of doing the same. I believe you can do the same in Vintage Story but it's not as easy to turn on/off. While I do know the game is still in alpha it feels strange that Vintage Story, a game more focused on survival than Minecraft, has those features in the title enabled by default without a way to actually earn it yourself, as I don't mind those features if you started off with none but over time get more tools to get a better idea where you at and everything else in the world. Because of such I went around looking for mods, and there is one I use that mostly fixes this problem, Craftable Cartography. (Version I use: Craftable Cartography Fork ) The mod does a good job of doing most of how I would feel progression wise for cartography, but the map feels quite buggy. With a map you can see where the story markings are and can figure out how to get there even without other tools by just loading in more chunks or looking around, however the map does not seem to focus where you are even with a Temporal Compass, meaning I had to keep dragging it to where I actually was and it only loads new chunks when the map is pulled up. (Was really bad during my 10% land world sailing for ages. Was fun without tools and fun with such tools to go back to islands easily, but the map was real annoying to use.) Overall the Craftable Cartography mod does what I like mostly but it seems a bit janky and wish it was all built into the game and polished out, as I do enjoy using a compass and sextant as it feels immersive and right for a game like Vintage Story. With settings that turn off the UI map the maps that the story gives you tells how far away you are from it so it still gives the item a use but feels like a hot or cold could work slightly better but unsure. Curious what others think about such features and how it could be handled in the future, if people like it or not and what changes it might need to improve Vintage Story, and if Wilderness Survival or such settings should still exist once cartography is in the game proper.
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I don't know how spices really work in real life but if it does help preserve food more it's a nice bonus but not something crazy I would go for. I do like the idea of spices making the foods give a tiny buff to your character that could last a while, maybe depending on how much kcal you ate from the food, as you can only a part of a meal if your hunger bar fills up to full to prevent eating the entire thing.
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I believe in the Better Ruins mod there is schematics that you can find in ruins that can let you craft new decoration blocks, more efficient ways of crafting items, and alternate ways of crafting items. I think that be neat to find unlockables in ruins as long as it's not game breaking.
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Bowtorn weren't needed or wanted and drastically take away from the game.
Kyle Rick replied to foebits's topic in Discussion
It's interesting as the base surface Bowtorn does 5 damage per shot, while the nightmare and storm exclusive gearfoot Bowtorns does 9-10 damage per shot that is also tier 0 damage, meaning any armour at all makes Bowtorn ranged attack just slightly more dangerous then rocks thrown by drifters. Compared to surface Drifters doing tier 0 2.5 damage while Doublehead does like 24 damage tier 4, a over 10 times increase after considering armour. Honestly I take more damage from their melee attacks due to being careless while chasing them. I don't even craft shields till the first story location I go to. Also this being a block game means Bowtorns can be easily blocked by, placing blocks. Funny considering Skeletons in the other block game are way more dangerous and the most hostile overworld mob without armour in my opinion. The only problem with Bowtorns is that out of the 3 they seem to have problems despawning during temporal storms so they just build up over time while Drifters and Shivers seem to despawn, even suddenly at times. Might be why you've been seeing so many more Bowtorns? This only applies during temporal storms it seems as while caving I see Drifters spawn the most out of the 3 types. Makes me wonder how people play the game at times. I myself try to push though and play a while before giving my thoughts, and so far I find Shivers the most deadly to me because of their speed, though being a 2 wide enemy makes them weak to blocks. I only played this game on 1.20 and above starting with the release candidates, and the combo of the 3 main types of underground mobs seem to work together well in my opinion, with Swifters being most dangerous in the open, Bowtorns not making it trivial to build and cheese Swifters, and Drifters able to fit though 1 block gaps to make it not completely free if made Bowtorn and Swifter proof. Could mobs and their spawning be handled better? I think so, and apparently some people don't like how the overworld mobs spawn due to how they work so they can farm stacks of meat and such but that is off topic. I do find it odd only Bowtorns don't properly despawn during/after temporal storms. Luckily they all despawn if far enough away from them. I find it a bit odd and at worst a mild threat during the super early game of no armour if you did not make any armour before your first temporal storm. Based on this comment on damage per type: -
Is there any official list for the DPS of the Eldritch entities?
Kyle Rick replied to Broccoli Clock's topic in Discussion
I was wondering and now this confirms it that bowtorn ranged attacks does so little with armour even from the highest tier versions because all tier damage types is 0. Wonder if that is intended. I find bowtorns to be not much of a threat myself while I am more concerned for Shivers. -
I play Wilderness Survival keeping cave-ins enabled but disabling sideways soil gravity because it felt annoying, so unsure if changing that gravity setting affects cave-ins. I will assume the two are entirely separate systems. At first I was scared of cave-ins so I made sure to keep them stable with blocks, then using beams, but as I got comfy mining and learning how it all works it does not really seem like much of a problem unless you are rushing/careless. It seems like cave-ins only happen if the block that is unstable has a block placed or mined that it is connected to by the 6 faces. Time does not seem to do anything for cave-ins at all from my experience. Because of that, even if you have a ceiling full of 100% unstable blocks, it's fine as long as it's not disturbed. When mining I mine from top to bottom, as rocks are stable as long as there is like 3 or so solid blocks under it. As a result most blocks you mine have 0% instability, so as long as you mine a block with 0% it should never cause a cave-in from my experience. Though I do also keep it safe by always mining at about max range and being away from slopes/staying at higher ground. It seems like the amount of damage caused by cave-ins is how much distance the blocks fall, increasing in a non-linearly way. So a small amount of falling does not do much damage but I imagine a few more blocks of falling will cause it to be deadly, but I not tested it out myself just from experience from blocks coming from high up. Once I stopped being scared and became confident in my mining I stopped caring about cave-ins and mine much faster now. Just have to keep in mind about cave-ins when doing so however so you don't get careless. Also ores seem to be just as unstable as cracked rocks. Is just from my experience so far with cave-ins, and unsure about some of it if people here know more.
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Honestly it realllllllllllllly depends on the generation of the world. I remember traveling 30k blocks on my mount to find Bauxite that would have taken much longer without a mount. If you have Limestone, Bauxite, and borax near you when you spawn it honestly makes it go so much faster because of that. Guess it depends on how far people are willing to travel away from their base.
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Interesting I never used salts or pickles yet. There is still a handful of mechanics and such I not touched in the game yet even though I have like 4 worlds that is over a year old in game time now. Still never unlocked the legendary cheese age yet hah.
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I never really had problems running out of food myself but am much more likely to starve because I forgot to bring food or not bring enough. Hunger is so weird in this game. From what I understand eating one piece of food then waiting a bit before eating again is optimal, and meals have a effect on making you not lose hunger for a while but honestly I feel like it's never consistent. Also sometimes I get the "hunger bug" every now and then where my hunger does not go down for long periods of time even without eating meals, then it suddenly drops a ton even to 0 as if the game remembered I was supposed to lose hunger.
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On my first wilderness survival run playing as a Blackguard I actually was a bit concerned about food and because there was not that many animals near my spawn. However it does not really become much of a problem once I find berries and leave some bushes alone to harvest later due to the faster spoiling. Managing that and farming and exploring I still had enough food to last me though winter, mostly with tons of grain. That stuff lasts a long time and once water is added it gives lots of sat. I never had to use the 2 stacks of emergency cattail roots. My first day playing I always make sure to harvest enough for 2 stacks to make baskets and storage early on. I uh enjoy having lots of storage and holding anything and everything.